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I'm re-reading George R. R. Martin's Song of Fire and Ice series, currently on A Storm of Swords, book 3 of 4 currently available. I will typically read through a good book once for the story (gotta find out what's gonna happen!), and then if I liked it, I'll re-read it for the details a little while later.
With the HBO series of A Game of Thrones coming up in the spring, it is interesting to re-read the series keeping an eye out for the cinematic aspects of the story. -
Quote:The file appears to be gone! A click on the link says "File Not Found."
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Rather than gutting Tornado, replace the Glympse of the Abyss set with the Unspeakable Terror set for an extra 5% Recharge. If you could afford it, the best way to deal with the 6th set that gives 6.25% Recharge would be to put a purple set in Spectral Wounds or Psionic Tornado. Sadly, I have never spent that kind of Inf to get one of those sets. The few I have had drop, I have sold to finance other characters.
I would drop World of Confusion for Indomidible Will. If you are sticking to the Psi Pool, that is the best power in the set. Even if you don't try to get it perma, you can click on it just before you go into a group with a lot of mez powers.
Besides, World of Confusion stinks. The radius on the power is pitifully small and the duration on the pulses is woefully short. It is only useful as a set mule for the purple Confuse set if you don't have another Confuse power . . . which you do.
Oh, and on Deceive, I'd replace the Confuse with the other left over one from the set . . . I think it is Confuse/End. Without the pure Confuse, you are already over the ED cap or so close to it as to not matter. (I don't have access to Mids right now.)
To get slots for Stamina, check your total Recharge. If you are at Perma PA, then you should be able to pull the third Recharge out of Hasten, especially if you leave it on Auto. Then you could take the second slot out of World of Confusion even if you switch that to IW. And that would give you your three slots for Stamina without losing any Recharge. If you want any more slots for Health or whatever, I'd pull them out of Mind Over Body . . . on my Fire/Rad, my Fire Shield only has the default slot due to a shortage of slots. -
While I have several characters who have filled the Alpha Slot, it is hard for me to judge exactly how the Spiritual Boost in the Alpha Slot affects the overall build. Mids hasn't been changed to take the Alpha Slot into account yet, so it will take some playing around (on test) to really determine the overall effect.
It may be that the Spiritual Boost will be enough to replace AM's 30%, so that building an Ill/Storm to Perma-PA will be mostly the same as a pre-Incarnate Ill/Rad. -
One thing that isn't clear from your post is (a) your goals for this build, i.e. large teams, small teams, solo or all-purpose; (b) your playstyle, i.e. up front and aggressive or laid back and ranged; (c) which particular bonuses you really want to pursue. Personally, I tend to be an all-purpose, cautious guy who prefers to seek Recharge and Recovery. Recharge is needed to get Phantom Army up as much as possible.
Perma-PA is the goal for a High Recharge Build. Unfortunately, Ill/Storm doesn't have that extra 30% that Ill/Rad gets from AM. So, to get Perma PA, you will probably need several Purple sets, which is very expensive. However, you don't NEED a perma-PA character to be very effective . . . we still had very effective characters in the days before IO set bonuses. The goal is to fit in as much Recharge as you can get and afford.
Spectral Wounds: Thunderstrike is a great set for Ranged defense . . . but a small amount of ranged defense isn't all that useful. For Recharge, I go with 5 from the Decimation set and an extra Acc/Dam from another set to cap off the Damage and Accuracy. Or at 47+, you can use an Acc/Dam Hami-O. If you can afford it, the purple ranged damage set is very good to put here.
Gale: Throw an Accuracy in there . . . you might want to use it as a "get out of my face" power once in a while.
Blind: I like to have some damage in this power because it is the lead-off for the standard attack chain. 4 Baz Gaze give 7.5% recharge, then damage and a little extra accuracy. (I see you have some damage in there now.) At 47+, I like a Acc/Dam Hami-O and a common Damage in the last two slots to get as much damage as possible. I don't worry about hold duration because I usually fire it off again pretty quickly as part of the attack chain of Blind-SW-Blast-SW. (I would not put the purple Unbreakable Constraint set here . . . Flash is a better place.)
O2 Boost: If you want Recharge and can find the slots, 5 Doctored Wounds gives 5% recharge. Otherwise, Miracle Heal and Heal/End give a small Recovery bonus, or 2 Numina's gives Regen.
Deceive: The 5 Malaise is the best slotting here . . . unless you can get 5 of the purple Coercive Persuasion set . . . The proc is great in this power, turning it into an occasional Mass Confuse. It also frees up a spot for a 6.25% Recharge under the "Rule of 5." (No more than 5 of the same type of bonus from enhancements.) That set is cheaper than most of the purple sets, and is worth the investment.
Snow Storm: 2 EndRdx.
Superior Invis: On my Ill/Storm leveling up when power choices were tight, I skipped SI and use Steamy Mist + Super speed for invisibility. Now, we have a few more power choices. This one uses a TON of endurance, so you want to cap the EndRdx or make sure to turn it off whenever you fight. The Defense is not all that significant unless you are going for a high defense build, and half of the defense suppresses whenever you attack or click a glowie. If you want a lot of Recharge, you can slot this with a Luck of the Gambler +7.5% Recharge (LotG Recharge) and 5 Red Fortune (capping EndRdx), for a total of 12.5% Recharge in the power.
Hover: Do you really need all those slots? A LotG Recharge is all you need, then set up an easy toggle to switch out of Hover and into Fly.
Fly: A recent change has put Fly at the Flightspeed cap with NO FLIGHTSPEED slotting at all. A single EndRdx puts you at Flightspeed cap. (In fact, the Raptor Pack also flies at Flightspeed cap, so I have dropped Fly from builds that don't fight from the air, and use the Raptor Pack for those few time that Super Speed or Super Jump won't be enough.)
Freezing Rain: I used to slot FR for Defense Debuff . . . but since everybody slots for accuracy already and is usually at the Accuracy 95% cap, that Defense Debuff doesn't do all that much. The power has some built in, and that's enough. I slot for Recharge, then try to get an Achilles Heal proc. Then maybe a damage proc (like the Lady Gray one you have) only if I have spare slots.
Phantom Army: Drop the Damage/End and common Recharge, add the two Call to Arms triples, or even better, the Dam/Rech and Chance for Build-up from the Soulbound purple set.
Super Speed: Do you really need all those travel powers? Pick one unless you really like having several. I put an EndRdx here even though it is not quite at cap. With Stormies, I tend to run around in Steamy + Super Speed so I can use Hurricane to "Herd-icane" and get in position quickly to fire off Lightning Storm. As I said earlier, I switched a bunch of characters to using the Raptor Pack instead of Fly.
Spectral Terror: Glympse is the best set as long as you have no more than 5 sets with 6.25% Recharge under the "Rule of 5." If you need to, you can switch this to the "Unspeakable Terror" set with 5% Recharge.
Thunderclap: This is one of those "choices" you can make. I initially took Thunderclap on my Ill/Storm, but recently switched out of it for Flash. T-Clap recharges faster, but only acts as a Stun for Minions (Mag 2). Flash is a Hold for Mag 3. Plus, Flash can be slotted with 4 Baz Gaze, or 5 puple Unbreakable Constraint. T-Clap gets 5 of the Stupify set or 5 purple Absolute Amazement. Or you might be able to take both, but slots will be tight.
Teleport: Another Travel power? I don't hate Teleport, but it is the least useful of the 4. Consider replacing two travel powers with the Medicine Pool for Aid Self.
Phantasm: Going for the Recharge, you can put 4 Expediant Reinforcement here, then an Acc/Dam Hami-O in the 5th slot to cap Acc and Dam, and use the 6th slot somewhere else.
Tornado: Tornado is a fickle power. Great damage and autohit on AVs and other tough targets . . . The DoT from Tornado gets pretty close to the Regen on AVs, to make up for the lack of -Regen in the Storm set. On teams, I only pull out Tornado in limited situations. Solo, the chaos it cause is a lot less of a problem. For slotting, I try to cap Damage, Recharge and get some good EndRdx. It can take 4 Expediant Reinforcement, but Replace the Acc/Dam with Dam/End -- and that won't work if you have already gotten to 5 sets with 6.25% Recharge. Finish it out with the two Call to Arms triples.
Lightning Storm: I try to slot to cap Damage, Recharge and get some EndRdx. I frankenslot this one, but they may be better ways. I use 2 Thunderstrike and Entropic Chaos (Dam/Rech and Dam/EndRdx/Rech) then the Devastation Chance for Hold proc is nice with the Devastation quad.
APP sets: The main reason in my opinion to take the Psi APP set is if you have problems getting Mezzed -- and you didn't take Indomidible Will. I problem I have with the Psi pool is that the damage is Psi . . . which is highly resisted in the upper game and your Illusion primary is almost all Psi damage. Taking a different damagy type helps. For my Ill/Storm, I chose the Ice APP. Hibernate is a great "panic button" power that lets you get back both endurance and health -- Storm has no self heal or endurance recovery powers. Ice Blast is great, Frost Breath is a good ranged cone AoE and the armor is Defense-based instead of Resistance-based. -
Once you get Rocky and the APP damage powers, you CAN solo without it being unbearably slow . . . but that is only late in the build. However, you are correct to suggest that Earth/Rad is not a set for taking on Giant Monsters. Try an Ill/Rad instead.
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Quote:Uh, Warwolves are pretty much immune to slow powers, and heavily resist Immobs. So you can't measure the effect of Slow powers on Warwolves. You have to hold or stun them.Do you feel like the slow enhancement helps you a lot? I've got a pretty heavy slow slotting on Hot Feet too, and it just doesn't feel like it's doing much. Warwolves still charge in and out like it wasn't there, and everything else seemed like it was going slow enough without it. I'm contemplating the Damage/Endurance and Accuracy/Damage/Endurance enhancements from Scirrocco's Dervish and Multi-Strike. Yellow damage and end reduction, and two slots I can use for some desirable bonus elsewhere. (Or procs, I guess. I've heard somewhat mixed reports on the usefulness of procs in Hot Feet though.)
-Morgan.
Some slow is useful . . . it helps (most) foes stay in the area of Hot Feet+Choking Cloud longer, letting more pulses hit giving you a better chance for the Hold from CC to hit. But it doesn't need much.
As I said above, the best slotting for Hot Feet is capped Damage and EndRdx, with some Accuracy and a little slow. Procs, other than the Armegeddon proc, do LESS damage than slotting damage in Hot Feet, so unless you are actually capped on Damage, slotting procs is less effective than slotting for damage. The slotting I showed above is very effective. MaHaBone23's slotting also has capped EndRdx and Damage, AND has that Armageddon proc, so that will do more damage than mine but has no slow and is quite expensive.
However, I don't like his slotting for Choking Cloud . . . the Hold on it really needs to be capped due to how the power works. It takes capped Hold for the Hold pulses to last through 3 pulses. My current slotting is 4 Unbreakable Constraints, an EndRdx and the Lockdown proc -- which caps the Hold, and is fairly close on EndRdx. If you can't afford or get the Unbreakables, try to cap it for Hold and get as much EndRdx as you can.
(And World of Confusion stinks. -- yeah, it can be a nice set mule if you can get the purple set, but the power stinks -- radius is too small, and I don't like wasting powers for set mules.) -
Quote:Not always though...
Like I said earlier, you can post a build and get 500+ views with little or no help. Not sure what that x factor is that causes people to respond/not respond, but it happens.
There are a few things that can increase the chances of a response, like explaining your playstyle, explaining your strategy and preferences and, most of all, asking specific questions. That will be more effective than, "Here's my build. Whaddya think?" And far, far more effective than, "Give me a build on XXX/YYY!"
I know that I am more likely to respond to a quick, concise question than a general post where I'll have to spend a long time trying to figure out what the problems are and then spend a long time having to type out a response . . . knowing that half of the time, the person pays no attention to my advice, because he looks at it differently than I do. -
The only thing AM does is boost the RECHARGE of PA . . . because that affects the user, not the PA. The only way to buff PA is through enhancements in the power itself or with Resistance and Defense Debuffs on the foes being attacked by PA -- Like the Resistance Debuff in Enervating Field and the Defense Debuff in Radiation Infection, or both in Freezing Rain and Sleet.
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Earth/Rad is my favorite controller for providing all purpose team AoE control. I know a little bit about it since I wrote a guide on the combo (linked in my sig . . . but not updated with IO sets yet).
However, the one controller that can stack the most controls is Earth/TA . . . that extra single target hold of Ice Arrow and the ranged AoE hold of EM Pulse Arrow allows it to stack more holds that Earth/Rad. Earth/TA has a more control, with the holds mentioned above, a ranged 50% effective sleep, a knockdown that can be lit for damage. TA also has a little bit more Resistance Debuff (30% from two powers vs 22.5% from one in Rad).
Earth/Rad is more flexible, with a heal, a team buff, a rez and the toggle ranged debuffs. Rad is a lot less "clicky" than TA. Rad has better ToHit Debuff. Rad has better a Recharge debuff and Regen debuff.
As for the post above complaining about damage . . . uh, Earth/Rad trades is huge amount of AoE control for low damage. It is well known for having very low damage such that it is very, very, very slow to solo. If you didn't like the low damage for Earth, you may want to avoid Ice and Elec control, too. -
I took a quick look and made a few changes that I think will make your powers more effective. I also traded out a few purple IOs but added in some easier-to-get Hami-Os. I added some damage into Blind, because as a Kinetics character, you can never have too much damage to take advantage of your buffs. Blind doesn't need a lot of duration because it is usually used to set Containment for SW.
While I did not make the change in the build below, personally I would not choose the Earth APP -- if you really want some Defense, you could go with Ice and still have access to a great single target blast. That will allow you to use the most effective attack chain for an Illusionist, Blind-SW-Blast-SW. Frost Breath is a good AoE damage power that recharges quickly -- and Cold damage is rarely resisted, while Smashing is often resisted. I personally prefer Fire, but you would have to give up most of your Smash/Lethal Defense.
I left in the excessive Recharge in several powers because they miss on occasion, but I prefer 2 Acc in most of those Kinetics Siphon-type powers. Also, I prefer a regular travel power over IR . . .
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Days' Crusader: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Nucle(13), Dmg-I(31)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Acc-I(23), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(46)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Build%(5), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(34), HO:Nucle(48)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Acc/Rchg(5), CoPers-Acc/Conf/Rchg(15), CoPers-Conf%(15), CoPers-Conf/Rchg(25)
Level 6: Recall Friend -- RechRdx-I(A)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(13)
Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-EndRdx(34), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(50)
Level 14: Group Invisibility -- LkGmblr-Rchg+(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Flash -- EoCur-Acc/Hold/Rchg(A), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(40), BasGaze-Acc/Rchg(46), BasGaze-Acc/Hold(50)
Level 26: Spectral Terror -- Abys-Acc/EndRdx(A), Abys-EndRdx/Fear(27), Abys-Acc/Rchg(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
Level 28: Inertial Reduction -- Zephyr-ResKB(A)
Level 30: Siphon Power -- Acc-I(A), RechRdx-I(31)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(34)
Level 35: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- DefBuff-I(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(25)
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Quote:Much of dealing with mez depends on your play style. If you play aggressively and try to be "in their face" running into melee, then you are more likely to get mezzed and hit. If you play at range, using Deceive, Phantom Army, Phant's decoy and Spectral Terror a lot to avoid aggro, then the foes don't even notice you are there. In big fights, I tend to hover overhead with Invisibility on, picking off single targets until I know that PA or a teammate have the aggro of the group. Sometimes, I may use Spooky, or I may drop down and hit Flash. Then I hit them with EF and Fireball. I control before doing debuffs or damage. If any single foe looks at me funny, I Deceive him. If it is two, I Deceive one and Blind the other. If it is three or more, I fly out of range until I have something up than can handle them.Thanks for the reply Local_Man I really appreciate the input. I've been running around for about a week with the build that I first posted and am already thinking about a respec to drop the Ice EPP and pick up Fire for Rise of the Phoenix.
I have noticed that I am very vunerable to being slept, held, stunned and such. How do you plug that hole? More often than not if I am to die it is due to that. I've also noticed that with Perma PA I don't need Phantasm as much and am considering using those slots elsewhere. One thing that I have found useful is to set up a 'Dismiss' macro to dismiss all of my pets at once. It is nice for when I am running solo and want to stealth a mission.
It is kind of a "chicken" playstyle, but I can't help myself or the team if I have faceplanted. I may take a little longer to kill a foe or two, but faceplanting will take far longer. With my playstyle and the Ill/Rad tools, I rarely get mezzed. A couple of Break Frees are usually enough.
It is a very different playstyle than my Fire/Rad, who is up front and in melee . . . he uses the Psi Pool's Indomidible Will.
As for Phanty . . . He is a significant source of damage (especially if he ever gets fixed). He also provides some protection for you with his knockback, his Decoy and drawing aggro himself. I like to have him fully slotted. Yes, the Release_Pets macro is helpful.
On the Fire APP: I have it for Fire Blast and Fireball. Fireball is so much fun and quite satisfying. I have and use the Fire Armor, but only with 1 slot. I seriously considered Rise of the Phoenix, and may respec into it later. -
To Fritzdog: Thanks for the kind words about the guide. As for your build . . .
You sacrificed Damage and Control for Defense. No Spectral Wounds, No Flash, no EM Pulse. That is not a choice I prefer. Any build that skips Spectral Wounds is lacking. Flash and EM Pulse are useful control powers because, after all, you are a Controller.
I don't feel an Ill/Rad has to focus on Defense. I use the Fire Armor one slotted for Resistance on my Ill/Rad . . . and die very little. The damage I take can usually be handled by my heal.
Last night, my buddies and I did the Apex TF . . . you know, the one where everyone dies a lot? First time I ran it with no idea how it worked, we had 153 deaths, which is not unusual. The second time last night, we cut it down to 66. Only 4 of of those were mine. Several other teammates had capped defenses and died a lot more. Instead, I focus on strategies that will be effective AND keep me alive. -
To Suspicious Pkg, again you have a very expensive build. As I explained in the Guide, I'm not fond of the Earth APP for an Ill/Rad. Hurl Boulder is just too slow, and neither Seismic Smash nor Fissure fill the right role for the Blind-SW-Blast-SW attack chain.
Also, Seismic Smash is a damage power that happens to have a Hold. Slot it for damage if you take it. -
I have been a bit behind in responding to this thread. AFCU posted a very, very expensive build, but I think it can be improved, so I have made a few changes shown below.
By the way, in Health, the Regen Tissue proc provides a lot LESS regen than using the Heal IO from Numinas.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Selrahc: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg(7)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(21)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40), HO:Nucle(40), Dmg-I(50)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(9)
Level 6: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42), UbrkCons-Dam%(43)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(13), RedFtn-EndRdx(13), LkGmblr-Rchg+(15)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(23), HO:Enzym(23)
Level 12: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(33)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(46), S'bndAl-Build%(48)
Level 20: Air Superiority -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(34), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37)
Level 22: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(34)
Level 24: Lingering Radiation -- Acc-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Recall Friend -- Winter-ResSlow(A)
Level 35: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), HO:Nucle(48)
Level 38: Fallout -- Acc-I(A)
Level 41: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Build%(46), HO:Nucle(48)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39), Numna-Heal(39)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(25), P'Shift-EndMod(37)
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Quote:No, perma IW is NOT needed . . . but an occasional mez will probably slip in every now and then. I use IW on both of my level 50 Fire/Rads, and yeah, every now and then I will get mezzed during the down time. It is rarely a big deal, since I usually have a Break Free handy, or teammates take the aggro, or my Imps take the aggro, or every now and then, I may faceplant. No biggie. I'm not willing to make the sacrifices to the rest of my build that would be needed to get perma IW.OMG!!! *jaw drop* ok, well in anyone's opinion is perma-IW really needed if I control the enemy mob well enough?
Not every character has to be max slotted for Recharge, Defense, Resistance and Body Odor Prevention. Moderately built characters are still fun and a bit more of a challenge. -
Quote:It appears from the casting that HBO is making the young people a bit older, so that the actors can be adults. Daenerys looks to be at least 17 or 18, and Jon Snow looked like he was in his early 20's -- I suspect that the 13-14 year olds in the books who have some more adultish things to do will become 17-18 in the TV series. To modern TV audiences, that will still seem very young to be doing the stuff they do. Plus, it will allow HBO to use older, more experienced actors for those tough roles.Regardless, I wonder how HBO is going to handle some of the more delicate matters of AGoT
1. Danys love-scene? A 13 year old and a barbarian horse-lord getting it on?
2. Bran and Jaime....nuff said
--Frog
Sometimes things that work in a book will be upsetting to TV and Movie audiences. Remember the big stink about Hit Girl's language from the movie Kick-***? Imagine the uproar if HBO featured a sex scene with a 13-14 year old!
As for Bran and Jaime, I suspect it will be handled with a cut-away and a sound effect at just the right time. No need to show that image when the idea can be expressed otherwise. -
My leveling up strategy solo has been to Flashfire first, then Fire Cages. Run in with Hot Feet on and Char the most dangerous foe. Use Fire Cages and Char as soon as they come up, and hit transfusion to heal from the damage I take when the foes wake up from the stun. Ring of Fire can add some single target damage, as can Air Superiority (I have Air Sup). Siphon Speed and Siphon Power as much as possible to get the controls back as soon as possible. I think that is a pretty standard Fire/Kin strategy.
Opening with Fire Cages is asking for damage, since you will draw all the aggro. Also, my slotting for Fire Cages is going for Accuracy and EndRdx, then damage procs rather than damage . . . I believe that on average, the procs do more damage than slotting for damage. Char gets frankenslotted with 3 Acc/Hold/Rech and then 3 Damage IOs. Flashfire gets as much Acc/Stun/Rech as I can, and Hot Feet goes for EndRdx, then Damage with some Accuracy.
Combat Jumping is a good addition, as mobility is key. -
One problem I have with Smoke is its unenhanceable range. The aggro range of the Imps and the foes is only slightly smaller than the range or Smoke, and you can't enhance that range. If the range was a little bit longer, it would be more useful. As it is, you really need to be at Smoke's range limit to get the best use out of it. Once you smoke a group of foes, you can move it a little bit, but still need to stay a good distance away. Learn to stay at the edge of Smoke's range to get better use out of it.
The semi-official view of Resistance vs. Defense is that 2% of Resistance = 1% of Defense. Personally, I feel the benefit of Defense increases substantially the more you have, while the benefit of more resistance increases as you get more, but not by as much. On the other hand, low amounts of Resistance are probably better than low amounts of Defense. I would rather have 16% Resistance than 8% Defense. But I would rather have a control power that locks down the foes, or distracts them, than either.
A problem with Fire/Kin is that you have very little damage mitigation, so you die a lot. You generally rely most on killing fast and healing. This is why I prefer my Fire/Rad, even though the Fire/Kin can kill faster when it gets rolling. The only defensive power in Kinetics is the one that everyone skips, Repel, because it is counterproductive to what you are trying to do. -
Quote:That was great of you to do this, and I'm looking forward to trying it out.http://www.verbthis.net/
Has a silenced version of what's up for download at the citybinder site.
Basically, took a program like Metapad and went through each file and did a "replace all" on both bind_load_file and bindloadfile with bindloadfilesilent.
The MM and Speed On Demand were the big ones for this.
Did you use the original CityBinder or did you include the updates with the new powersets? Because if you fixed the updated version, I would like to put this link in my Ill/Rad guide when I update it for I-19. -
Quote:Exactly. Air Superiority is the only Pool Power melee attack that I feel is worth taking, even though Flurry actually does more damage. The knockdown and -Fly makes Air Superiority . . . well, superior. It is a good choice for an extra attack for a Controller, and I have it on a bunch of mine.In that level range, Tough and Weave are probably not going to help you. If you feel the need for a single target attack, and want some damage mitigation, Air Superiority is probably better, since it consistently does knockdown. (Boxing would theoretically be even better, but it's disorient is highly unreliable.)
Still, if you are dying a lot, it's probably a change in tactics you need more than any particular powers.
Resistance and Defense have an increasing effect as you get more and more, which is why they are so useful on melee-types with resistance and defense powersets. Some people take them on Controllers if they are building up a lot of Defense or Resistance IO set bonuses, but alone they are pretty worthless. Leveling up, you should try out your various powers and develop strategies for using them to the best effect.
I'm not a big fan of the Fighting Pool for Controllers. I think good controllers can go without it and use their powerslots for control, buff and debuff powers. But for those folks who want to maximize Defense or Resistance, it can be a viable choice only after you can get a bunch of other Defense/Resistance from other sources (like your APP shields and IO set bonuses). Get the other Defense or Resistance first, then respec into the Fighting Pool if you think it will help.
Smoke's ToHit Debuff is quite small, so it has a minimal effect. The main benefit of Smoke is -Perception, letting you get in range to set up your AoE controls before you are seen. Unless you have a lot of other -ToHit to stack with it, the main use of Smoke is -perception. I tend to prefer to take Superspeed with a Stealth IO and skip Smoke. (A Fire/TA can stack the ToHit Debuff in Smoke with Flash Arrow for a moderate amount of unresistable ToHitDebuff.) -
If it is part of the game and not an exploit, then it is not cheating. If you choose to put artificial rules on yourself, then it is up to you whether you consider it "cheating" to break your own rules. There are no established "rules" for defeating an AV or GM other than "beat on it until it stops moving."
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Quote:Yeah, we cut off HBO to save a few bucks. This makes me tempted to get it again.Looks really good, sucks that it is gonna be on HBO though, I don't have HBO.
I really enjoyed the 4 books out so far (and I'm re-reading them now). George Martin created great, complex characters and a story with lots of complex twists and surprises. The HBO series looks really good. My one small complaint is that it appears that some of the young people are cast to look too old. Jon Snow looked like he was in his early 20's, when he is supposed to start out at age 14. Daenerys also looked too old -- but I understand that due to the practicalities of filming, they probably had to make adjustments. Daenerys has some pretty adult scenes, and they could not do those with an actress whose age matches the age of the character in the book.
Peter Dinklege is probably the only "little person" actor who could pull off Tyrion, an amazingly complex character whose physical limitations are a huge part of his character. I also think that Tyrion is probably the best acting role for a "little person" possibly ever, other than maybe Willow.
Of course, Sean Bean is always awesome. Lena Headly is great casting for Caetlin, too. -
Quote:When I made my Broadsword/Regen, I expected him to be my first Scrapper to reach 50. I still love the pun name. (He's dressed in blue plate armor, so his name is "Blue Plate Special.") After all the nerfs to Regen, I kind of lost interest. Then I made a Broadsword/Shield, took that one to 50 (name is "Bull Shield") and got him softcapped. And now I have no real interest in leveling up ole' Blue Plate anymore. Regen is so squishy compared to most other sets.Broadsword/Regen, my first 50. Love the concept and such, but she is just so badly overshadowed by my Broadsword/Shield I can't bear to play her anymore. I'm in the process of leveling an MA/Regen which will probably steal her name eventually (yay paid renames) if I decide I like it enough.
My very first character, a Katana/Regen scrapper, is still sitting in the mid 20's. He's on a server I rarely go to anymore. Everyone in his SG left before CoV came out, so I was left with an SG with No prestige. His name was something I came up with on the spot as soon as I first logged into the game, so it is one of my least favorite. I haven't deleted him only because he was my first character.
I have a bunch of characters that I kind of lost interest in. My Kin/Elec defender was planned to be an Endurance Sapper, and had a great pun concept. (Dressed in Egyptian garb, he was infused with the power to sap energy from his foes, store it in himself and then expel it as electrical energy, named "Sultan Battery" -- say it out loud.) But as a Sapper, it would take two or more Short Circuits to really drain foes, so it really wasn't very effective. Transference + Short Circuit could drain a single foe pretty well, but then I would have aggroed everybody else. He spent a lot of time faceplanted. In the early 40's, he stalled. Now Elec Control is a much better set for doing Endurance Drain. Plus, I took my Dark/Elec Defender to 50, and the Electric Blast set is definitely lacking.
Made a Sonic/Sonic Defender named "Noise Ordinance," but never really enjoyed the Sonic Resonance set. I still have my TA/A defender on Freedom, made the first day that TA and Archery were available, named "Pointy Sticks" -- sorry, Luminara, but I got the name first -- who sits at level 21. I later really enjoyed my Illusion/TA controller, but TA as a primary is kind of lacking. -
Quote:In the past, there have been long discussions about a "gravity well" or "black hole" type power that sucks in foes. The general belief is that it would be difficult or impossible to do with the current game engine. A few folks came up with some creative ways to try to make it work, but they were pretty complicated and would probably take a huge amount of time for the Devs to implement, even if possible. It probably would not be the best use of Dev time. But it would be cool.Why didn't we get a cool power for that, something like "Gravity Well" that would suck all mobs into a pile against a stationary sphere of gravity that you created somewhere.... that'd be cool.
Besides, the Devs seem to generally resist making significant changes to powersets. Adding the heal power to Electric Armor is one of the very few.
But almost everyone hates (and skips) Dimension Shift.
While an improvement to the animations would be a nice improvement to Gravity, the one thing that would result in a huge upswing in the number of Gravity Controllers would be if Traps were ported over to be a Controller secondary. The ability to lay out a bunch of Trip Mines (and other traps) and then Wormhole foes on top of them would be a heck of a lot of fun -- not fast, but fun. Just imagine what would go through somebody's mind if he were wormholed onto trip mines . . . "Huh? Wha? WAIT . . . <BOOM>"