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Quote:No offense, but when I read your initial post, I thought, "I don't really need to spend my time helping out that guy when he doesn't want to put in the effort to learn Mids himself . . . especially with a start date of Dec 2004!" Trust me, most of the people here are helpful for the most part. But when we see a post that almost looks like, "Can I borrow your lawnmower . . . and can you do me the favor of mowing my lawn?" then folks are likely to get a little bit snarky.Erm... its not the fact that i havent put any effort into doing the builds myself and make someone else do the work for me, Ive actually made a couple of builds based on the controllers but the end result of the builds isnt really what I was hoping for and thats why I thought it would be a good idea posting on the forums so that others could help me and come up with somthing what I would like... but in return theres always some idiots who start to think the opposite about others and see them as lazy, and thats not the case.
Mids is pretty easy to use. The interface is pretty similar to doing a respec in game (only better). Plus, there are a lot of subjective things about doing a build -- it depends on playstyle. For example, I don't have a single controller who is maximized on either Defense or Resistance (and I have a LOT of controllers). I focus on Control, buffing and debuffing, and then damage. If I can control foes, what do I need Defense for? I'm not personally a big fan of farming, either. That's pretty boring to me.
Bottom line: Play around with Mids and try to make your own build. Then post it here and the helpful folks will give you some tips to make it better. -
Quote:Of course, Tornado takes Recharge Intensive Pet sets, so you can get 6.25% Recharge from slotting 4 Expediant Reinforcements in it.Yes, I picked up Tornado mainly for AV-busting. In the old days, I used it for crowd control, but massive knockback is heavily frowned on these days, so I've migrated to a more AOE-friendly build. Heck, even I get annoyed when Tornado separates potential targets for Psychic Tornado, or carries them out of the Freezing Rain patch.
I can't spare any slots because most of this build is dedicated to maximizing global recharge. If my math is right, I should have perma-PA with the uncommon Spiritual Boost, and I'm not about to compromise this capability for a bit more damage. My controller is built for crowd control; if I want damage, I grab my blaster, corruptor, or crab.
My view of controllers is a little different and not quite so limited. I try to play to each combination's strengths and get the most out of it. Some controllers are clearly intended to add to the damage -- Illusion's Spectral Wounds, Fire's Hot Feet for example. Additionally, if you ever want to solo this character, or even end up separated from the team, then having some damage is important. One of the things */Storm adds is damage in those last two power picks. */Storm and */TA are the only two secondary sets with good damage powers. (I don't consider Fallout quite in same category -- too situational.) And since Tornado is one of the very few autohit damage powers in the game, it can be very, very handy in some situations.
{Besides, a little chotic knockback is good for those melee-type teammates. It makes them run after the foes and keep 'em in shape with the exercise!}
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As I said, take a look at the build in my guide, and it may give you some ideas on how to boost your Recharge without costing a few billion. I have 3 (well, now with my I-19 build, 4) LotG Recharge IOs, but only the one cheap purple set.
As for Aggro, I find it important to only use my AoE damage when it WON'T draw aggro. If you focus on single target damage while using your controls/distractions (Spectral Terror, Deceive and PA), then you should be able to avoid most aggro. Often, if a foe looks at me funny, I hit him with Deceive to keep him out of the way while I kill off his buddies. I very rarely take much aggro, and I use the Fire Shield (only 1 slot) to reduce that damage enough that my heal can normally handle it. I didn't slot for any Defense at all, and I'm able to solo AVs and provide huge contributions on teams.
As for the Fire APP, I must also admit that there is something really satisfying about Fireball . . . nothing like a big explosion of Fire to make you feel like you are really doing damage. Fire Blast actually does more damage to a single target, though. To me, the damage is the most important thing that I need from my APP.
On Hover: It is one of the places I put a LotG Recharge (along with Sup Invis and Combat Jumping). I spend a lot of time in the air, avoiding melee and letting me get a good view of the fight. I also use the Speed-on-Demand binds -- whenever I launch into flight, I start in Hover. If I press any directional key, the binds automatically put me into Fly until I let go of the key, when I go back into Hover. This lets me stay in Hover for battle and switch to Fly for all movement without having to toggle between the two powers. As a result, I spend a lot of time in Hover. The Speed-on-Demand (SoD) binds also work on Sprint, only turning it on when you move. The SoD binds are built into a program I use to set up the binds on all my characters called CityBinder. I love CityBinder because it lets me set up a standard set of binds, and then customize them, for every character. For example, anytime I have a character with a Heal power, it gets mapped to a certain button on my 9-button mouse. There is a link to it and an explanation in thread in my Guide.
If you decide to try CityBinder, just a little warning. Once in a while, usually when changing zones, the SoD binds get stuck, as though you had hit the key to keep flying. A quick Ctrl-r will reset the binds, so I find it a minor inconvenience. A couple of people I know have really disliked this little proble, so they won't use it. It is not very user friendly, so it takes some effort to learn how it works. I have thought about writing a guide to some of the stuff I do, but I'm not sure there's much demand for an old program like CityBinder. -
I went ahead and took Spiritual on mine. More Recharge is always good, especially Recharge that goes over the ED cap. One of the Spiritual branches will also boost Healing, which is good.
I see a few little things I would do differently in your build, but that doesn't mean what you did is wrong. I don't have the purple damage recipes, which gives you some leeway in slotting. The only purples in my build are in Deceive and two in Phantom Army. If you don't have those purple recipes yet, they are going to be VERY expensive. There are ways to build a Perma-PA Ill/Rad without those expensive purple damage sets. If you take a look at my Ill/Rad guide, you can see a build to get Perma PA that will be a bit less expensive than what you have. Of course if you have them already, then they are great to use.
Personally, I prefer the Fire APP. Fire Blast and Fireball do a little more damage than Ice Blast and Frost Breath. Plus, Frost Breath is a cone, which is more limited than the Targetted AoE of Fireball. The downside is that you get a Resistance Shield instead of a Defense shield, but if I'm getting hit much, then I'm probably doing something wrong. It also opens an option for WHEN (not IF) I do things wrong -- Rise of the Phoenix is the only self-Rez available to Controllers, great in the battlefield. (However, I didn't actually take it.)
I considered Fallout and didn't take it. For a team-oriented power, I felt that Recall Friend would provide more benefit. Fallout is very situational. It is not bad (I have it on my Earth/Rad), but I find that I use it very rarely unless somebody decides to be "Fallout bait" -- most people rez to get back into the action before I remember to use the power. -
I don't recall how the amount of Regen for the various AVs compares to the amount of damage for a fully slotted Tornado. I think it is pretty close and might be slightly over. Tornado actually puts out a fair amount of damage over time.
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In light of this, should the Flight enhancements be changed? The Flight Speed does nothing anymore, so only EndRdx is important. And Stealth.
And Zikar, if you put that Microfilliment HO in Swift, it will buff BOTH Flight Speed and Run Speed. -
Most of my character names are puns using pretty common English words. Some are words which, when pronounced together, sound like something else, but the pronunciation is pretty easy.
Names like "Sultan Battery" (an Egyptian-themed Kin/Elec, and yeah, I know that Egyptians weren't Sultans, but the game doesn't offer a turban) or "Kickyer S" (an MA/SR kickboxer) or "R. Tic" (Ice Tank) or "Ella M. Ental" (My Earth/Storm/Fire controller).
Oh, and one of my current favorites (pun intended), my Elec/Shield scrapper is dressed in an orange vest and khaki pants, named "Ohm Depot." -
Tornado is kind of an interesting choice for an Ill/Storm. On the one hand, you can view it as an awesome autohit damage power. Against AVs who can't be knocked back, I view Tornado as */Storm's version of -Regen. The damage from Tornado pretty much takes care of the AV's Regen, plus a bit.
On the other hand, Tornado is an extreme chaos/control power. Let it loose in a room full of foes, and they will be flung every-which-way with a chance to be stunned. It is difficult, but not impossible, to use Tornado as a damage power against foes without knockback protection, since you don't have an Immob with -knockback. You have to pretty much trap them in a corner or a cul-de-sac.
Personally, I 6-slotted Tornado to cap damage and Recharge, with some EndRdx. Solo, I use it a lot for the chaos/control. Illusion's damage is single-target, so if a group get thrown around, it doesn't matter much. I don't use it much on teams, except when its nature will be well appreciated. It is really effective on the Control Box in the ITF, for instance -- when the robots activate, a little chaos is helpful.
I can see how some folks may not find Tornado to be all that useful on an Ill/Storm. I happen to really like the power and think it is fun. So I found the slots to slot it up. -
Quote:Yeah, Enzymes have gotten very expensive. I stripped a few out of older characters when other characters could get better use of them. (I used to do a ton of the old Hami Raids). So, there's another reason to either run a Hami Raid or run the Statesman's TF (or the Lord Recluse, but that one is harder).I was looking for a Enzyme to use in my mind/rad's Radiation Infection and was surprised by the cost. Knowing this, it becomes clear why. I'm sure anyone using a Hami-O's in a defense power will appreciate the schedule A enhancement of an Enzyme over the schedule B enhancement of a Cytoskeleton.
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Quote:After having played mine for quite a while, I found no need to get Indomidible Will . . . an couple of Break Frees were enough. My playstyle is adapted to the strengths of the sets . . . staying at range, letting others (pet or teammates) draw aggro while I use AoE controls at range. So it wasn't needed for me.ohhh ok nifty nifty, thanks. So you really dont believe mez protection is needed on earth/rad?
Some folks play their characters differently, and it may be more useful for them. I know some folks like to play every character like a scrapper, in the middle of the action. It may be useful for them. I can't presume on your playstyle, so you need to decide for yourself whether you spend a lot of time getting mezzed. -
You only have one slot for Tornado? It sounds as though the rest of your build could be re-worked to get more slots there. We would have to see your entire build.
As a general rule, slotting damage in a damage power is going to provide more damage than a proc . . . unless you are already slotted up for capped damage. The main exception is putting procs in low damage powers like AoE Immobs. Or the purple damage procs hit more often so that they might result in more damage. However, the chance for build up will build up the damage you have, and if you don't have much, then its benefit is limited. Granted, it will also do the "build up" for your other pets, but I would definitely go with the Damage slotting if I had that choice.
Personally, I put that "Chance for Build Up" proc in Phantom Army after they have capped Recharge and Damage. -
Quote:There are some exploits involving Hami-Os. The Defense Debuff Hami-Os also work to buff Defense by the same amount -- they are kind of opposite sides of the same coin, and since the EndRdx will work in almost any Defense power, you can slot Enzymes in there and get higher enhancement values than if you slotted the Defense ones.also i have a question about the enzymes you have slotted in weave, i must be wrong here but i thought enzymes were defense DEbuffs.
Technically, it is an exploit and the Devs know about it. They could theoretically fix it and make those enhancements worthless. However, it is doubtfull, after years, that it will ever be done. -
As far as I'm concerned, Invisibility (to be able to lead Rocky around, or generally to avoid aggro) + Rocky taking aggro or teammates taking aggro + ranged AoE control is generally as good or better than most defense. I prefer to be sneaky rather than defensive.
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Quote:This is what helped me, too. I rolled up a Scrapper, then a Blaster, then a Tank, then a Defender. I thought that the Defender was my favorite (he is "Local Man") . . . until I rolled up my Illusion/Radiation Controller. I was hesitant to try controllers because they sounded weak. He quickly became my favorite, but I had such altitis that I was in the game over a year (with tons of other alts) before I got close to 50. Then I found a group of good folks to team with, joined up with them every night and finally got him to 50.Come up with a concept for your character that you like, that helped a lot on my first 50, then team with a steady group of friends, that also help a lot with my first 50.
I went through a lot of different characters, untill my Claws/Regen hit 50.
Even today, my Illusion/Radiation is my favorite character, and the first one I pull out for anything new or challenging.
And that first Scrapper I rolled up? He's still around in the mid 20's on a server I don't go to very often. The Blaster, Tank and Defender all eventually got to 50. I'm up to 19 level 50's now.
I have a group of buddies that I team with most nights -- we've been teaming and chatting on Ventrilo for -- jeeze -- about 4 years now. They are probably the main reason I'm still around. So the best thing to do is find a good group of friends and ask them to help you stay on target to get a character to 50. -
Quote:Just to mess up your very hopeful post, Freezing Rain itself lasts only for 15 seconds. It is the debuff from Freezing Rain that lasts 30 seconds. So the proc is only going to have a chance to hit twice -- once when cast and a second time 10 seconds later.You see, procs won't check to fire again for 10 seconds out of the same power, if it's a toggle or psuedopet power (like Freezing Rain). Since Freezing Rain lasts 30 seconds it can proc up to 4 times! At cast time, after 10 seconds, 20 seconds, and 30 seconds.
So you weigh the damage of the proc (~70 at level 50 I believe) times the chance (usually 20%), for 14 damage (on average, against each target). However, that will go off 4 times, so really each proc adds an average of 56 damage against each target. For a power that only does 25 damage at base, that's pretty impressive.
It has nothing to do with attack chains or the recharge on your other powers. So yes, in that sense it's not relevant. For the value of procs vs regular damage IOs it's very relevant.
My view is that after getting slotting for capped recharge, procs in Freezing Rain are a good idea, but only after you have slotted up what you need in your powers and have some slots available. The Achilles Heal proc is my first choice, then damage procs if I have any slots available. The Achilles Heal proc is a debuff, so it boosts the damage for everyone on the team by 20% which is likely to be more overall damage than the damage proc would do.
Now if you mean to say it's irrelevant for DPS concerns because each 10 second block will do the same damage you're close, but not quite on. Since Rain powers can check 4 times in 30 seconds, you actually have to calculate them as if they went off every 7.5 seconds if you want to boil your DPS down to a small window like that. Even doing that is horribly impractical. The mathematical hoops you have to jump through to calculate your DPS in small windows like that just aren't prudent. You'd be better off calculating your DPS in the whole 30 second window of Freezing Rain. Why is that? Because it's not just your quick recharging attack chain's DPS + Freezing Rain, it's your quick recharging attack chain minus the activation time of Freezing Rain (at intervals that vary based on your recharge) + Freezing Rain's DPS. Ick.
My view is that after slotting for capped Recharge, procs are a good idea. The Achilles Heal proc is best since it is a debuff that boosts the damage of everyone on the team. That is likely to be more damage than any of the damage procs. Other procs can be added with any leftover slots once all other powers are slotted. -
OK I suppose as an exercise in playing with Mids, but it has some problems . . . like slotting Knockback in Earthquake will turn it from Knockdown into Knockback -- not exactly what you want. Choking Cloud has very little EndRdx, making it nearly useless -- I wouldn't take it on an Earth/Rad anyway, but regardless.
World of Confusion is only useful as a set mule, as the power mostly stinks.
Frankly, there is no way I would spend the time and huge amounts of influence on a build that fails to have the functions of the powers properly slotted. But that's just me. I have never really found a need for high defense on my Earth/Rad, since he is so good at locking down groups, I don't get hit much. I stay at range and let teammates and Rocky take the aggro, so I don't get mezzed much, either. If I really wanted defense, I would take the Earth or Ice APP armor and enhance for Smashing/Lethal Defense -- but I don't feel it is needed.
Besides, if you have softcapped defense, do you really -
Fire and Ice both have an endurance-draining toggle that make the EndRdx Alpha slotting worth considering. In some cases, the character's build may have enough Recharge but may need a reduction in endurance. Especially in the case of an Ice/Rad or Fire/Rad, but */Storm and several other secondaries can have high demands on endurance, too.
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Quote:This isnt about what slots we are using/going to use but about what type of character could make the most powerful incarnate.
I have taken several characters into the first mission of the incarnate arc and I have to say my Ill/Rad (perma RA, Hasten, PA, etc) just pwned everyone else's time in that mission. I thought my brutes/scrappers blew through the mission until I ran it on the troller. Just for fun I aggroed as many of the Shadows as I could and he destroyed them in seconds.
Let me just say it was an interesting surprise. Anyone else have a tale of their future incarnate self?
I have only had time to run a two of my characters through so far, but the Illusion/Radiation Controller had the easiest time. I also ran it a few times on Test . . . and his ability to stealth, confuse and distract made it increadibly easy and fast. Try confusing the Rikti Portals! All the spawned Rikti then attack them for you. -
There are a few things I question about that build. You have slotted up several defensive powers at the expense of what I would consider to be more important powers. You have no EndRdx in Hot Feet. No EndRdx in Tactics. No wonder you are having endurance issues!
No Accuracy in several powers that need it like Siphon Power, Siphon Speed, Transference and Fulcrum Shift -- I understand that you may be relying on global accuracy and Tactics, but still . . . -
Quote:Using Deceive to take down an entire spawn is not exactly a strategy I recommend, but an Illusion controller (or Mind) can do it. I was simply giving an example of how an Illusionist can take down an entire spawn in complete safety and without PA. I've done it a few times, usually while waiting for the rest of the team to show up or when I'm solo and just playing around. Sometimes it is kind of fun to deceive a bunch of foes and make bets on which one will the the last one standing.I don't think I have ever been in a group where everyone waited while an Ill Deceived down a spawn. If it was that bad maybe the group needed a better AoEer?
While it is an expensive build my Plant has softcapped range def and is about 3 seconds off perma IW (once I get my Alpha slot to level 3/4 it will be 100% perma). It's expensive but you can really go to town with Plant slotting.
You can solo AVs with Plant but you do need IOs and the right secondaries. Then again the same applies to Illusion. Without perma (or close to it) PA the second the Decoy's disappear you know who the AV is going to run to.
Actually I was able to solo a few AVs even before having Perma-PA. It took some careful strategy, but I was able to do it. But that was back before Phanty was bugged. I relied quite a bit on Phanty's decoy to fill the gap, plus some inspirations and quite a few "strategic retreats."
When discussing powersets, I think it is far more useful to assume that the persons reading the forums to find out about which sets perform well do not have Max IO'ed builds. I think it is better to discuss the sets in terms of how it performs while leveling up. So while an extreme recharge Illusion or Plant may perform in certain ways, it is probably better for the folks looking for advice to understand how the sets perform as they level up with ordinary enhancements. -
Quote:It may be a bit slow, but it hits HARD. Plus, Perry makes it easy to softcap since Perry takes care of the Melee defense with one hit, so you can use your slots on Ranged and AoE defense.... But... But... Broadsword is so slow!
Thank you for the answers, y'all.
I'm thinking about taking the Recharge on the Alpha Slot, so I can try to get my attack chain to be Perry-Headsplitter-Headsplitter-Headsplitter. -
Try posting this in the Technical Assistance forum. The folks who hang out there tend to really know their stuff.
Yes, you can download the game without the disks, but it takes a while (like overnight). -
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Quote:AV's aren't the only hard targets. Deceive alone can take several bosses out of a fight before it begins, because it works without drawing aggro. Given enough time, Deceive can wipe out entire spawns without drawing any aggro. On several occasions, I have been on a team that wiped out in a particular room (while I survived). While waiting for the team to come back from the hospital, I was able to wipe out the troublesome room solo, using only Deceive, Blind and SW -- mostly Deceive. Sure, we didn't earn XP for those foes who were defeated by Confused foes, but that was better than another team wipe.I'm not saying Illusion is a bad set either and I agree on their strengths and weaknesses.
But what makes Illusion good at killing hard targets (ie its advantage)? It's not Deceive or Terror is it? It's the PA that absorbs and dishes out the damage. If you took away PA would Illusion still be good against hard targets with no way to control an AV or absorb the damage? I'd like to see an video with an Illusionist soloing a AV without using PA.
Plant's specialty is AoE and Seeds is a big part of that. But if you took away Seeds, Roots and Creepers would still give good AoE and damage. Would it be as good? Of course not but you would still do okay.
Illusion relies more on PA because PA is what gives Illusion is main strength (strong versus hard targets).
I'm the first to agree that PA is a big part of Illusion's strength. But my Illusionists can handle spawns without PA and without taking any damage. If you don't use Seeds on a Plant controller, you can expect to take a lot of damage because you don't have any control that fully mitigates damage and is available continually. And a Mez has a good chance to faceplant you.
As for an AV? Yeah, the Illusionist will need PA. But at least he can do it. That is a pretty limited special case . . . but a Plant Controller can't take down AVs solo, even with Seeds unless you have some major IO slotting -- and even then. I've never tried on my Plant controllers because I'm fairly certain what the result would be. Maybe others have done it, but not without some significant IO slotting. -
Quote:There are some synergy issues with Illusion/Kinetics. This includes things like Phanty's knockback knocking away your siphon target, PA can't be buffed, and Illusion is single target when Kinetics has a greater impact on AoE sets. Not saying that the combo is bad, but it is not the best to pair with Kinetics.Kinda sad to see there were no suggestions for Ill/Kin Troller, Ive had a blast with mine
Fire/Kin is popular for good reason. Plant/Kin is pretty darn good, too. Both are focused more on AoE damage.