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OK, my view on this combo may be a bit different than yours. Personally, I'm not a huge fan of building for Defense on Controllers -- Controls will protect the entire team, while Defense protects only you. On the other hand, */Kin controllers generally can use Defense more than others since they tend to be in melee. But since the APP shields can give Smash/Lethal Defense, that is usually better to aim for Smash/Lethal Defense because you start with a bunch from the APP shield.
Mesmerize: I consider this a single-target damage power that happens to do a sleep. I would move that Fortunata set to Mass Hypnosis and slot this up for damage . . . since I save Fulcrum for bigger groups, I may not be "shifted" when using this. It is a key part of the Dom-Mez-Lev attack chain.
Transfusion: I don't have access to Mid's right now, but this power needs some Accuracy. That's why we have Accurate Healing sets. Maybe you have enough Global Acc to not worry about it. But that Numina proc needs to be in Health. I understand that you may be going for the Ranged Defense, but if the power doesn't work well, then that's not good slotting.
Siphon Power: If you leave it to the default slot, it should be Accuracy.
Domination: I would rather put the purple set in Total Dom. This power also does some single target damage, so I would go with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage.
Confuse: I would replace the pure Confuse IO with the other one from the Purple set. The purple set puts you over the ED cap on Confuse without the pure Confuse one. I'm not sure if the Purple set is better here or in Mass Confusion. You can have a lot more chances for the proc to hit here.
Siphon Speed: Slot for Acc and Recharge, as the Recharge buff is far more important than the single target Slow -- you want to be able to stack this, and the Slow sets have very little Recharge.
Hover: An Enzyme in Hover? A bit of a waste. I suppose if you have Infl to burn . . .
Speed Boost: I put a single EndMod in it, as it already recharges very fast.
Total Dom: I would move the purple Hold set here. If not, the entire Lockdown set has Defense if you want to slot for Defense.
Mass Conf: The Damage proc is a mistake. MC draws no aggro, but the proc will. Aggro is not worth the small amount of damage.
To me, the main reason to take the Psi pool is Indomidable Will for Mez protection. Otherwise, Primal's Power Boost will significantly buff your controls. Besides, your primary does all Psi damage. There are lots of Psi-resistant foes (like all Robots). So, having a different Damage type in your APP helps you take down those Psi-resistant foes. I'd suggest looking at Primal. However, if you want to stick to Defense, look at Ice or Earth. Earth APP pairs nicely with */Kinetics. -
Quote:One of the advantages of Super Speed is the built-in Stealth that combines with Steamy Mist -- no need for a stealth IO. Invisibility is very, very helpful on this character because you have to get in "just" the right position to maximize the use of the Seeds of Confusion cone. It also allows you to lead your pets, Carrion Creepers and Venus Fly Trap, into battle without drawing aggro yourself.I might try that, seems to me a few procs probably wouldent hurt and I have yet to use any on any of my characters.
As for other pool skills, what should i take? I assume hasten, originally i planned to take flight for hover/fly (That and i kinda hate managing super speed, besides I have ninja run, not AS fast as SS but it takes out a power pick I guess)
Slotting set bonusesm should I go mainly global recharge, or damage?
Thanks for all the help, so far this character is a blast to play.
I also like Super Speed to run in near the group in just the right position for Lightning Storm . . . if you cast lightning storm on the far side of the group from your team, the storm will knock foes INTO your team instead of away -- which is usually better. Super Speed lets me get into the best position faster. (Another technique if you fly/Hover -- cast Lightning Storm while hovering over the foe and the Storm has a better chance to knock DOWN instead of BACK. But you have to be right overhead or the angle will make it knockback.)
I also like Super Speed for "herdicaning." This is where you use Hurricane to push foes around the outside of a group into a tighter group, making the group better for AoE powers. Hurricane also debuffs their ToHit at the same time, so they can't attack you very well.
As for slotting: Recharge is most important because you want Seeds up as much as possible. Casting Roots more often is good, too, since that is most of your AoE damage. Plant is probably the second best Controller at AoE damage (after Fire), but weak at single target damage -- it can defeat a group almost as fast as a single. Storm adds some good single target damage in Tornado and Lightning Storm.
Defense is less important if you use Hurricane -- the ToHit Debuff is significant. With experience, you can learn to use the "Hurricane Kiss" -- where you can touch foes with the outer edge of Hurricane to apply the debuff, but without knocking them back. I keep Hurricane linked to a bind to an extra button on my mouse, so with a touch of a button, I can turn it on and off. -
Quote:In the movie and play, Seymore Krelborne names the plant after his co-worker/future love, Audrey, by calling it the "Audrey II." However, when he talks to it, he calls it "Twoey." "Audrey" was the girl, "Twoey" was the plant. (Oddly enough, the ending of the play is very different than the ending of the movie -- the movie has a "happy ending" while the play does not.)Never heard "Twoey" before. Audrey, Chompy and Bitey, that I've heard.
Mental Maden uses a different name that I found amusing (if you know anything about women's tennis). She calls hers "Serina" because she is stronger and better than "Venus."
Quote:I find Thunder Clap useful on mine, since I solo a lot. The single target hold takes out Lts, Thunder Clap takes out minions. And besides, it's such a cool power to fire off... -
Use Hurricane and/or Gale to knock him into the Lava, and his regen is no longer a problem. I've beaten him that way about 3 times. Even the Lollipop of Doom (Nemesis staff) works for this, but it takes better aim.
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In Plant, the key powers are Strangler, Roots, Seeds of Confusion, Carrion Creepers. Vines and Venus Fly Trap (nicknamed "Twoey" after the plant named "Audrey II" from the play/movie, "Little Shop of Horrors") are strongly recommended. Entangle is good as a damage power if you mostly solo. Spores (ranged AoE sleep, can be useful solo) and Spirit Tree (immobile Regen buff) are entirely optional and opinions differ on using those.
In Storm, you have no choice but to take Gale . . . too bad, since it is probably the most skippable power in the set. Freezing Rain is key, and Steamy Mist, Hurricane, Tornado, Lightning Storm are highly recommended (although some opinions differ). Opinions differ on O2 Boost, Snow Storm and Thunderclap.
My personal recommendations are to skip Thunderclap (a PB AoE stun that is only Mag 2, so it only gets Minions) and probably Spores (situationally useful). Storm does not have a self heal, so Spirit Tree is marginally useful. O2 Boost can be used on teammates and to heal your pet. I suggest Hasten and Super Speed, too.
Steamy Mist is a stealth, so combined with Super Speed, it gives you full invisibility. That lets you get in just the right position for best use of the Seeds of Confusion cone. I like Super Speed for running around with Hurricane, too, but a Stealth IO will also combine with Steamy Mist for Invis if you don't like Super Speed.
Plant/Storm is a great combo. Good for solo, and storm fills some of the holes in Plant. Your general strategy in lower levels will be to open with Seeds+Roots, then hit the group with Freezing Rain and keep throwing Roots for damage (Roots should be slotted for damage -- it does twice the damage of other AoE Immob powers from other control sets.)
On teams, you may need to be careful about all the knockback and potential chaos. Roots has 12 seconds of -knockback, which will help. Still, you will be able to contribute a bunch with teams, too.
Storm is probably the most challenging controller secondary to play well. It takes some practice to get used to the various knockback powers and how to use them without causing too much chaos. -
You are talking about the Speed-On-Demand binds. Those binds are built into a nice little program called CityBinder. You can find a thread with links to the place to download it HERE. I use CityBinder on all my characters. It not only has the Speed-On-Demand binds, but a lot of other stuff in it, too. The author left the game, but a few others have made some updates to add in the newer power sets. It has some bugs, like you need to make sure that all filenames have no spaces in them.
Can't help you with the flypose. -
Is Time Bomb worth taking? If you are concerned with maximizing your character and getting top DPS etc, then no.
But if you like to sneak in to a big group while invisible and blow stuff up . . . then it can be fun. I have it in my build because I think it is fun for when I solo or duo, but I pretty much never use it on any moderate to large team. I think of it as a "hold my beer and watch this" power.
My favorite way to use Time Bomb is the explosive corner pull: I set up 4 or so trip mines at a corner. Maybe a Gas Trap, too. Then I go around the corner to a big group. Set up Time Bomb (while invisible) in the middle of the group. Just before it goes off, I may lay down an Acid Morter to draw some aggro, then back around the corner. Lay down some Caltrops just behind the Trip Mines. Anything that survived the initial blast comes around the corner and gets blasted again. If the second blast doesn't kill it, a few blasts from my secondary while on the Caltrops will. Red-neck high fives all around.
Not everything has to be plowing through foes as fast as possible. -
No offense, but I get a little frustrated when I take the time to explain stuff, give some good recommendations and then my recommendations are ignored.
I strongly dislike your slotting for Hot Feet and Choking Cloud, which are key powers for a Fire Rad. You need max Damage and EndRdx in Hot Feet -- you have neither. You slotted almost no damage in your highest damage power over the long term. You need capped Hold and capped or nearly capped EndRdx in Choking Cloud -- you have neither. Yet you are spending billions on PVP and purple sets in less important powers. I made my recommendations above.
4 Doctored Wounds in Health??? I gave my far superior slotting above.
If you are going for Recharge, why don't you have a 6th Efficacy Adapter in AM?
I would change several other things, too, like dropping the Fighting Pool, adding EM Pulse, etc. But that would probably be ignored, too. -
Want a really fun -- if not very fast -- duo? Pair a */Devices Blaster with a Gravity/Storm controller. Few things in the game are more amusing than setting up a bunch of trip mines, and then using Wormhole to 'port a group of unsuspecting ruffians onto the Trip Mine patch. Just imagine what they were thinking . . .
A nice guide. I learned a thing or two for my DP/Dev blaster, named "Pepe LePewPew." -
Half of the time, I decide on a powerset that I want to try, the I have to come up with a name. The othe half of the time, I come up with a name and try to match powers with something I want to play.
Most of my character names are puns or some other kind of joke that I find amusing for one reason or another. Sometimes, I'll extend the same joke across several characters, just to see which one "sticks." For example, when the Electric Control set came out, I used the name "Ohm Depot" on characters on 3 different servers -- one was an Elec/Rad controller, one was an Elec/Fire Dom, and the third was an Elec/Shield scrapper. The scrapper made it to 50, and the Controller is in the mid-30's. Then I simply HAD to make a Plant/Elec Dominator named "Ohm and Garden." Then I re-made the Elec/Fire Dominator on a different server, and named her "Ohm Cooking."
When Shield came out, I ended up making "Bull Shield" and "Shield Happens." I also made a "Shield for Brains," but that one got deleted. -
I suggest getting the Luck of the Gambler Recharge IOs with Hero Merits (2 each) or Reward Merits. They are too expensive to buy, and pretty reasonable to get with merits.
Most of the other stuff is not too expensive. The only purples are comparably cheap ones. Go to Hami Raids or run Statesman TFs to earn the Hami-Os -- the Acc/Dam drop fairly frequently, probably second to the Dam/Range ones. If you can earn the LotG Recharges and Hami-Os, then one good Hecatomb Triple drop would pay for the rest. -
Well, I'm not an expert on the Electric Control set, as mine is only in the mid-30s, but it is a fun, low damage set that can be best compared to Ice Control with some interesting quirks.
Static Field is a key power, probably more important than Ice Slick in the Ice Control set. The sleep pulses are fairly fast, but I'm not sure the exact timing. They are fast enough that if you use Jolting Chain on foes in the Field, they are asleep again by the time they get up. If you use the AoE Immob, they are asleep again (usually) before they can attack. The AoE Immob does its small amount of damage up front, as a Damage Over Time like most AoE Immobs would wake up the foes from Static Field.
Teammates who enter the area of Static Field while a decent number of foes are present will get a boost to their Recovery -- not astounding but noticeable. In low levels, folks without Stamina (before I-19) were reporting that they were not running out of endurance in Static Field whereas they would be without it. I have not noticed any graphical effect.
Electric Control really relies upon stacked effects. Static Field is the Alpha Strike mitigator. Then you can run in with Conductive Aura running to drain endurance. Immobilize them and use Jolting Chain to knock them down. The combination of effects results in good AoE control. I went with Elec/Rad to add Choking Cloud to the mix for another layer of control. Plus, the AoE Immob+Radiation Infection is very effective as additional AoE Control.
Synaptic Overload is nice since it does not draw aggro, but the chaining effect makes it less useful than Mass Confusion. On the other hand, it recharges much faster than Mass Confusion. It seems to work best if fired off before the fight begins. I don't know how well the proc works in the power, since I'm not to 50 yet.
I find the Gremlins to be a bit disappointing. For a low damage set, the pet(s) should either be more durable or do more damage. They like to use their version of Jolting Chain a lot, which can be annoying.
Personally, I think Electric Control's main strengths are as a small team controller. It is also very effective on large teams if combined with another character who can drain endurance. (Another Elec controller, an Elec Dominator, an Ice Tank, an Electric Blaster or Defender with Short Circuit, etc.) -
Quote:Because Merits cannot be traded, they cannot be consolidated to buy the higher cost, more desireable items. Thus, 10 characters with 30 merits each will be limited to 1 Random Roll each with a good chance of getting a useless or less desired item. If you could consolidate those merits, 300 merits could buy just about anything available for Reward Merits.Considering that pretty much anything that can be bought and sold with both regular and alignment merits can still be earned/purchased with ease in-game as it is, I fail to see how trading merits would ruin the economy.
If they were able to be traded, and the market for things was more restricted--I'd agree with you. But since there are about a half-dozen different ways to score a LotG, I don't think the RMT folks are interested.
Would it ruin the economy? Probably not, but it would have an effect. -
Quote:Another perma-pet is certainly appealing, but I don't really need Defense. A perma-PA build is built around pulling the aggro of foes to the PA and Phanty's Decoy, so they should be drawing the attacks, not you. Some folks believe that the -Resistance in Poisonous Ray will make up for lesser damage due to a slower recharge, but to me the key is trying to reduce the heal-back by getting fast damage.I plan on moving my Ill Rad to Villain and getting Mace Mastery. Scorpion Shield, PFF and a Toxic Taratula pet.
Another perma-pet to attack and 45% S/L. Have the build worked out, just moving through the alignments now.
I'm also not sure how the time spent drawing the mace will affect your damage.
The one time I have done the Apex TF with my Ill/Rad, we had 66 deaths, and only 4 of them were mine. The soft-capped guys died a lot more than I did. That indicates to me that Defense is not really a priority. -
Quote:To pick a nit . . . You run into the Clockwork King in the first mission of the Tina McIntyre arc for levels 40-45 in Peregrine Isle. And that is not a Task Force.This has always been the case to differing extents over the years. Just as a random example, the only way to face down the Clockwork King and put an end to his reign of crime is to do the Synapse TF. And, indeed, the only way to complete the Hollows, Striga and Croatoa storylines (if you can call them that) is to do the Task Force at the end.
He also shows up in the Lady Grey TF.
I mostly disagree with your post. Some of the best stuff is saved for Task Forces, but that is usually stuff that is best handled by a team. It should be more interesting, so that people will be willing to re-run the TF.
But much of the new tech is being included in the newer and updated content -- like changes to the Maria Jenkins Arc and just about everything in Praetoria. The main problem is that the older content doesn't have the newer tech, and the Devs are choosing to devote their limited resources to newer content rather than updating old stuff. -
Looks good. Personally, I would take Steamy Mist over Recall Friend (it has some nice Resistance). And I would take the Ice APP over Psi, but you said you are staying with Psi for concept, and concept wins.
About the only changes I would make to the slotting is putting common EndRdx in Super Speed, x2 in Snow Storm and in Fly. The main one being Super Speed, as I would give up a little bit of speed for less endurance usage.
Depending upon your overall recharge and how much you use IW, you could put a 4th LotG Recharge in Indomidible Will. I'm curious how your overall Recharge will end up with the Incarnate Spiritual Boost. That 4th LotG should get you to 170% recharge. Add the 33% from Spiritual and it would supposedly get you up past 200%, which is virtually Perma PA (I now have 213% on my Ill/Rad, but was perma at 203%). But I'm not entirely sure how the math works with those Incarnate slots. -
Quote:Yep . . . and I have tried all of the APP sets with my Ill/Rad. My recommendations are first, Fire, then Ice. I'd rank Primal next, then Psi with Earth last. If you have not read my Illusion/Radiation guide (linked in my sig), most of the points made below are in the guide.I'm not sure but I know Local_Man will come in soon enough to advocate taking something with a short recharge single target blast for the ideal ST attack chain.
The most important thing to me is that quick single target blast. Illusion is built for distracting groups while taking foes down one at a time. Illusion is not great at setting up Containment on groups, so AoE damage is less important. Plus, to gain benefit from the Illusory Damage in Spectral Wounds and Phantom Army (and Phanty's Decoy), you want to take down those single foes fast. That Illusory Damage heals back after a few seconds, but if you can defeat the foe before the heal-back, you get to keep the damage. That can substantially increase the amount of damage you do. So you want fast damage without a lot of Damage Over Time.
You also want a fast recharging single target blast -- because you can get that fast damage with the Blind-SW-Blast-SW attack chain. That's why I don't recommend Earth because Hurl Boulder is too slow.
Another consideration is damage type. Illusion is all Psi damage except for Phantasm's blasts. Psi is heavily resisted by some foes in the late game, like Robots -- and you see lots of robots. Getting a different Damage type will help you take those foes down more quickly. That drops Psi down the list.
Fire Blast does the most damage of any of the single target blasts, except for the slow Hurl Boulder. It adds a bit of DoT after the initial blast. Fire and Ice also activate slightly faster than Primal and Psi. Fire and Ice are rarely resisted damage types.
Then look at the rest of the sets. Fireball is mostly fast, up front damage, with a little bit of DoT. And it activates quickly. Ice has two AoEs, Frostbreath is a cone, so it requires positioning and hits fewer foes, while Ice Storm is a location-targetted AoE with all of its damage coming over time (letting the Illusory damage heal back) and with a long Recharge. So, for Damage only, I think Fire is better by a little bit. However, if you want a Defense-based shield, Ice can then be a great choice. You can also consider the usefulness of Hibernation vs. Rise of the Phoenix and/or Consume. Fire's Resistance-based shield is OK and can help reduce the damage you take, but it is not the reason to take the set.
Primal has a good but slightly slower single target blast, a resistance-based shield, Conserve Power and the key power, Power Boost. However, Illusion doesn't have that many powers that will gain from Power Boost -- compare it to Mind Control, which has many. Primal's only AoE damage is a cone, with the limitations of a cone.
If you are getting Mezzed a lot (and you shouldn't be), then Psi is worth considering for Indomidible Will. Psi Blast is slightly slower, like Primal's. Psi Tornado is a nice power, but it is all Damage Over Time, giving more time for that Illusory Damage to heal back. And there is the problem of damage type. The Resistance Shield is OK, and on the plus side, IW and Mind Over Body provide some Psi Defense and Resistance. On the downside, the last power, World of Confusion, stinks.
Earth is great for Melee types, with the very short range Fissure and Seismic Smash. But I play my Ill/Rad at range, as part of his protection. Earth has a good, but ugly, defensive shield and a great heal/HP boost, but the damage powers just don't fit.
I can't help you much with the PPP powers . . . concept-wise, my Ill/Rad just can't go Red-side. But I know none of the Villain PPP sets have a single target blast that recharges quickly enough for the Blind-SW-Blast-SW chain. You need a recharge when fully slotted of 4 seconds or less. Mace has Poisonous Ray, which is the closest thing at about 6 seconds. A few people have said that they wanted to go that direction. I have yet to hear from anyone who had the fast Blast first, then tried Poisonous Ray and thought Poisonous Ray was better. -
Quote:Just to clarify, the OP misstated his powersets. He must be Ice Control/Storm . . . so he does not have Benumb. He can use Snow Storm to drop Recharge, but the best strategy is to use Hurricane to knock Trapdoor into the lava. It is pretty easy to do if you have any kind of knockback powers -- and even the Nemesis Staff works.Chillblain slotted as an attack will help you a lot. Make sure you slot some damage in your single target hold and single target blast as well, and you should do ok if you Benumb him at every opportunity. What may be getting you down are the clones he spawns, who buff his regen. I have read that you can no longer pull him into the hallway as easily so that can be a barrier. Lots of -Recharge might slow down his clone rate; I'm not sure, but hit him with all of that you've got anyway to slow his blasts.
Obviously, if you plan to knock the guy back, you DON'T want to use Chilblain or Frostbite, since both have -knockback for 12 or 15 seconds. -
Quote:Radiation Infection and Enervating Field are both autohit toggles. Lingering Radiation needs Accuracy and Recharge, as it is a Targetted AoE Click power that needs a ToHit check. However, if you have already applied Quicksand and/or some of your other Earth Control powers and/or Radation Infection before using LR, you will have applied a lot of Defense Debuff making it much easier for LR to hit.Are any of the rad powers auto hit or do any require a hit check..
Fallout and EM Pulse also need accuracy.
If you want a LOT of information and strategy tips on the Radiation secondary, take a look at my Earth/Rad and Illusion/Rad guides . . . the Ill/Rad guide has IO slotting for the Rad powers and is more up-to-date. -
Ice Control is arguably the lowest damage controller primary. You don't have many sources of damage. Mine can solo . . . slowly, but not unbearably slowly. Here is how he can do it:
Chilblain slotted as a damage power.
Block of Ice slotted with a combination of Hami-Os -- Acc/Mez, Acc/Dam, Dam/Mez, Dam/Mez, 2 common Recharge IOs.
Air Superiority slotted for damage.
Jack Frost slotted up for damage.
Tornado slotted for max Damage and Recharge
Lightning Storm slotted for max Damage and Recharge
Ice Blast from the Ice APP set
Frost Breath from the Ice APP set
Damage procs in several powers like Frostbite, Freezing Rain, and the Contagious Confusion proc in Arctic Air.
My Ice/Storm is not fully IOed out, but he has a number of sets and a fair sprinkling of Frankenslotting. -
My Ice/Ice/Ice was my second character I ever made, and it is still my favorite Blaster. Because I'm so fond of controllers, I tend to play my Blaster as kind of a reverse Dominator with all the control powers. The slow from Shiver is amazing (especially on the ITF). Add in Snow Storm for the EBs and everything is slowed to a crawl.
I never took any of the melee attacks. This has always been a "blast from range, prefereably floating overhead" character. But with I-19 giving me 3 extra powers, I decided to add Super Speed + Stealth Proc (took the one out of Fly) for full invisibility, and also decided to try Frozen Aura . . .
And it is a heck of a lot of fun to run into a group invisible, hit Frozen Aura to put them to sleep, then back off to pick them off one by one. It also works as a "panic button" power when getting surrounded. Definitely situational, but not useless. -
Quote:With Inherent Stamina, it should be easy to fit in Terrify earlier, but then I don't use the Fighting Pool. But at level 32, definitely get Mass Confusion regardless.As I mentioned I have tried to build my Emp side up too. (In hopes of attracting some permanent group) so terrify is still out there for me.
I guess I will get it when I finally turn Lvl 32 in January when I return to my computer and can play again .
If you have questions about Confuse powers, my Illusion/Radiation guide has a section on the confusion (pun intended) and misconceptions about Confuse powers. Solo, you should be using Confuse a LOT.
As previously suggested, my strategy for playing my Mind Controllers solo generally starts with Confusing any tough foes. Then Mass Hypnosis (it draws no aggro, so if you stay out of aggro range, any foes missed shouldn't notice you), then Terrify. The I work on single foes with Dom-Mez-Lev. Refresh Terrify when needed. And I use Mass Confusion whenever it is up. -
I echo Mental Maden's comments, and can add a few.
Like MM, I'm not a big fan of trying to slot up controllers for Defense at the expense of Control. If the foes are controlled, they won't be shooting at you. In most cases, greater Recharge will help you get your controls out more often to help you AND the team -- Defense only benefits you. If you want to fit in some S/L or Ranged Defense without sacrificing your other control, that's fine. But I see too many builds who go for Defense when better control will provide more benefit.
Earth/Rad is especially good at ranged AoE control with some good team support. My attitude towards slotting is to make sure you slot the powers well first, then figure out if you can fit in set bonuses as, well, bonuses. If you are going to go for certain bonuses, you should focus on a goal. Recharge? Recovery? Damage? S/L Defense?
Fossilize: This should be your most used power. I prefer to 6-slot it with a little damage, too. Add an Acc/Dam and a common Damage. Maybe an Acc/Dam Hami-O for the Acc/Dam if you can.
Quicksand: Remember you have two slow powers, so you don't really need to slot this for Slow. 1-2 Recharge is all it needs, and I put it underneath all my other AoE controls so I use it a LOT. 25% Defense Debuff in addition to the AoE Slow.
AM: You can make up for the lost 3.75% recharge from Quicksand by 6-slotting this with the Efficacy Adapter set for 5% Recharge.
Stalagmites: I would try to get a Recharge as a 6th Slot. I like to get this up as much as possible. It is my best alpha-strike control.
Hover: Do you really need Defense here? I would leave it with a single LotG Recharge. Set up an easy toggle between this a Fly as a bind.
In case you didn't gather, I'm not a fan of the Fighting Pool. Stone Cages+Radiation Infection+Earthquake should be plenty of -ToHit. Add in Ling Rad for the -Recharge and they will have very few chances to shoot at you and your team. (Your team won't benefit from the Fighting Pool.)
Ling Rad: Some Recharge to make it perma.
Volcanic Gasses: This needs to be slotted with as much Hold and Recharge as you can. The Lockdown Proc is great once you have capped Hold and Recharge. A Hold available more often is better than Defense.
Choking Cloud: Don't compare it to Poison Gas Trap -- CC is a unique power. It is a PB AoE toggle pulsing hold that should be slotted with max Hold and EndRdx because it sucks down endurance. CC needs max Hold so that the Hold will last through 3 pulses instead of two. CC also takes a while for the pulsing hold to hit, so it needs to be combined with another power to be effective. I love it on my Fire/Rads and Elec/Rad . . . but don't have it on my Earth/Rad (or Ill/Rads or Plant/Rad). Earth/Rad can stay at range to avoid melee . . . this will put you at melee and may keep you from doing other useful things. Even if you choose to keep it, the Lockdown set does not have enough EndRdx. This is a power that NEEDS to be frankenslotted. The Lockdown proc, however, is great in it due to its unique way of working.
Animate Stone a/k/a Rocky: The +Resistance Pet procs (there are two) are great here to stack Rocky's already high Resistances. 4 Expediant Reinforcement, a Hami-O Acc/Dam and the other Resist proc work if you are going for Recharge. Rocky can work as a tank to draw aggro, but you really need some kind of Invis to lead him into battle. I prefer Super Speed+the Celerity Proc.
If you really want to do damage as a controller, you will want to add Fire Blast at least 5 slotted, probably instead of Consume. -
From personal experience . . . I have mostly soloed my Mind/FF and my Grav/Storm controllers. Both of them solo quite well, but not real fast.
Mind/FF gets a great attack chain and one of the best "panic button" powers in the game early. Confuse and Mass Hypnosis make it easy to solo in low levels, as you can take foes out of the fight before it begins. At level 20, you get partial mez protection from Dispersion Bubble, something quite valuable for a solo controller. The knockback powers from FF are no problem for a solo player, and all you need are the two Ally-only bubbles to be welcome on any team. I have found in upper levels, Mind/FF's ability to do damage kind of flattens out, so the APP damage powers are a welcome addition.
Grav/Storm is the only Gravity controller I have been able to stick with. The combo has some really nice synergies. Since Crushing Field, the AoE Immob, does not have knockdown/knockback protection, the combo of Freezing Rain+Crushing Field acts like an AoE knockdown area. Gravity has decent (but slow) single target damage from GD+Crush+Propel, but that makes you susceptable to damage from other foes . . . until Hurricane can push them away and debuff their ToHit. In upper levels, Singularity is a great tank to draw aggro. You can also set up a "Corner of Death" with Lightning Storm, then send foes there with Wormhole and hit them with Tornado while you keep them in the corner with Hurricane. Storm made Gravity a lot of fun. -
Quote:From what I have seen, much of this thread is "this is what I dislike" rather than "this is overhyped."This sounds less like "What do I think is over hyped" and more of a "this is what I think sucks"
Sonic Renosance just isnt an overhyped set.
Cold Domination, for all the love it's given, doesn't seem popular, from what I've seen.
Illusion is not "overhyped" . . . and this is coming from one of the main "hypers." It is very good at some things, and not so great at others. It is the best controller to solo safely against tough targets. It is the best "team spy," using invis+Deceive+PA to allow an Illusionist to stealth to targets and take them. Illusion is great as a second or third controller on any team because its powers rarely conflict with the powers of other controllers. Illusion is great at adapting to a wide range of situations.
Illusion is not ideal for mowing down large numbers of foes. Illusion is not the best at AoE control for a large team. Illusion is not the best for some specialized situations. Some people use it in those situations because it is so good most of the time, but Illusion just isn't made for those things. Illusion is not at its best when played like a Mastermind . . . yeah, it has pets, but the single target controls and damage need to be used to make Illusion most effective -- a MM can sit back, using only his secondary while the pets do all the work.
Some folks were saying that the Radiation secondary is "overhyped." Much like Illusion, Radiation is more of an all-purpose set rather than a specialized set. Other sets are stronger in certain areas, but Rad puts all of these areas together -- team buffs (that affect the player, too), debuffs and controls in a set that provides both offensive and defensive benefits. It is the only secondary that includes a Recharge and Endurance team buff together with Defense, ToHit, Damage and Resistance debuffs.
Personally, I think Empathy is the only secondary that I would consider to be "overhyped" among the players, even if it isn't overhyped here in the forums. Too many players consider Healing to be more important than it is, and the good buffs in Emp have become less important since IO set bonuses have allowed characters to gain significant buffs through slotting.