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My Ill/TA is Tech origin so that he could light the Slick . . . but Fire Blast and Fireball are far, far superior. The Origin power has a short range, and of course, you can't enhance the accuracy so it misses a lot more often. I generally use Fireball -- it is very satisfying to throw a fireball, and then have that blast of flame linger as a burn patch. If for some reason, Fireball misses, then I have another shot to light it with Fire blast.
I haven't tried the Patron Pools, but the power has to have either Fire or Energy damage to light the Oil Slick. -
"Confuse powers steal XP"
This is one I see and confront on a regular basis. Confuse powers can't take away XP that you have earned. It persists mainly because there is a slight grain of truth in it -- Confuse power CAN reduce the available XP that you could earn if you killed everything on the map, but the effect will be minor if the players know how to deal with Confuse powers. Confuse powers have so many benefits that this myth is frustrating. And, as far as I know, nothing can "steal," or take away, XP you have already earned. -
Overall, a nice build following most of the concepts I recommend in the guide. There are a few little things you may want to consider changing, but not much.
The Entropic Chance for Heal in Blind -- Do you really need that? The general chatter I hear about this IO is not overly positive. I could see using it on a Blaster's lowest tier blast, but is it worth giving up damage (or control) for a 10% chance of a self heal when you already have a self heal power? I would swap that out for more Damage. However, if you feel that the heal is worth giving up more damage or control, then that's fine. If you want more Regen, see what I suggest on moving a slot below.
Teleport for travel: I leveled up Area Man using Teleport for travel and I still have it on his original build (The "before IOs were available build with lots of Hami-Os." The one I don't use.) I have Teleport on my Stone/Fire and Stone/Stone tanks. I'm fairly used to it . . . but it is still an awkward travel power to use. You have Hover, which makes Teleport much, much easier. Still, Fly is a far more convienient travel power. Teleport is the fastest for traveling long distances when you get the 'Rhythm' going, but for short distances, the difficulty of lining up where you plan to go make it slower for me. If you want Teleport for concept . . . then concept wins. Teleport works great on an Ill/Rad once you get used to it.
Group Invis: The main reason to me to take Group Invis is as a mule for a LotG Recharge. I don't feel I need a Kismet +ToHit because I already have good global accuracy and RI. Admittedly, GI does have some utility, but not enough to take it on its own . . . to me, but that may be different for you. I would swap it out for Mutation on a team friendly build -- which I assume you were going for since you have Recall Friend.
You might want to consider trying to get a Zephyr -knockback IO to put in Recall Friend. (The Range in it is only needed for the farthest corners of IP or in the Shadow Shard.) That will free up a slot out of Hover. You could move that slot to several places, including Health for a Miracle Heal -- adding both Recovery and Regen.
You chose the Psi APP. As long as you feel the trade-offs are worth it, that's fine. You get Mez protection with some Psi Defense and Resistance. I really like Psi Tornado in general -- I really like it on my Fire/Rad controllers. I explain in the guide why I prefer the Fire APP, but I give up on the chance for Mez protection. -
Frankly, there are a lot of ways you could go with an Earth/Storm build, and it really depends on your playstyle and what you want out of the character.
You could go for Ranged Defense. This would allow you to use your great ranged AoE controls with a fair amount of safety. This is mainly useful for a controller who stays in the back of large teams. (You don't need to worry about Melee Damage, since you can push foes out of melee with Hurricane, but AoE damage is still a concern. An alternative might be going for Smash/Lethal defense, since you can get a big boost on Smash/Lethal Defense with either the Earth or Ice APP shields.)
You could go for Recharge. This will allow you to use your controls more often. This is useful for larger, fast moving teams and a more aggressive play style, but you may take more damage -- you tend to draw a lot of aggro from your AoE controls. Recharge can also be a bit expensive, since those sets are in high demand.
You could choose powers and slots to maximize Damage. This would be useful for someone who solos or duos a lot. This would involve trying to get a lot of damage procs in the build.
Or you could go for a generalist team build. This will focus on slotting up the powers to be most effective, intended to handle whatever situation comes along. You would go for a little bit of damage, some Recharge, and a lot of powers that will provide a benefit to your team. This can be done fairly cheap and is more flexible -- you pretty much take what you want and slot it to be effective. You will probably take more damage in some team situations. You will do less damage in solo/small team situations. You won't be quite as useful on steamroll teams . . . but you will be more effective on large teams than the Damage build, and more effective on small teams than the Ranged Defense or high Recharge build, etc.
I personally like the generalist build . . . but that's in part because I'm cheap, and part because I don't like it when Controllers are too specialized -- one aspect that I love about controllers is their flexibility. -
Basic opinion? Kind of disappointing. They are pretty squishy, so you have to re-cast them often. The amount of damage they do is a bit on the low side for a control set with such low damage. Plus, the Jolting Chain they keep casting can be frustrating, especially against lower level foes where the knockdown becomes knockback.
But they look cool and provide some damage, so they are badly needed. I just wish the damage was increased a bit. -
Quote:I would suggest that you try making a build and post it with some information on your playstyle, available influence (or anticipated), goals and available veteran rewards.I'm planning on setting up my 2nd build for general teaming and TF's and am at a loss on how to build it. I'm kind of leaning towards speed and teleport for pool powers, for hasten and recall friend of course. Any help would be appreciated.
Thanks and HAPPY NEW YEAR!!!!
Illusion/TA is a fun combo, but it has no team buff powers. You have the right ideas that Hasten is pretty much required, and Recall Friend is a nice power to have. Another important consideration is the ability to light your Oil Slick -- taking either the Fire or Energy APP allows you to light that slick. Personally, I love the Fire APP on my Ill/TA . . . there is something satisfying about hitting foes who are standing on the Slick with Fireball. Whoosh! Instant BBQ. On the other hand, Power Boost from the Energy set would provide some nice buffs to many of the TA debuffs.
I took the Medicine Pool on my Ill/TA. I don't take it very often, but it seems to add some to this character and Aid Other is certainly team friendly (and lets you heal your Phantasm).
My original goal for my Ill/TA was to try out the TA set, so I took everything except Flash Arrow leveling up. With my I-19 Respec, I was able to add in Flash Arrow, too. But it is skippable if you have Invisibility. Poison Gas Arrow is probably the next most skippable power.
As for Travel powers, with the veteran reward I had a lot of options. I had Super Speed leveling up, but changed to Fly.
If you have a lot of Influence, then the ultimate goal is to get as much Recharge as possible to try to get a Perma-PA build. That will also allow Oil Slick Arrow and your other long-recharge powers to recharge much faster. But it will require several purple sets to get there. -
A series I am re-reading currently is the source for an HBO mini-series coming this spring. George R. R. Martin has four books in the "Song of Fire and Ice" series. (3 more books are expected, but the 5th book has been promised for several years.) The first book is "A Game of Thrones." It is a very good fantasy series, quite gritty and adult, with some of the most interesting characters I have ever seen in the fantasy genre. And lots of surprises -- no standard plots in this one. It is a very complex story of political intregue and wars and betrayal. In my second reading, I'm picking up a lot of stuff I missed the first time through.
If you like alternative histories mixed in with super heroes, George R. R. Martin also has the Wild Card Series. He edits the books and a bunch of other writers do most of the writing. Most of the books are good. It starts shortly after WWII, when an alien vessel shows up to spread the "Wild Card Virus" on Earth. A war hero tries to stop it, but fails. The virus kills 90% of the people it hits in rather nasty ways. 9% of the remaining 10% become deformed in some way (called "Jokers"), and the other 1% get super powers (called "Aces"). It then follows an alternative history that somewhat parallels our own, but with the effect of super-powered heroes and villains and the sad plight of the Jokers added in. -
Think of "stealth" as "half invisibility." You need two halves to be fully invisible. Many powers give half invis, like Steamy Mist, Arctic Fog, Shadowfall, Shadow Cloak and Stealth. You need to add another half to get full invisibility. You can get that from a Stealth IO or from Super Speed.
You may want to consider using Super Speed instead of Stealth. Stealth does just stealth, but Super Speed provides Stealth AND fast travel AND an additional place to put some nice IOs. If I'm looking for full invisibility on a character, I will often use Super Speed with a Celerity Stealth slotted into it. -
I think Snyder is a remarkable director, mostly based on 300 and Watchmen. In 300, he created a unique visual style to tell a historically-based (loosly) story with some real meaning behind it. Gerard Butler and Lena Headley have become commonly known thanks to their roles in that film. And while I have never read the graphic novel upon which it was based, the Snyder's visual style in that film makes it seem almost as though you are reading the graphic novel.
I actually did read Watchmen before the film, and thought it was unfilmable. But Snyder did it and did it well. Yes, I know about the changes, and I agree with most of them. Regardless of whether everyone considers it to be a great movie, I think it was a remarkable achievement to put that graphic novel on film as accurately as Snyder did.
Both of those were derivative works, where Snyder had to appease existing fans with a close-to-exact translation of the original work to the film. It will be very interesting to see what he can do with an original work. As for the trailer . . . I think it looks like a geekgasm nerdfest . . . let's face it, hot chicks, awesome fights and big explosions draw people into the theater, so that's what gets featured in the trailers.
And Snyder directing a new Superman film? Maybe we will get a Superman film with a decent plot without massive and stupid plot holes for once. As much as the Donner version of Superman is revered, the plots were so filled with holes and stupid warnings that were ignored that they ruined a good performance by Christopher Reeve. Making a modern Superman with real action, a coheasive plot and decent writing is a challenge which Bryan Singer failed. I think Zack Snyder has a better chance. -
Additionally, with I-19, the base speed on Fly has been increased to the Fly Speed cap . . . and Raptor Packs fly at the Fly Speed cap. I have seen some people rely only upon Ninja Run and the Raptor Pack for travel. Ninja Run + Hurdle = base Super Jump speed (but not height), and Raptor Pack = capped Fly speed. So, this makes it easy to skip a travel power completely.
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There are minor differences: Axe is pure Lethal Damage with lots of nice knockdown/Knockup as additional mitigation. Mace is Smashing Damage with a combination of Knockup and stuns for mitigation. Axe Damage is a little higher, but Lethal is more often resisted.
I really enjoy my Invul/Axe tank, who was one of my earliest characters. It is simply a fun combo to be hitting lots of foes with the satisfying "SKRIINK" sound that the Battle Axe set makes. It has decent AoE with Whirling Axe, Penduluum and the narrow cone of Cleave. The damage from the set is more spread out among the attacks . . . instead of a bunch of weak attacks and one big hitter, all the attacks do pretty good damage but even Cleave is not an amazingly hard hitter. -
Quote:The difference in soft-capped trollers vs SO'd trollers is really being able to "lead" teams vs just being able to sit back and serve as support.
Here's the build I currently have going.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
BiPolar Maniac: Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice- (A) Lockdown - Chance for +2 Mag Hold
- (3) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (46) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Touch of the Nictus - Healing
- (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (7) Touch of the Nictus - Accuracy/Healing
- (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (9) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Gravitational Anchor - Chance for Hold
- (9) Gravitational Anchor - Immobilize
- (11) Gravitational Anchor - Immobilize/Endurance
- (11) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (13) Gravitational Anchor - Accuracy/Recharge
- (A) Recharge Reduction IO
- (A) Coercive Persuasion - Contagious Confusion
- (13) Coercive Persuasion - Confused
- (15) Coercive Persuasion - Confused/Endurance
- (15) Coercive Persuasion - Accuracy/Confused/Recharge
- (17) Coercive Persuasion - Accuracy/Recharge
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense/Recharge
- (23) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) HamiO:Microfilament Exposure
- (19) HamiO:Microfilament Exposure
- (A) Recharge Reduction IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (21) HamiO:Microfilament Exposure
- (A) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Lockdown - Chance for +2 Mag Hold
- (39) Unbreakable Constraint - Hold
- (39) Unbreakable Constraint - Hold/Recharge
- (40) Unbreakable Constraint - Accuracy/Hold/Recharge
- (40) Unbreakable Constraint - Accuracy/Recharge
- (46) Unbreakable Constraint - Endurance/Hold
- (A) Steadfast Protection - Resistance/+Def 3%
- (29) Steadfast Protection - Resistance/Endurance
- (34) Reactive Armor - Resistance
- (37) Reactive Armor - Endurance
- (39) Reactive Armor - Resistance/Endurance
- (50) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Edict of the Master - Defense Bonus
- (33) Call to Arms - Defense Bonus Aura for Pets
- (33) Call to Arms - Accuracy/Recharge
- (33) Call to Arms - Accuracy/Damage/Recharge
- (34) Call to Arms - Accuracy/Damage
- (34) Call to Arms - Damage/Endurance
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod/Endurance
- (A) Recharge Reduction IO
- (A) Force Feedback - Chance for +Recharge
- (42) Absolute Amazement - Chance for ToHit Debuff
- (42) Absolute Amazement - Stun
- (42) Absolute Amazement - Stun/Recharge
- (43) Absolute Amazement - Accuracy/Stun/Recharge
- (43) Absolute Amazement - Accuracy/Recharge
- (A) Kismet - Accuracy +6%
- (45) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (48) Kinetic Combat - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Celerity - +Stealth
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
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Hmm, you see most of the time I bring a controller on a team, there is a tank or at least a softcapped scrapper who takes the front aggro -- that's what they were made for. The best use of my abilities is to support the rest of the team by reducing attacks from the foes.
This build has some of the usual things that a "Max build" being posted has. Not necessarily wrong, but choices that I would choose to do differently.
For example: Block of Ice has the Lockdown proc in it. That proc adds 2 mag 20% of the time. BoI already holds minions and Lts all the time (if it hits), and has a 20% chance to add an extra mag for Bosses -- the proc adds no value to those. So, this proc only has value 20% of the time against 80% of the bosses. Compare that to putting in an Acc/Dam Hami-O, which boost the accuracy and adds damage to every foe hit.
Arctic Air uses a ton of endurance, and I have it slotted for capped EndRdx on my Ice Controller. Sure, the Coercive Persuasion set has nice bonuses, but it is low on EndRdx. This build is not high on Recovery, so it is likely that any kind of activity will drain down on your endurance assuming you use Arctic Air (I run it almost all the time). Yes, Transference can refill that bar, but only if a foe is near and only if it hit . . . and it does miss often enough to be a problem. At a bare minimum, this power needs a 6th slot for EndRdx. And you will probably be forced into the Cardiac Boost for Incarnate.
Personally, I think an Ice Controller should have both Arctic Air and a Ranged AoE Slow power. Taking Both AA and Shiver makes sense. Ice/Storm and Ice/Cold have a ranged AoE slow in their secondary, so they can skip Shiver more easily. An Ice controller's best tools are the massive slows combined with the knockdown of Ice Slick. This allows you to control by casting Ice Slick where the melee teammates are, then run in with AA to slow/confuse/afraid them. Anyone out of the AoE of AA should be slowed with the ranged slow power. This can substantially reduce the damage taken by your team.
This build has two expensive Zephyr -Knockback procs. However, I generally put a single Steadfast -Knockback in ID or a Karma in CJ, at a fraction of the cost of those two Zephyrs. That second -Knockback is preventing knockback maybe 2-3% of the time . . . not worth the cost to me.
I view Fissure and Seismic Smash as significant sources of damage, but this build slots them for IO set bonuses rather than the optimal use of the power.
The build has liberal uses of Microfillaments: The speed increase in those powers is minimal at the cost of a very expensive Hami-O . . . I just sold one for 440 Mil.
Other examples I could pull out but I'm out of time. -
Additionally to MM's comments, you have sacrified some of the functionality of some powers in order to obtain various bonuses. That's not necessarily wrong, but you give up some of the effectiveness of the character in exchange for personal defense. That means that it will generally take you longer to kill stuff.
Oh, and check in Mids. I believe that a Numina Heal in Health will actually get you more Regen than that Regen Tissue proc. -
Quote:Frankly, it depends on your build and your needs. How much Recovery do you have? How much Recharge? Do you need more?This is one of the most thoughtful guides in CoX. I appreciate all the time and effort you have put into this, Local Man! For ill/rads, which Incarnate boost would you recommend? Offhand it looks as if Spiritual with it's recharge and recharge/stun or recharge/heal looks good but I'd like to hear your impression before I start my Alpha slot.
The Spiritual boost allows more flexibility for someone who wants a Perma-PA build. You can skimp a little bit and still reach that goal of 203% Recharge. Or you can go quite a bit over so you don't have to cut it so close. Since my Ill/Rad doesn't have any stun powers, the obvious choice is the Spiritual Radial Boost to buff healing.
On the other hand, many builds, especially builds with high Recharge, have endurance issues. The Cardiac Boost is a remedy for that problem. But if you have made your build to take the endurance issues into account, then you may not need Cardiac. If you have a Resistance-based Shield, the Cardiac Radial Boost will buff that Shield, too.
My current Ill/Rad build has 4.13/sec Recovery while running AM, which is plenty. I can run Sup Invis almost all the time with no endurance issues. For those long battles where I have to run the Rad debuffs and constantly attack, I can pop GI and turn SI off. However, I also have plenty of Recharge, since I added GI with a LotG Recharge to my already Perma-PA build. But, since more Recharge is always better, I went with the Spiritual Radial.
I may decide to drop GI (with its LotG Recharge) to add in Rise of the Phoenix. I don't really NEED it, but it might be nice to have if more of the upper level content is as tough as the Apex TF. I have only run Apex twice, and only once on my Ill/Rad. I may go ahead and get the Cardiac Boost just to see. Either Cardiac or Spiritual is a good option depending on your build, but I am inclined to think that Recharge is always needed. -
Quote:I think a lot depends on your primary (which you did not disclose) and your build. If you have a lot of control powers that will be boosted by Power Boost (like Mind), then Primal is a great choice. If your primary is mostly melee (Fire, Ice, Elec), then Earth could work. If you work better staying at range while your friend draws the aggro, then Ice may be a better choice (Defense shield, ranged single target and two ranged AoEs.) And if you have a problem with mez (which you shouldn't with Dispersion bubble), then Psi is a good choice.Thanks a bunch for the help Ketch. I appreciate the speedy reply. So would Power Boost be worth it on a toon that is primarily gonna be duoed with a friends Ice Tank? The other option I am considering Stone Mastery to cap my S/L defense and the added control of Fissure and the devastation in my ST chain of Seismic Smash as well as capping my HP. (Wow runon sentence much?)
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Quote:Frankly, it depends on your build and your playstyle, but the two obvious ones are Spiritual (Recharge) and Cardiac (Endurance). I have lots of Recovery in my build -- I have Health 4 slotted with 2 Numina and 2 Miracle (both procs), plus the Shifter proc in Stamina. I very rarely have endurance issues since AM is perma.Mmm, those different Alpha enhancements look so tasty but I am a bit perplexed as to which one would be great for my ill/rad controller. Any suggestions?
Therefore, I went with Spiritual to get more Recharge. However, I already have Perma-PA, so the Recharge doesn't provide a huge benefit . . . yet. The Rare and Ultra Rare boosts should have much more of an impact.
In any event, you may be able to adjust your build depending upon your boost. -
Quote:I went back and watched the videos posted prior to mine about herding with Mind Control. What I'm seeing in the videos is something I would personally not try. However that's probably because we didn't use to have the ability to set the number of enemies we want to fight, so if you wanted to fight a lot of them you had to go aggro lots of small groups and draw them all back.
Here is a much superior way I'd do it now: set the mission to +0x4-8 (whatever you can handle). Turn on stealth. If a group looks like it's too much trouble to deal with, run past it. If it's the final group you have to kill to complete the mission and still too dangerous for you, confuse them one by and let them mostly kill each other. Alternatively, sleep the group, confuse the few who are the most trouble, then use Levitate to pull one enemy. You'll end up breaking enemies apart into three waves: the first guy you pulled, the sleepers, and finally the confused guys (who will probably hurt or kill each other badly).
Mind Control is a trickster. There is little to be gained from charging into every fight. You don't have a pet to alert enemies to your presence; you are self reliant and can strike whichever group happens to give you the biggest advantages; take advantage of that. Try to avoid dragging enemies all over and hit them where they stand. If it's just 1 or 2 enemies separated from the rest, confuse them, and then strike when they run to attack their allies.Quote:Mind/FF is easy to softcap and it's worth it to do so. S/L is the easy route to softcap but I would recommend working in ranged as well. Slot mesmerize and levitate for damage, some even do so for dominate. Currently I have a full set of devastation in all 3 on my mind/ff.
On teams buff every 4 minutes and then go into aggressive mode. Mesmerize is the best mez in the game and it does damage to boot. One shot sleeping an AV is invaluable for some end game encounters. The fact that all mind attacks have psi component means you should target the minos/cyclops when they hit their god mode during ITF. I don't bother with the gimmicks in FF, on a well run team they don't provide any significant benefit but I do concede that detention field and force bolt has limited uses.
Play all your toons aggressively, then you'll never feel useless.
It is interesting to see two folks describe their substantially different playstyles with the same type of character. I tend to lean more towards the Trickster style than the aggressive style. But once you can get softcapped defenses, the aggressive style becomes more viable.
The bottom line is that while it is a good idea to listen to the advice others have, you ultimately need to find your own playstyle. -
It somewhat depends on (a) other teleporters you may have, and (b) where do you spend a lot of time?
For example, if you have the teleporter from the Good vs. Evil pack that sends you to the Tiki Room in Pocket D, you probably don't need a base teleporter to Pocket D . . . unless you go there a lot. Rikti War Zone is a good choice if you go there often enough, because to get to the main part of the zone, you have to go through several stages (Train to Founders, In Vangard building, to Vangard base, out of base to zone.)
I agree that PI and Steel are good choices. RWZ is good if you go there with any frequency. Talos is good because it is the hub of most things, and the base teleporter lets out near the entrance to Pocket D and a few stores. Brickstown is another good one, since it lets out right outside of Crey's Folly. King's Row lets out right near Pocket D and a train, and there are vendors in the train station to unload your junk recipes and salvage.
I think the most frequently used 'porters in my base are PI and Talos. After those two, I use a number of others with about the same frequency. I probably use the O-portal more often than the base teleporters, though. -
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Quote:First: The Contagious Confusion proc works great. It does not affect pets.Has this this been fixed to no longer affect pets? I respeced into world of confusion an a lark recently with my ill/rad and was thinking of slotting in there...anyone have any luck with it (right now as I redid I only have 2 slots in World of Confusion and it's quite underwhelming.
Should I put it in deceive instead...I've got the five slots in deceive to get the 10% recharge to help perma phantom army.
Second: World of Confusion sucks. The radius is too small to be very useful.
Therefore: Definitely put the Contagious Confusion proc into Deceive. It turns the single target confuse power into an occasional Mass Confusion. I recommend leaving out the pure Confuse one since the others put you at or near the ED cap and Deceive already lasts for a very long time.
Take a look at my Illusion/Radiation guide that discusses the use of that proc in Deceive. -
Quote:Set Mules are powers that generally are not used -- they are there to hold Invention Origin Sets to get certain bonuses that you may want, but the power isn't actually used -- unless you choose to use it only because you have it sitting there, doing nothing.Sets are Enhancement Sets.
You can slot your powers with five types of enhancements. Training are the worst but all you have to start the game. Dual Origin are double the training enhancements and are available starting at level 12. Single Origin are double the Dual Origin enhancements and are available starting at level 22. Invention Origin are made using recipes and invention salvage. Recipes and salvage will drop from enemies when you are high enough or can be purchased (black market mostly but can get other places as well that for simplicity I will not list here). Invention origin enhancements start at level 10 and go every 5 levels until 50. Their enhancement bonus starts like training but eventually becomes better then Single Origin. Unlike other enhancements their bonus is locked in and they don't become worthless when you advance more then 3 levels above the enhancement's level.
Sets are the fifth type but are really special Invention Origin enhancements. There are many sets in the game and each has unique bonuses for having two or more of the set slotted into a power.
A set mule is a power that is not used much but is slotted with an enhancement set to get the set bonus. Mostly I would discourage doing this as you will usually do not have enough enhancement slots to slot all powers they way you want so burning some on unused powers is not recommended. However in the right situations and for good set bonuses using a set mule can be valuable.
After the first few levels, I move Brawl off my power tray and almost never use it again. It does very little damage.
There is a sixth type of Enhancement -- commonly called Hami-Os for Hamidon Origin Enhancements. You don't need to worry about these until you hit higher levels, mostly level 47. There are actually four sub-categories of Hami-Os, but all four kinds are awarded randomly by completing one of six different Task or Strike Forces/Trials/Raids. Hami-Os and Synthetic Hami-Os are level 50 and can only be used for levels 47-50. Synthetics are identical to regular Hami-Os except for the name. Villains can earn Hami-Os by participating in a Hamidon Raid to completion. Villains can earn Synthetic Hami-Os by completing the Lord Recluse Strike Force. Heroes can earn Hami-Os at a Hamidon Raid, and earn Synthetic Hami-Os by completing the Statesman's Task Force. Heroes can also earn lower level Hami-Os by completing the Abandoned Sewer Trial or the Eden Trial in the late 30's and early 40's levels -- these are pretty rare but not all that useful since they expire three levels past their level. For example, a level 40 Hami-O from the Eden Trial will expire (turn red and provide no benefit) at level 43. They all have odd names and do a combination of several enhancements in one. -
A good buddy of mine is an experienced player who likes mostly scrappers . . . but for tough TFs, he pulls out his Kin/Rad because he knows that the Kinetics will contribute more to the overall team than the damage his single scrapper can do. Whenever his Kin/Rad is on the team, we know that the rest of us will be killing machines with plenty of Recharge and Recovery, frequent heals and endurance buffs and tons of damage buffs. He does a great job at keeping SB on everyone on the team, and considers his damage powers to be his secondary function -- still needed but less important than the team buffs.
And any time he plays that Kin/Rad character, the team can steamroll. People who don't understand how effective the Kinetics buffs can be have probably never played with a good Kinetics character. -
Quote:As Ketch said, the Imperius TF is a tough measure for a Mind/FF. That damned "shout" protects them from most of your mez powers. The most effective control power on that TF are Slows (Mind/FF has none). Knockdowns have some effect. (My favorite controller on this TF is my Ice/Storm!) Debuffs can provide a lot of benefits (Rad, Storm, TA, Cold and even Sonic and Therm), as can team damage buffs (Kin). Other control powers can be effective only if you catch them before they start "shouting."I will try the stuff in magic's youtube video's and guides. I may have to look at slotting or possibly droping a few powers and picking up a few. I have never tried repulsion field or telekinesis and most people i play with HATE force bubble with a passion, even the squishies. I also have all the leadership powers hoping that a walking buffer with strong bubbles would be a great addition to a team. My thing was I did an ITF the other night on virtue and tried every tactic i could think of and most people just got peeved at me.
I would even sleep or confuse whole groups before they got to them...nadda.
Tried a STF later and even though we won, I got the same type of feeling. I even had the damn flyer almost perma caged...thats a bad idea?
you have to admit..i can count 2 weak attack powers in FF and 4 very situational powers between the 2 sets. what should I use to fill in the slots or how should i use the field, bubble, cage, and tele-k powers?
There are ways to contribute, but to use your confuse powers effectively, you will probably need to get to groups before the rest of the team aggroes them. The Confuse powers are probably your best control powers on the ITF. A Mind/FF's Defense bonus helps those who don't have capped defense. You can contribute some limited damage -- Mass Hynosis followed immediately by Terrify slotted for damage will provide some AoE damage doubled by Containment. Terrify will then somewhat reduce the amount of damage done by the foes. Then your single target damage can work on foes. Other than that, your contributions will be somewhat limited. Force Bubble could keep an ambush at a distance while you deal with other foes, but for the most part, the ITF is ideal for melee types who like to gather foes into groups. -
Quote:Travel powers is, to a significant degree, a matter of personal taste. As soon as I get time, I plan to update the leveling-up build in the Guide. The problem with an Ill/Rad is that Rad provides so many good powers early.What would you suggest for a person who can get a travel power at 6?
If you want, you can certainly fit in a travel power at level 6. But with the other options now available, I don't feel a strong need to have that travel power that early. If you purchased the Martial Arts pack, Ninja Run is available at level 4, and with Inherent Fitness it can be as fast (but not as high) as Super Jump. You can earn a Raptor Pack at level 5 from Police Scanner missions, and with recent changes, that Raptor Pack is just as fast as Fly.
With Inherent Fitness, All those powers that I used to put off either because I didn't have the endurance to run them (like EF) or couldn't fit them in before Fitness (like Hasten) can now be taken earlier. (I don't have Mids available at the moment, so a manual listing will have to do.)
1 - Radiant Aura, Blind
2 - Spectral Wounds
4 - Deceive
6 - AM
8 - Superior Invis (or RI -- or if taking GI, then GI goes at 12 and everything else moves down)
10 - RI (or EF or could be a travel power, or Hasten)
12 - EF (or Hasten or travel power)
14 - Travel power or Hasten (If you don't have the 60 month Vet, then a pre-requisite must be taken before the Travel Power.)
16 - Hasten or Travel
18 - Phantom Army (I want to have Hasten before this so they can be up more often.)
20 - LR
As for choice of a travel power, I like to look for secondary benefits.- Fly/Hover is my favorite for my Ill/Rad -- I like to keep him out of melee and keep a good view of the battle from the air. I stay in Hover to fight, and then change to Fly for movement using the Speed-on-Demand binds in Citybinder. Fly lets you search for open-air glowies in safety, and you can fly through caves faster than running.
- Super Speed has good, fast battlefield maneuverability and Stealth built in -- but with SI or GI, I don't need the stealth. A lot of folks don't like SS because they find it hard to control, but I don't have that problem. I like it on many of my melee characters and characters who need the Stealth aspect.
- Teleport actually has some nice benefits, like being able to TP away when slowed or immobilized, and TP lets you get past foes with +Perception (like a Rikti Drone in a hallway). It is the most difficult travel power to use and is often inconvenient.
- Super Jump -- has no secondary benefits. SJ is kind of fun, but all you get is a travel power for open areas -- it is worthless in tight places. Combat Jumping is nice as a place to put a LotG Recharge and for the Immob protection, but SJ itself has no secondary benefits.
- Fly/Hover is my favorite for my Ill/Rad -- I like to keep him out of melee and keep a good view of the battle from the air. I stay in Hover to fight, and then change to Fly for movement using the Speed-on-Demand binds in Citybinder. Fly lets you search for open-air glowies in safety, and you can fly through caves faster than running.
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Quote:I have recommended over and over that folks who are either (a) new to controllers or (b) had trouble leveling up a controller, try an Illusion/Radiation Controller. I know it wasn't one of your choices, but if you have had problems with controllers before and you are used to doing damage, Electric and Earth are going to seem extremely slow to you. Both are very low damage sets. I love Earth Control, but its focus is providing ranged AoE control for larger teams. Electric is more melee, but requires more finesse to keep from faceplanting frequently. Mind gets a good ranged attack chain early, but then slows down in the 30's just when other controllers are picking up their best damage from their pets, and it doesn't have great synergy with Kinetics.I want a Controller, I am craving a Controller, but being mostly a Blaster/Brute/Scrapper player it is pretty difficult to get past level 6, which isn't to say I have not already got one past. I have a level 38 Gravity/Forcefield. I'm sure you can see where I went wrong (I've been kicking myself for ages about it, I was so close to choosing Storm which I'm loving on a Mastermind).
I've tried what is pretty much a pure support character. A slow, boring, little-used support character. Now I want a proper Controller, I want to buff, debuff, control, manipulate!.. But I don't know what sets to choose. I've narrowed it down to Electric/Sonic (faster, short-term control powers to keep me clicking and self/ally buffs and debuffs galore), Earth/Thermal (I like the BAMness of Earth and I've also wanted a healy type for the fast paced nature of it, but Therm also comes with tasty debuffs so trumps out Empathy) or Mind/Kinetics (Fast powers! Wham! Zip! Pow! And teams will love me).
To those who've tried these combos, I'd like to know your thoughts on them. To those that know too many numbers like me, I'd like a fresh opinion on how they'd work together. I KNOW it's all down to personal opinion, but I'm still interested in personal accounts and how they do in the 30+ game especially.
Illusion/Rad is great solo, small teams and good teams. You don't have to wait until the late levels to get the good powers. You can do decent damage while staying safe. If you decide to try it, take a look at my Illusion/Radiation guide, linked in my sig.