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Quote:I have slowly been updating the sections of my Ill/Rad guide, but haven't gotten to the build sections yet. You can see what has been updated by checking the "edit" dates at the bottom of each section. I haven't gotten around to updating the builds yet. I need to make changes thanks to Inherent Fitness.Hi, Local Man, I'm a new player and I'm building an ill/rad/fire following your guide as general direction. Was just wondering, since you made that guide in 2009, is it still valid today with all those set builds? Cause if it is, I'd like to give it a shot at perma PA. I haven't checked the prices on all the sets you have there, but they sure are expensive. Some people say it takes 20 billions, some say 4-5 billions are more than enough. I read your guide but haven't come upon a price figure on your builds.
Inherent Fitness allows you to take some of the better powers earlier in the build and lets you add a few "situational" powers like Mutation and Recall Friend. It makes the build not as tight and lets you personalize it a bit more.
I did not include cost because the cost is so variable. Sure, you can spend a ton if you buy all those IOs on the Market pre-made. If you are savvy, however, you can spend a lot less. The market can be quite volatile. Plus, there are lots of ways to earn many of the expensive recipes other than just buying them, like Allignment Merits and Reward Merits, Random Rolls for Tickets, etc. You can earn Hami-Os by attending Hami-Raids or completing the Statesman's TF (or Lord Recluse SF).
When I made my build, I actually spent only about 300 mil . . . but I cashed in a lot of Merits and had a lot of the other sets earned by a bunch of my other characters. I had a bunch of Hami-Os from running many Hami-Raids and STFs. You can get away with spending a lot less if you only pay Infl for the few purples in the build (5 Confuse and 2 Pet) and use A-merits or R-merits or random rolls to fill the rest. -
Quote:All kinds of teams can run the ITF successfully. Having a good tank is a great idea, but not manditory. Having good debuffs is a good idea but not manditory.I just ran the ITF and leaded it for the first time.
I thought we had a fair team but we couldn't down the last boss. his health never left topped off.
I think I've only been on one failing ITF before.
I had set a time limit on the TF for 2 hours, did that make the TF harder?
I really don't know why it was impossible to kill him while I've been on other teams and just watched him melt.... and others we worked hard for it.
any ideas why there is such a difference? I have a feeling we didn't have any debuffs on this team ... are they that mandatory?
The most common way of handling that last mission is to kill your way to the courtyard. Then clear away the left side of the platform and then the large platform and the other Cimmeroans in the area. Pull the other Cimmeroans on either side or Rommie without drawing his aggro. Then have the tank use Taunt to pull Rommie off of the platform to the grassy area off to the left (if you are facing the platform) and everybody attack Rommie. Heal as needed and keep clobbering him until he drops. If you can, run around a corner to get out of line of sight, because you will get stunned when he rezzes (using up one of the Nicti). As soon as he rezzes, come out from your corner to beat on him again. You have to clobber him 4 times. -
Quote:There is no "right answer." As CMA indicated, it really depends on your build and your needs. The Alpha Slot boost will provide the most benefit to an attribute that is not already capped.What would you slot in your Alpha Slot? I am considering slotting a Musculature, as it will improve both my damage and my debuffs, but I often have some endurance problems that a Cardiac could probably fix.
My Ill/Rad has sufficient accuracy that I don't notice many misses. My damage is capped on most of my damage powers (I think Blind is the only exception.) I have good Recovery and rarely notice a drop in endurance. And my recharge is up there easily exceeding the perma-PA level.
So . . . I went with Spiritual Radial, thinking that a little bit more Recharge is always a good thing, and several of my powers other than PA are not capped to Recharge. Plus, there is that little bit of Recharge that goes over the ED cap. However, Cardiac is certainly worth considering to help when you are trying to run all those toggles.
Since the top two tiers are becomming available in less than 30 days, we can look at the other benefits from the various options in the Alpha slot for an Ill/Rad:
Cardiac offers EndRdx (good), Range (meh), Resistance (good if you have the resistance shield), Fear (can help Spooky, so OK), Sleep (mostly useless) and Intangibility (useless).
Musculature offers Damage (good, mostly for the part over the ED cap), Immob (useless), Defense Debuff (helps RI, but my slotting is at ED cap and more doesn't really add much), EndMod (AM and Stamina? could be helpful), RunSpeed (meh) and ToHit Debuff (in RI, good. The ToHit Debuff in Spooky cannot be enhanced.)
Nerve offers Accuracy (Kind of OK, might be helpful for those high level TFs), Hold (good, since none of my Holds are capped), Defense Buffs (good for a Defense build, meh otherwise), Taunt (useless), Confuse (OK, but I have enough already), FlySpeed (only useful for Hover).
Spiritual offers Recharge (more is always good!), Stun (usless except for an epic set with Stun like Earth APP), Heal (OK for the part above ED cap for RA and Health), Slow (Good! I have LR with only an Accuracy so this will help), Jump (OK, nice to have), ToHit Debuff (in RI, good. The ToHit Debuff in Spooky cannot be enhanced.)
Overall, I think the Spiritual set has the most benefit for me. However, I may try to work up a Cardiac to have on hand if I start to have endurance issues. -
The only thing that is absolutely essential is the Midnighter arc to open up Cimmeroa. At 35, a quick run to the Vangard base to join Vangard and be able to get Vangard Merits. Everything else is optional. But there are a lot of things I LIKE to do and try to complete. (blue side)
The first four safeguards.
Get the Spelunker badge (but can be done through Ouro)
The Task Forces needed for TF Commander.
The Stephanie Peebles arc in Striga to get the Wedding Ring Temp power.
Tobias Hanson in Striga to get the Warwolves temp power and a great start on the Defeat badges needed for the Atlas Medalion.
A run to get Shivans. -
Quote:I thought I was pretty much alone in having a Grav/Emp controller! I've never seen one in-game besides me. Here's the build I am driving towards. I tried Wormhole, and decided it didn't fit my playstyle, so I respec'd out of it at i19. The big advantage to this build is it is soft-capped for Ranged defense. Note: this is a respec build, so the power and slot order may not be totally optimal for use from the start.
Edit: My use of the leadership pool was driven by the fact that, when soloing, I found I had to rely a lot on the Veteran attacks (Blackward, Nemesis Staff) to get a decent attack chain, and I used Tactics and the Karma in Manuevers to get enough accuracy to make them useful at higher levels. Maneuvers also contributed to the defense soft-cap, so it was good for that as well.
My Gravity Controller is a Grav/Storm, and he solos almost exclusively. I have damage in Grav. Distortion as well as Crush and Propel, so I have a pretty good single target attack chain of GD-Crush-Propel. I generally don't need vet attacks.
Wormhole is a signature power for Gravity. It is the main AoE control power, but is admittedly difficult to learn to use because of the knockback and the line-of-sight attacks. But I learned to use it from behind cover and throw foes into walls and ceilings, or occasionally the sky (which is fun, but it should do some bonus damage!). The AoE Stun in Wormhole + Crushing Field is a second AoE Hold. Playing solo, I don't see how you could NOT have a use for it . . . Wormhole guys into a corner, Immobilize them with Crushing Field, take them out one by one with GD-Crush-Propel. On teams, it is a little tougher. I have used it to bring groups into an AoE "Area of death" set up by my teammates. You can Hover overhead and aim Wormhole down, turning the knockback into knockdown.
And if you are lucky enough to team with a Traps Defender/corrupter or a /Devices Blaster, it is amazingly fun to let him set up field of trap mines and then Wormhole foes on top of them. If Traps ever gets proliferated into a Controller secondary and looks substantially the same as the Defender primary, I bet you will see a TON of Grav/Traps controllers for that very reason . . . Wormhole+Trip Mines = WIN. Not fast, but fun. -
My little group uses Ventrilo almost every night and it works great . . . except last night when the server was down. The CoH settings should have no factor in Ventrilo.
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My Illusion/Rad guide has a bunch of strategy tips that will mostly apply to Illusion/Cold. In low levels, use Deceive a lot. Take your time taking down one foe at a time and avoid aggro. Phantom Army will make all the difference once you get it at level 18, but they only last 60 seconds, so be prepared. That will be less of a problem at level 26 when you get Spectral Terror -- Spooky will provide that AoE control you need.
The Cold side is a late bloomer. The shields are good for teammates, but you won't get the best stuff until Benumb, Sleet and Heat Loss. Until then the Slow in Infridgidate and Snow Storm will help. -
Quote:Good point . . . I forgot about the Cardiac Boost, since my slotting was done long before Incarnate. (I have the Cardiac Boost in my Ice/Storm -- I should have remembered.) However, that's not going to help if you want to exemp down to lower levels.Also, the OP is only 48, and you can't slot purps til 50 anyway. Having said that, if you hit 50, open your alpha slot and choose Cardiac Boost, you absolutely can 6-slot the Coercive set in AA, even w/an end-unfriendly secondary like Storm. If you're like Ice/Rad or Kin or Cold, you can prolly do it w/o the Cardiac Boost.
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Quote:I am sure there have been a million posts like this, but I figured what the heck.
I have played CoH off and on since release day, subbing about 1/2 the time (by looking at my vet status), and playing in fits and starts.
With the incarnate path, I kind of want to finally "settle down", and start to get IO'd out and do Task Forces and work on the Incarnate path. This may be a char I already have and may just be too dense to see I am already there.
The problem is maybe what I am looking for is too restrictive, or I just am missing the forest for the trees. This is what I want:
Good Single target damage
Good Area of Effect damage
Decent crowd control (hard or soft)
Something in the Pri/Sec powers that buffs/helps the team like an aura, or a debuff, or a buff
A combo that makes concept "sense", ie not something hard to get your head around concept wise like bots/dark, or plants/fire.
A feeling of being relatively tough and super-hero-y(not necessarily tanker/brute, but not squishy)
Something that doesn't hit people with a weapon (my WM/MP brute is out)
And lastly, something that makes sense to be Incarnate level (I like my MM, but Incarnate robot maker doesn't make much sense to me)
I realize this list is kind of lol restrictive, and that's why I am coming out here to see if anyone can help square this circle.
Thanks for any suggestions or ideas.
An Illusion/Radiation Controller has good single target damage, crowd control, buffs and debuffs. He can be squishy, but there are ways around that . . . either you focus on control and not worry about Defense, or you can build for Defense. The APP set (I use Fireball) gives some AoE damage, but the focus of the build is the ability to take down tough foes with relative ease. It is one of the most popular builds in the game for good reason -- it is one of the best.
An Ill/Rad controller is one of the most flexible characters in the game. He is great solo. He can add to any team, large or small. He can Tank, Blast, Control, buff and debuff. He can stealth for the team. Ill/Rad and Ill/Cold are the "AV Killer" builds, with Ill/Rad is a bit more flexible and a little easier to make a max build. (But Ill/Cold is pretty darn good, too.) -
Quote:You, sir, need a serious enhancement to your education. Danny Kaye was one of those very rare, unique talents who could do it all. Sing, dance, comedy, drama. He was most famous as a comic actor and a song & dance man, but he was also a wonderful nightclub performer as well. Most of his famous songs were written by his wife. He hosted a variety TV show in the 60's.Oh man, Danny Kaye was awesome. I remember The Inspector General pretty well, not so much his other movies. So yes, I remember at least 1 old Danny Kaye movie.
Inspector General, The Secret Life of Walter Mitty, Hans Christian Andersen, The Court Jester (with Basil Rathbone and a young and beautiful Angela Lansbury) and White Christmas (with Bing Crosby, Rosemary Clooney, Vera Allen) are all classic films that everyone should see.
Wonder Man, The Five Pennies and The Man from Diner's Club are also great.
I remember seeing Danny Kaye in an episode of the 80's revival of The Twilight Zone that was just amazing as a fantasy/reality/drama, called "Paladin of the Lost Hour." His last performances were as the Dentist in a few episodes of "The Cosby Show." There are very few performers who have the talent and versatility of Danny Kaye. (As a kid growing up, two of my mother's favorite record albums were Danny Kaye recordings, so I have a special fondness for him.)
(I loved the throwback to the Vessel with the Pestle in Chuck.) -
I generally 3-slot Stamina with common EndMods. If I get the proc, it goes in a 4th slot for endurance-hungry characters, and I may change all 4 slots to Performance Shifter at that point.
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The best part about end-game Fire/Rads is joining with other Fire/Rads to make an unstoppable team. A team of Fire/Rads is like a cloud of locusts, destroying everything in its path.
Even a single Fire/Rad is great in the late game. You need to have several of the powers well-slotted, and get lots of Recovery -- running both Choking Cloud and Hot Feet is expensive on the blue bar, but oh, so worth it. You really don't start to see how effective a Fire/Rad can be until the late 30's, when you can have Flashfire, Fire Cages, Hot Feet and Choking Cloud fully slotted. At 50, try to get the Grav Anchor Chance for Hold proc into Fire Cages, as it make the power far more effective. But just slotting purple sets everywhere is generally not the best way to go -- it takes some understanding and frankeslotting to maximize many of the powers.
In low levels, one of your most effective combos is Fire Cages + Radiation Infection. The foes can't move, and the ToHit Debuff in RI means they can't hit you very often. Plus, the Defense debuff in RI means it is easier to keep hitting Fire Cages. You can then get close to let the foes cook with Hot Feet. It isn't fast, but it works. -
The full set doesn't have enough EndRdx if you are going to be running AA most of the time (like I do). If you want to use Arctic Air as an effective power, you need some frankenslotting for Confuse and EndRdx. I think I have Confuse, End/Conf and the proc from Coercive, plus End/Conf and the damage proc from Malaise, and a common EndRdx.
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My latest pet project seems to be pointing out the effect of hold procs in single target holds.
You have both the Devastation and the Lockdown procs in Strangler, which does both Hold and Damage. Like the other single target holds, if Strangler hits, it will hold minions and lieutenants in one shot. It has a 20% chance to apply an extra Mag, which will hold bosses (the "overpower" you see). So, for any boss, you have only a 20% chance to hold him with a single shot of Strangler.
The Devastation proc can hold only if Strangler hits, and then only 15% of the time. The Lockdown proc will add 2 mag, if Strangler hits, 20% of the time. However, those effects are useless for all minions and lts. You may see the tesla cage, but all it does is stack more hold on an already-held foe. The only foes where those procs will have an effect are the 80% of bosses who are hit by Strangler but not held by the "overpower" extra mag. So, the pool of foes who will be affected by those two procs is pretty limited. I think the numbers with both procs will be that you will hold 45% of bosses vs. 20% without the procs, and that is for bosses only. While the procs will look like they are doing more than they are (they will show the tesla cage even if they are just stacking holds on already held foes), they really don't do much.
Then compare that to replacing those two procs with an Acc/Dam Hami-O and a common Damage. That would result in you (a) hitting more often due to higher accuracy and (b) doing Damage to 100% of the foes hit -- minions, lts and bosses. It seems to me that the damage slotting will provide a LOT more benefit.
Now, in Ice Arrow, the reasoning is different. Ice Arrow does not have the 20% chance to Overpower. Ice Arrow has no damage. So, the only question is whether the 20% Chance for Hold proc is worth some extra Acc/Hold/Recharge that you could put in the power. That's more of a judgment call. To some degree it depends on how you use the power. I generally use Ice Arrow to stack holds on bosses with my single target hold, so the proc wouldn't do much good for me.
Emp Arrow has a 50% chance of the extra Mag. That means that you only have a 20% chance to add 2 extra mag to 50% of the bosses -- but it is AoE so you hit a bunch of them. You can decide if it is worth it.
(I love the Devastation on my Arrows blaster -- I have 4 of them. I also love the Lockdown proc in Choking Cloud and a few other places.)
Yes, Acid Arrow is much better, but the radius is too small. I try to use them both for the stacked Resistance Debuff. TA seems to be most effective from stacking all the various effects.
Slotting Carrion Creepers is difficult. It generates pseudopets, and the enhancement of one aspect of it may not carry through to other aspects. I'm not sure that the Posi Blast set will enhance all the kinds of damage it does, since that set will only enhance the damage that is coded as "Targetted AoE Damage." Consider slotting 2-3 Acc/Dam Hami-Os (enhances all damage), 2 Recharge, and maybe the Impeaded Swiftness Slow damage proc. All parts of the power have a slow component, so the proc works all the time. -
Arctic Air needs to be slotted with max EndRdx and CONFUSE, not slow. The duration of the Confusion pulses is small, but it has a noticeable effect. The power actually has 3 effects: Confuse, Slow and Afraid. Foes who enter the area are slowed. They try to slowly leave the area, but occasionally get confused and may turn around to target a buddy or go a different direction. The Confuse duration does not usually last long enough for the foes to actually attack a buddy (although they do occasionally), but the main purpose of the power is to neuter most of the attacks for foes in its range. The effect will not be very dramatic, but it does a lot. If you watch foes in the area, they tend to kind of run one way, then the other and look, well, confused. They sometimes will fire off an attack, but won't fire another off for a while.
My Ice/Storm usually tries to let the Tank and melee types go in first to draw the aggro, and then follows them shortly afterwards. I find that Arctic Air seems to mitigate about 60-75% of the attacks from foes in its area. Solo or small team without a tank, I lead off with Ice Slick, then run in with AA running.
Toggle AoEs for controllers usually are part of a kind of stacking control. By themselves, they are not much. But stacked with other types of control or pulling aggro by teammates, and those toggles become very effective. Ice Slick, run in with AA is the standard tactic. Sometimes you could use Frostbite to keep foes in the AoE of AA, but then you lose the "afraid" aspect, which is part of the mitigation. AA + Choking Cloud is a key combo for Ice/Rad.
The Contagious Confusion Proc from Coercive Persuasion is wonderful in AA. The confusion from the proc is much longer than the pulses in AA, so it has a noticeable effect. Still, the power without the proc is very effective as a way to mitigate 60-75% of melee attacks. Before you can really evaluate it, you need to slot it up correctly and use it as a stacking control. -
Stormfront,
Mez powers aren't much of a problem for many characters. Admittedly, mez powers can sometimes create a challenge, but isn't that what the game is about?
Any well played Illusion or Mind Controller can use Deceive/Confuse to take care of foes with mez, including bosses, before the fight begins. It can be stacked with NO AGGRO, so it is easy to handle bosses. Plus, Illusion Controllers can send in Phantom Army to pull all the aggro, and follow it up with Spectral Terror. Mind Controllers have aggro-free AoE control powers in Mass Hypnosis and Mass Confusion, allowing them to stack mez powers with single-target controls.
Other controllers have other options. Earth's Earthquake and Ice's Ice Slick (and Fire's Bonfire, too) can knockdown bosses with the first shot. Some controllers have an AoE power that will cause even bosses to try to avoid the area, like Arctic Air or Hot Feet. All controllers other than Mind can use their pets to draw aggro.
Part of the strategy of playing other characters is learning how to deal with Mez. Tanks, Brutes and Scrappers get mez protection because they can't avoid the mez. Other characters have to learn how to deal with it. I have high defense on very few of my non-melee characters, and part of playing them is learning how to deal with a variety of foes. Yeah, I get mezzed (and faceplant) from time to time. That's part of the fun. -
Quote:Choking Cloud does not take accuracy, even though you can fit some in through the magic of multi-aspect enhancements. Logically, you would think it would make a difference, but my experience has been that the effect of accuracy is fairly minimal, especially if you have decent global accuracy. CC first does a to-hit roll, then has a second table it rolls against. 80% for Mag 1, 50% chance for Mag 2, and they stack. That actually gives 10% chance for Mag 0, 40% chance for Mag 1 (does nothing, but can stack with other holds), 10% chance for Mag 2 (minions only), 40% chance for Mag 3 (minions and lieutenants). So, even if it hits, there is a 50% chance of no hold even on a minion. Since it really can't hold bosses, the accuracy is less important since minions and lieutanants are easier to hit.Shouldn't CC get some accuracy too? Or does it not do regular tohit rolls?
I do think Elec can afford to slack a little more on the endred than most sets. The amount of recovery and transferred endurance it can get when in a good-sized group is insane.
Hold duration is, of course, a different matter.
The key to using CC effectively is to use it in combination with other controls. It needs some time to work, for several pulses to apply and hold almost everything. It pulses every 5 sec. The hold duration is 7.5 sec unenhanced. about 45% enhancement will carry the hold over 10 sec, or 2 pulses. After that, you really need the full 95% enhancement to carry the hold to almost 15 sec, or 3 pulses.
This is why CC works well with Fire's Hot Feet/Flashfire combo, Ice's Arctic Air/Ice Slick combo and Elec's Conductive Aura/Static Field combo. Choking Cloud alone stinks, but stacked with other controls, with one to provide initial crowd control and the second to provide continual control, it is very effective. The other controls have a good chance to control the foes while waiting for CC's pulses to hit.
Leveling up, I frankeslot Choking Cloud with EndRdx/Hold from several sets, and then try to get a Lockdown proc into it. That Lockdown proc gives a 20% chance to add 2 Mag, so because of CC's unique way of working, it will often hold foes including lts and bosses who would not have otherwise been held. At 50, CC is one of the few powers where the purple set actually gives you some added enhancement -- the numbers are bigger so you can fit more kinds of enhancement into the power. On one of my Fire/Rads, I have 4 Unbreakable Constraints (Hold, Hold/End, Acc/Hold/Rech, Chance for Smashing), the Lockdown proc and a common EndRdx. It is a little bit low on EndRdx, but I have a lot of other Recovery on that character. My other Fire/Rad has two Unbreakables (Hold/EndRdx and Chance for Smashing) with Hold/EndRdx frankenslotted from other sets. I plan on the first slotting eventually for my Elec/Rad. (Too many alts to IO out . . . working on my Ill/Cold currently.) -
Maelstrom, in general it is a good idea to post the build in a readable format, as not everyone has access to Mids when they look at the forums. You may miss out on some helpful advice.
I mostly agree with the advice given by Morganite, except for a few small points.
He's absolutely right about the PvP IOs in your build -- they will be a lot more expensive than several Purple sets. I also agree that the damage proc needs to come out of Synaptic. I learned that the hard way with Illusion's Deceive.
3-slotting Hasten may not be that bad an idea, even if the benefit is minimal -- it changes the down-time from 11 sec (2-slotted) to 5 sec(3-slotted). If you can get a bit more global Recharge, you can drop the third slot, but before then, it is a judgment call.
However, the third EndRdx in EF is reducing the end cost for EF by .045 -- virtually nothing. So that slot can be used somewhere else.
Choking Cloud is a unique power. My Illusion/Radiation guild explains most of how it works and why it is important to slot the HOLD Duration to the ED cap of 95%. It makes a big difference. Of course, it needs as much EndRdx in it as well. This slotting is more important than set bonuses in this power, or you will be wasting it. After you have Hold fully slotted and EndRdx nearly there, the first proc you look at should be the Lockdown +2 Mag proc. The addition of mag works especially well with Choking Cloud.
Maybe more later when i have a chance to look.
Quote:I find a couple of contradictory statements in your post. You say purples are too expensive, but you have 6 PvP IOs in your build. Unless they are much cheaper than the usual of their breed (which I doubt), the cost of those would be enough to purple out your build, and then purple out someone else's build for spice.
Once a power has two level 50 common IOs, the gain from a third is marginal. The third recharge in AM and Hasten is questionable, and if you run both Assault and Enervating Field regularly, moving the third slot in EF to Assault will give a better return despite Assault's lower base cost.
The damage proc in Synaptic Overload is a bad idea. Normally, this power doesn't alert enemies to your presence, which has uses. But if they're damaged, once the confuse wears off (or if they have protection), they'll aggro you.
Choking Cloud I would suggest either frankenslotting it (which can get you similar values, plus a bit of accuracy and the proc in only 5 slots) or trying to fit another four Basilisk's Gaze in there for more recharge.
I'd say Consume is marginal for an Elec, but if you're fighting single hard targets regularly, it might have some value. I'm not sure I wouldn't rather just make sure I was carrying some extra blues (which, for my Elec, is any blues) before going into such a mission.
And speaking of recovery, Static Field can be pretty helpful for that. I like an EndMod in there.
If you're only putting one slot in health, you might as well use a common IO rather than the Numina's. -
Quote:Phanty, like most other ranged pets in the game, have an AI bug that causes them to run into melee when they are supposed to stay at range. I PM'ed Castle about it a few months ago, and he responded saying that this was, in fact, a bug and it was "on the list" to be fixed.Using Local Man's build above, I ran a Pylon last night in about 7 mins 42 sec.
I think my primary lack of DPS was the fact that Phantasm kept running up to stand next to the pylon, and would die to the splash damage from the Pylon's attacks hitting Phantom Army.
I was hanging back a ways -- wish Phanty would have stayed back with me. Any tips on making him stay at range?
This bug has certainly reduced Phanty's usefullness. My best suggestion is to try to stay at the edge of Phanty's range and hope he does not run into melee. If he does, your only hopes are (a) run in with him and keep him healed, or (b) run far enough away that you activate his "invisible leash" to break out of melee. Neither one is a good choice. -
A couple more points:
Consider moving the Unbreakable Constraint set to Flash. Slot Blind with 4 Bas Gaz, plus an Acc/Dam Hami-O and a common Damage IO. You will get a lot more benefit from that, since you should be using Blind continually to set up Containment for Spectral Wounds.
Where do you get the two slots for that? Change Ling Rad to a common Accuracy and that's it. You should have enough Global Recharge and Accuracy so that a single Acc in LR will be enough.
Do you really need that Micro in Super Speed? I recently sold two of them for 400 Mill, which I think is nuts. I find that a single EndRdx is enough since SS is near the speed cap on its own. A Micro seems like a lot of Infl. for very little return. -
Quote:In addition to what Ketch said, procs are great in Low- or No-damage AoE powers. Or procs can be used to add more damage once you have hit the ED cap on Damage. But in a power that does decent damage itself, it is almost always a better idea to slot the power for Damage rather than a proc until you hit the ED cap (95%). The main exception to this is the purple procs, which hit more often.This looks better I think. There are still a few minor changes I would make though. For instance, the -tohit proc in Fissure is a bit questionable. I think you would get a lot more mileage out of the Force Feedback chance for recharge proc. Changing your Touch of Death set in Seismic Smash to Kinetic Combat (with a regular accuracy IO in the 5th) will also shore up defense better and free up a slot.
Also, the Ghost Widow proc in Stangler won't add the damage you're looking for there. One damage IO will increase Strangler's damage to the same amount that you get when the proc fires, and considering the proc only fires 20% of the time it's easily outshined. My general advice for using damage procs is this: use them in AoE powers and/or powers that fire frequently. Fissure, for example, is a good place to slot a damage proc. In fact, dropping the damage/range and adding the chance for energy damage from Positron's set still leaves you with damage enhancment above 95%, but now with a chance to proc on multiple enemies with each use.
So slot that single target hold for straight damage over a 20% Chance for Damage proc. (Sometimes, simple is better than complicated!)
By the way, I believe the Absolute Amazement proc is currently bugged and does Absolutely Nothing. I generally finish out the Posi Blast set with a Recharge in the 6th slot unless I have good global recharge. As Ketch said, a proc may be a good idea in an AoE power that is already damage capped -- either damage or the force feedback.
When I use 4 from the Kinetic Combat set, I usually finish it out with a 5th slot for an Acc/Dam Hami-O. That would be good slotting for Seismic Smash, adding more Smash/Lethal Defense.
The Gaussian's set in Tactics gives positional defense. Is it worth 6 slots when you should be going for S/L? Move 3 to Boxing for another Kin Combat set.
Do you really need the Micro in Super Speed? I have sold a couple of those things for 400 mil, which amazes me. Super Speed is so close to the speed cap that I throw an EndRdx in it an call it done. Or a Celerity Stealth if I don't have another type of Stealth power. AND, a */Kin can always boost his speed with Siphon Speed. In my Plant/Kin, I have SS with the Stealth. It lets me get in postion to throw Seeds more easily. -
Quote:Ketch's advice is very good overall, but this is my latest pet peave -- people slotting a controller single target hold with the Devastation 15% Chance for Hold or the Lockdown 20% Chance for +Mag 2.The chance for +2 mag is nice when you need it, but that's only against bosses. Either the more enhancement overall or more damage would probably be more beneficial than the proc.
Think about it for a sec. The single target hold will, if it hits, hold a minion or lieutenant all by itself. The proc may trigger, but it will provide no benefit -- but it may show its pretty tesla cage so that it looks like it is doing something. The Single Target Hold also has a 20% chance to add an extra mag to hit bosses on the first try -- That's the "overpower" you see. So, that means that the Lockdown proc will only provide a benefit 20% of the time against 80% of the bosses who are hit by the Hold power -- that's 16% of Bosses . . . if it hits, and it may not. (The Devastation proc is even worse, since it hits only 15% of the time.) That's a pretty low return on a slot.
On the other hand, if you slot for Damage, you get damage on 100% of the Minions, Lieutenants and Bosses hit. That sure seems like a better return on the slot. -
Uh, Gale slotted for damage??? Its base damage at level 50 is 3.06. Fully slotted and Contained, that means you are getting 12 damage . . . if it hits, since it has an accuracy penalty. That is a pretty poor return on slots. You would get more overall damage from procs.
Personally, I throw a single Accuracy in Gale and that's it. I very, very rarely use it as a "get out of my face" power or a "Push them into a corner" power, but Hurricane is usually better for that, since Hurricane debuffs ToHit at the same time.
As for the build, I have a few questions. What is your playstyle? You said that Arctic Air doesn't fit, but nothing else. That's too bad . . . when I first made my Ice/Storm, I thought that Ice Slick was the key power to the primary. But after having played it for 4 years, I find that Arctic Air is the defining power. Shiver is OK, but Arctic Air is great.
As for your playstyle, do you ever try to solo? Mostly team? Are you in the middle of the action or staying at range? Chilblain is a damage power with Immob, and you have it slotted for damage. I'm guessing from your slotting and lack of AA that you stay at range and try to do a little bit of damage. You have some good things in the build . . . 30% Ranged Defense is pretty good for a controller. Hurricane will help you keep foes out of melee. You are still weak to AoE, though.
If you try to do some damage, you missed the opportunity to slot Block of Ice for some damage. Two more slots in there with Acc/Dam and a common Damage will add a lot to your damage.
Speaking of Damage -- Tornado can be a huge source of damage -- the damage over time from Twisty really adds up. And it is AUTOHIT . . . how many damage powers in the game are autohit? Fantastic on AVs. Great on Paragon Protectors who just hit their MOG, and are otherwise unhittable. Great on Fake Nemesis with PFF up. The total damage from Tornado really adds up on a single target if you can keep the target from being thrown around or who has knockback protection -- and both Frostbite and Chilblain have -knockback. Instead of slotting for Defense Debuff (you already have plendy of Defense Debuff in Freezing Rain), which is a bit of a waste, slot Tornado for Damage and Recharge, with some EndRdx if you can. Against AVs, I try to keep Tornado out continually -- the damage comes pretty close to countering the huge amount of Regen that most AVs have.
I used to slot Freezing Rain for Defense Debuff, until I realized that with the 95% ToHit cap (you always have a 5% chance to miss, no matter how much Accuracy or Defense Debuff) made huge amounts of Defende Debuff unnecessary. Now I slot just for Recharge and, if I have room, some procs. You could pull a slot out of here for Block of Ice. I'm not sure where to get the other slot for BoI. I can see that most of the slots are devoted to sets that give Ranged Defense.
As for the proc in Lightning Storm . . . I use a Decimation Chance for Hold. It also matches thematically since a lighting bolt will suddenly put the foe into a Tesla Cage. But Damage and Recharge slotting should come before any proc.
Void Spirit above was wrong to suggest a Celerity Stealth . . . Steamy Mist+Super Speed is full Invis in PvE. I use the same combo on all my Stormies. I love Super Speed for "Herdicaning," which is running around the outside of groups with Hurricane on to gather them in tighter while debuffing their ToHit.
How often do you use Hover? If it is rare, then you can use a Raptor Pack for those times you need to fly, and replace Hover with Combat Jumping. It give you a place for a LotG Recharge, some Defense, some battlefield maneuverability and, best of all, protection from Immobilization. All in a toggle with some of the lowest endurance cost in the game. On the other hand, if you spend a lot of time in the air, then Hover is a good choice.
Personally, I would replace Assault with Snow Storm. I find Snow Storm very useful, especially on AVs and EBs or to knock down flyers. My Ice/Storm is wonderful on the Imperious TF specifically because I can put Snow Storm on the big AVs, EBs and tougher bosses -- they are protected from most kinds of mez, but Slow has a huge effect on them. -
Taking a look at your build, I see you have done a number of things differently that I would, but that's a matter of personal choice. I have a few comments:
Blind: I don't think that the Devastation Chance for Hold is nearly as beneficial as adding Damage (or even more control, but I think Damage is needed more). Here's why -- that proc has only a 15% chance to hit, assuming Blind hits. On its own, Blind will hold minions and lieutenants, so the proc will do nothing for them. It may show its Tesla Cage animation, but those foes would have been held anyway. Blind also has a 20% chance to add an extra 1 Mag. So of the boss-level foes hit by Blind, 20% will be held by Blind alone. So, the only way the proc will provide any benefit whatsoever is the 15% chance of hitting the 80% of bosses that weren't held by Blind. That's a pretty small actual benefit, even though it looks like it is doing more when the Tesla Cage shows up on foes who would have been held anyway.
Now compare that to slotting Damage, where it will provide a benefit by doing damage to 100% of the foes hit. Seems like a pretty easy choice. I suggest filling out those last two slots in Blind with an Acc/Dam Hami-O and a common Damage IO.
You have tried to add a lot of Defense into this build, devoting a lot of slots to powers like Combat Jumping and Weave. As a result, you skipped some nice utility powers like EM Pulse, Mutation, Recall Friend. You have 24.3% Ranged Defense, which is OK if you want to go that way. But you took the Psi APP, and took Idomidable Will slotted with a Defense set, when it only provides Defense to Psi. To me, if you really want to go with Defense, you want defense to the most common kind of damage. Taking your exact build and changing only your APP to Ice Blast, Ice Armor and Frost Breath, I was able to get your Smash/Lethal Defense to 36.3% -- which is going to be a heck of a lot better. Yeah, you lose mez protection, but you gain slightly faster blast, a different damage type (for those Psi-resistant foes) and a lot of Defense to the most common damage type. If you want a Defense build, I suggest you consider changing to the Ice APP.
You are going to have a HUGE problem with Endurance. If you run all or even most of those toggles and try to do anything else, you will chew through your blue bar in no time. You will have no choice but to go with the Cardiac Boost to try to reduce your endurance usage. Even then, you may have problems. -
No offense intended, BlissfullChaos, but any Illusion build that skips Spectral Wounds is an instant Fail in my book. I suppose if you want your character to be a Healer/Pet Wrangler, but that is a gimped character. One of the main strengths of Illusion is its ability to do damage, and Spectral Wounds is the main source of damage.
You are correct, however, that a perma PA Ill/Emp will be very difficult without any purple sets. It might be possible with the Spiritual Boost, especially in the upper levels, but Mid's doesn't reflect that added Recharge yet.
The general prohibition of "no purples" is also not taking into account the relative values of IOs recipes. The Coercive Persuasion purple Confuse set doesn't cost much more than a set of 4 Basilisk Gaze or even 2 LotG Recharge IOs. You can earn the Infl needed to buy that set in just 8-12 days by running Tip Missions and then selling the LotG Recharge IOs.