Local_Man

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  1. OK, here is my Stone/Fire build, softcapped to Smash/Lethal with no purples, no Fighting Pool. I only need to pop into Granite when things get extra-tough. It still needs a few little things here and there, but Mickey is pretty good with this build. Most of the same slotting should work for Stone/Elec.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Mickey Mantel: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(3), GftotA-Def/EndRdx(3), GftotA-Run+(5)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), HO:Nucle(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Knock%(7), KntkC'bat-Dmg/EndRdx(9)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Knock%(13), HO:Nucle(13)
    Level 4: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 6: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Acc/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
    Level 8: Rooted -- Numna-Heal(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx(23)
    Level 10: Teleport -- EndRdx-I(A)
    Level 12: Swift -- Run-I(A)
    Level 14: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(27), Zinger-Acc/Rchg(27), Zinger-Taunt/Rng(29), Zinger-Dam%(29)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/Rchg(31)
    Level 18: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    Level 22: Mud Pots -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34), M'Strk-Acc/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/Dmg/EndRdx(36)
    Level 24: Stone Skin -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37), S'fstPrt-ResDam/Def+(37)
    Level 26: Build Up -- RechRdx-I(A), RechRdx-I(50)
    Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39), M'Strk-Acc/Dmg/EndRdx(40)
    Level 30: Minerals -- GftotA-Run+(A), GftotA-Def(40)
    Level 32: Granite Armor -- GftotA-Def(A), GftotA-Run+(40), DefBuff-I(42), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42), ResDam-I(43)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), F'dSmite-Acc/Dmg/Rchg(45)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Heal-I(A), EndMod-I(48), EndMod-I(48)
    Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run


  2. Quote:
    Originally Posted by slainsteel View Post
    @Katie: @Local_Man: If one won't stay in Granite most of the time, then what would be the point of stone armor? Are there any other benefits non-granite stone offers over WP?
    The big complaint against Stone Armor using Granite most of the time is that while it has the best survivability, it significantly suffers in its ability to do damage and is tedious to play due to the low recharge -- you're an aggro sponge who can't do much else. By building to be able to stay in Rock Armor most of the time, those complaints are minimized. However, I still have, when I need it, the superior survivability of Granite Armor for the toughest encounters.

    Compared to WP, Stone Armor offers a much better taunt aura and damage in that Aura. To me, this is significant -- I can pull aggro off of a WP tank most of the time. The damage from that Mud Pots Aura really adds up when up against large numbers of foes. The WP tank can Regen off of those foes, but that won't let him kill faster.

    Also, WP tanks are more susceptible to hard Alpha Strikes and rely upon Regen rather than a fast-acting heal. Yet, Stone Armor also has great Regen from Rooted. WP is great for long battles, but has a weakness to a heavy hitter with tons of up-front damage. WP has extra Recovery -- I made up for that by taking the Body Mastery APP with the Regen/Recovery power and slotting for some extra Recovery.

    One criticism of Stone Armor that is valid is the mobility problem cause by Roots (or slow movement in Granite). Teleport can handle some of those issues. Sometimes I just turn Roots off to run around, but I risk getting mezzed or knocked down. That problem I just kind of live with. It can be somewhat improved by using the Gift of the Ancients set with its Run speed boost.

    So, instead of being limited by low damage and poor recharge, I can tank generally as well as other sets for normal content while being the best of the best for the really tough content.

    (I kind of like his concept, anyway. He is a Stonemason who was magically merged with the project he was working on . . . a fireplace, giving him Stone Armor and Fire attacks. And his name? Mickey Mantel -- note the spelling on the name.)
  3. Quote:
    Originally Posted by slainsteel View Post
    I *LOVE* stone's resistances + def, but I am very concerned about psi defense and of course, usual playability (I don't plan on playing it in non-granite form, there is no point).
    With fairly inexpensive IO sets like Smashing Haymaker, I was able to softcap my Stone/Fire Tank to Smashing/Lethal . . . while in Rock Armor. And without the Fighting Pool. This means that I spend most of my time in Rock Armor and can do quite a bit of damage without the damage and recharge limitations of Granite.

    And Psi damage isn't much of a problem with Minerals. I have been able to tank the Clockwork King with no problem.

    I only use Granite when I run into other types of damage that can't be handled by my Smash/Lethal Defense and Resistance and my Regen and my EE heal. As a result, this tank does enough damage to be able to farm adequately, since Build Up-Fire Sword Circle-Combustion will pretty much wipe out minions -- Mud Pots will take care of any slivers of health left.

    It is not difficult to make a Stone Tank who does not rely upon being in Granite most of the time. The only main downside compared to other top tank builds I have is the limited movement from Rooted -- as long as I have a bind to an easy button to flip on Granite when needed as a "panic button" power, much like the tier 9 powers of other tank sets.
  4. Congrats! Yeah, a few others have let it be known that they solo'ed Lusca, but it is quite a challenge.
  5. Quote:
    Originally Posted by Bohmfalk View Post
    That's a whole lotta recharge.
    Just to see, I did the build . . . but I'm not using the I-19 version of Mids, so after I-19, I could fit in one more LotG Recharge in Stealth (as a mule . . . but I'm not fond of power pics as mules). Even without the last LotG, it is up to 216% Recharge. So here it is . . .

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Perma PA build with Fire APP: Level 50 Mutation Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Primal Forces Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(17), HO:Nucle(27), Dmg-I(31)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(34), Dct'dW-Rchg(34), Dct'dW-Heal/EndRdx/Rchg(50)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Build%(5), Decim-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(50)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(31), CoPers-Conf%(37)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(46)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40), RedFtn-EndRdx(46)
    Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(15)
    Level 12: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(13)
    Level 14: Fly -- Flight-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Phantom Army -- S'bndAl-Build%(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(23)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29), Numna-Heal(43)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-Stun%(27), U'spkT-EndRdx/Fear(48), U'spkT-Fear/Rng(48), U'spkT-Acc/Fear/Rchg(48)
    Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
    Level 30: Lingering Radiation -- Acc-I(A)
    Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(37)
    Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), G'Wdw-Acc/Hold/Rchg(40)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Power Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
    Level 44: Energy Torrent -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(45), KinCrsh-Rchg/KB(45), KinCrsh-Rechg/EndRdx(45), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(50)
    Level 47: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 0: Ninja Run
  6. My buddy Call Me Awesome has been using the Belkin Nostromo for several years and loves it. He says he only touches the keyboard to type messages, as all of his game controls are set up on the Nostromo keypad and his mouse.

    He also uses the Nostromo keypad for his video editing, too.

    I have considered getting one, but I currently have a Merc Stealth keyboard (which has a separate keypad to the left for game controls) and a 9-button mouse, so I don't really need it.
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    The best "healers" never have to heal.

    In our game, damage prevention is far and away better than damage recovery.
    I think "never" is a bit over the top . . . even soft-capped characters can get on the wrong side of the Random Number Generator and take some damage when there may be only a 5% chance of getting hit. Even the best-played character can face-plant every now and then. I think it is more accurate to say that healing is less imporant and less effective than buffs, debuffs and controls, especially as you get into the higher levels.
  8. Actually, there are folks who consider their characters to be pure "healers" and build that way . . . and they underperform what they could be if they built to use their powersets fully. Most are Empathy Defenders who take few of their blast powers. Most are not very good players.

    One way to be a pretty good "healer" character is to go with Illusion/Empathy. The Control and other utility powers in Illusion will help make it easier to heal and buff your teammates. If a teammate is being attacked, you can distract one foe with Deceive or let Phantasm draw its attention, or distract a group of foes with Spectral Terror or Phantom Army. You get full invisibility in Superior Invis and a team buff in Group Invis. That will let you "sneak" in to heal up a teammate without drawing attention to yourself. Recall Friend lets you pull teammates out of trouble for healing, or if you are too late, a rez.

    As Mental Maden said, being a good controller means you don't have to heal much. Illusion is a great control set that can contribute to any team. But if you really, really want to be a "healer," then Illusion/Empathy would be a good choice, especially if you DON'T skimp out on the Illusion powers.
  9. Quote:
    Originally Posted by Count_Scottula View Post
    I have a 50 fire/ dom and two 50 kins, but not a fire/kin so I'll explain my comments with that caveat.

    Things I'd do differently and why.

    I'd pull several slots from other places and slot up Siphon Speed so you can stack it.
    Take a look at it stacked in Mids. I usually run two stacked all the time.

    I'd use Obliteration on Hot feet instead, unless I'm wrong and you are capped on 5% recharge bonuses.

    I don't think the 10% proc on Fissure is worth it. I think adding a 5th slot to Seismic Smash and adding Crushing Impact would allow you to use siphon speed faster and overall increase recahrge more often and reliably.
    I don't have Mid's on this computer so I can't comment on the build. However, I wanted to comment about using Obliteration in Hot Feet. The Obliteration set has very little Endurance Reduction. While endurance isn't nearly the problem for a Fire/Kin as other Fire Controllers, the Oblit set doesn't have enough EndRdx for Hot Feet. There are plenty of other places it is a good choice, but put it in Hot Feet and you may run into endurance issues.
  10. Quote:
    Originally Posted by zoggster View Post
    Local man please enlighten me, it was my impression that only 5 of any recharge was allowed.

    That is 5 x 7.5% maximum.

    All the builds you have posted (that I can see) have a combination yielding 6 or 7 x 7.5% rech.

    Maybe the latest update now allows more, in which case please ignore this comment
    As the others have hinted, the "Rule of 5" applies differently to set bonuses vs. individual IO bonuses, all based upon the "name" of the bonus. A Luck of the Gambler 7.5% Recharge does NOT count as one of the five "7.5% Recharge" bonuses you get from sets like Basilisk's Gaze. So you can actually have five "7.5% Recharge" bonuses from sets, and five "Luck of the Gambler 7.5% Recharge" IOs in the same build with all of them adding to your Global Recharge.

    And if you wanted to do it that way, you could have Basilisk's Gaze in Blind, Flash and EM Pulse, plus Kinetic Crash in the Primal APP's Blast and Torrent, and then try to fit in five LotG Recharges (SI, GI, CJ, Hover and, uh, Stealth?)
  11. Quote:
    Originally Posted by Psiphon View Post
    I'd recommend Earth/FF as long as you don't mind buffing.
    Good control and the -Def in Earth makes hard targets easy to hit, at the same time your team mates defence will be close to the cap.
    People have recommended Earth/Rad and although it's a very effective combo it does pull a lot of aggro due to all the AoE.
    And you can debuff the foe's ToHit with Radiation Infection. Stone Cages + RI can almost act like an AoE Hold . . . at level 4.

    Earth/Rad has so many tools to handle so many situations. Team Heal; Team buff of a bunch of things including Recharge and Recovery; Debuffs to increase team damage and reduce foe's ToHit, Defense, Damage and Regen; two of the three best AoE Holds in the game.
  12. Quote:
    Originally Posted by Melancton View Post
    I have to affirm the target control aspect of Lift, which I failed to mention. The Crushed baddies merrily shoot at me, but you can't shoot if you are being dropped on your head and then trying to stand back up. Usually, just in time to get a Forklift to the Kisser FTW!
    Of course, that's not a problem if (a) you use an attack chain of GD-Crush-Propel, since the foe is held most of the time, and (b) even if GD misses, you may have the foe's ToHit debuffed with Hurricane, or (c) even if your aren't using Hurricane, there's a good chance that Singularity has drawn the foe's Aggro.

    With Containment and Enhancement, that difference in damage between Crush and Lift becomes bigger. Once you have other tools to handle the control and minor issues of a single target Immob, Crush is the better choice if you need to do damage.

    On a team-only build, I might take Lift over Propel, but I would still keep Crush.
  13. Quote:
    Originally Posted by TheWeaver View Post
    Thanks for the info - back to Mids for Plan B which appears to involve the Psy APP.
    Well, there are a few problems with the Psi APP: (1) it won't light Oil Slick. Only Fire and Primal will do that. (2) it is the same kind of damage as Illusion. That will make it tough for Psi-resistant foes -- and you run into a LOT of Psi-resistant foes in the late game, like all Robots (Council, Nemesis, Preatorian Clockwork, etc.)

    If you are staying at range, and using your PA and ranged controls, you shouldn't need the mez protection from Indomidible Will -- which is the main reason to take the Psi APP.

    All that is why I feel that Fire is best, then Primal.
  14. A couple of quick notes to make your decision harder:

    Power Boost will also work on Synaptic Overload, the AoE Hold, the AoE Immob and even Static Field. So it will be more effective in more situations.

    Torrent, the AoE cone attack in Primal, is knockDOWN, not knockback. The number on City of Data is .6, which indicates knockdown rather than knockback.

    I have Power Boost on my Kin/Elec Defender who was designed to be an endurance drainer, and it works great for draining and everything else. Power Sink works great for draining and that's it.
  15. Local_Man

    New Player Lost

    In addition to Talos and Independence Port, there are a few other options. In both of those zones, there is a ferry to Striga Isle. Striga missions open up at level 20, and are a really fun group of story lines. Plus, the Striga Missions give you some really nice temporary powers.

    Faultline is a zone designed for levels 15-25, so at level 20, you can go do the missions there. Take the train to Skyway and then go south to the entrance . . . or you can go into Pocket D and find the Manhole in the hallway. The first contact, Jim Temblor, is in the town square area in front of the Hospital. (Try flying through the hole in the donut for a badge!)

    For levels 25-35, you can take the train to Croatoa, one of my favorite zones. Go to the town center (near the scupture in front of the University) and talk to the mayor, Gordon Bower, to start the missions. You'll get to fight a bunch of Celtic mythical creatures and get more good temp powers.

    Each of these Story arcs award merits. The last arc in Striga unlocks a Hess Task Force. The last arc in Croatoa also unlocks a Katie Hannon Task Force. Both of these TFs are really a lot of fun.

    Plus, some of the story arcs you can get in the 20's from other contracts are some of the better ones, like the Wheel of Destruction or Freakoympics. There is more to do heroside than one character can do before outleveling the content. All that is just Hero-side. There's more to do Villain-side, and you can always switch sides.

    As for "End Game" content: the general view in City of Heroes/Villains is that the journey is more important than the destination. CoH/V is not built around "end game" content. There is some that has grown up over the years, however. Both sides have a bunch of contacts for Missions at level 50, plus there are Task Forces/Strike Forces. CoH has the Statesman's TF and Reichsman TF, and CoV has the Lord Recluse SF and Barracuda SF. Both sides share the Lady Gray TF and Imperious TF, and can join together doing Rikti Ship Raids. Each side has its own Hamidon Raid. And there is the new Cathedral of Pain Trial. And you can always sidekick down to do lower level content. Or do previous content through Ourobourus.

    Hero-side, there is the Shadow Shard, a really cool looking zone with content for 40-45 and 45-50. The Quarterfield TF (for level 40-45 characters) is famous for being too long and too tedious -- it can take 6-8 hours for a full team of 8. The other three TFs that start in that zone are more reasonable and take 1.5-3 hours. They are older TFs, and the Developers have learned a thing or two about making TFs more fun since then.

    And then there is the upcoming Incarnate stuff. Two more high level TFs. And maybe more in Issue 20.

    Take your time leveling up. Enjoy the stories while you learn about a lot of aspects of the game. Learn about Invention Origin Enhancements and plan to use them starting around level 30-35. (Start with Commons first, and then learn about sets.)
  16. As MM said, Earth/Rad is a great team-oriented first controller. You can stay at range (unlike Kinetics), and debuff while providing outstanding AoE control.

    Take a look at my Earth/Rad guide. I still need to update it with IO slotting, but the basics and concepts are still valid.
  17. Local_Man

    elc/kin ?

    Electric/Kinetics is a low damage, high buffing controller . . . I'm not sure that this is a good choice as a first controller, but if you want to try it, feel free. It is not a good controller for playing solo, although you can do it slowly in upper levels -- plan on being on teams. If you haven't played Kinetics before on a team, expect a lot of "drama" over Speed Boost once you hit 20 or 22. Most people love it, a few dislike it, and people argue over it all the time. You'll feel like you spend half your time buffing the team. Kinetics provides a huge buff for the team, but very little protection for yourself.

    As a general rule, it is best to slot controllers for Recharge . . . but there are exceptions. Some need more Recharge than others, some need more Recovery, some need Defense.

    My personal suggestion for a first-time controller is Illusion/Radiation, for the reasons explained in my Ill/Rad guide, linked in my sig. Even if you don't go Ill/Rad, there are some sections in the early part of the guide intended to help new controllers.
  18. Quote:
    Originally Posted by MonkeySpirit View Post
    Well, I mostly took Hover for concept reasons, and to be able to position myself properly in complicated maps, where I want to be knocking things in the right direction and summoning the Lightning Storm higher up in the air. I used to make do with the raptor pack, but I really prefer hover. If there's a power that needs switching out, I'd rather drop Recall Friend. The build looks very good, but I really want to keep Lift in it, since it's one of my staple single target controls and deals damage up front.

    Is this build expensive, by the way? And is there a certain couple of IOs that will be more important to get first than others? I have a starting budget of around 100 million influence.
    That is a valid reason for Hover . . . I mostly solo my Grav/Storm, so I don't worry about knocking everything every which way.

    As for expense, I have included a few IOs that may be a bit pricey, but those you can get with Hero Merits or afford them by running tip missions to get hero merits. With the new Morality Merit System, you can easily earn a Luck of the Gambler Recharge in four days and sell that for over $100 mil.
  19. Local_Man

    Illusion/Cold

    Quote:
    Originally Posted by DSorrow View Post
    I don't think containment is that big of a deal for an Illusionist because of PA and Phantasm. They deal most of the damage and don't benefit from it.
    Containment is very important for your single target attack. That's why the attack chain of Blind-SW-Blast-SW can be so effective. I haven't actually tested it, but I think that I can outdamage my pets if I'm trying.

    AoE containment is not important other than for your AoE APP or PPP attack, since Illusion replaced AoE damage with pets.
  20. Inventions opens up a huge aspect of the game. I have found that Inventions has contributed a huge part to why I'm still around after all these years.

    A couple of quick things: When posting a build, it is a good idea to post the build in a readable format . . . a lot of folks looking at the boards may not have Mids on that computer, but may be able to look at the build and make comments. This includes folks who look at the Forums during breaks or when they shouldn't be at work.

    Personally, I prefer Crush over Lift. It does MORE damage (24 base damage for Lift vs. 30 base damage for Crush). Crush sets up Containment while Lift does not. Crush is DoT and immobilizes the foe, so once you get used to it, you can often learn when that DoT will finish off the last sliver of a foe and let it do its thing while you move on to the next. I use the standard attack chain of GD-Crush-Propel. If GD happens to miss, then Crush still sets up Containment for the big hitter of Propel. To me, Lift is a substitute for Propel if you mostly team and get frustrated by the constant "necro-smashing" -- Propel is infamous for killing foes who were already killed by teammates due to Propel's long animation.

    I like to slot GD with some damage.

    Crushing Field needs a minimum of 2 Accuracy, as it has a 20% Accuracy penalty.

    Why do you have Hover? You can get the same function with a Raptor pack if you just want the functional ability for vertical travel. However, if you use it for fighting, then I can understand. Personally, my Grav/Storm stays on the Ground and runs around with Super Speed.

    Here's a quick build I threw together. I can probably be improved with some added work. You should plan to add the Miracle Proc and the Numina Proc into Health, in addition to slotting Stamina.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Boy-Nebula: Level 50 Mutation Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Crush -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5)
    Level 1: Gale -- Acc-I(A)
    Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/Rchg(9)
    Level 4: O2 Boost -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(11), Mrcl-Heal/EndRdx/Rchg(13)
    Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(13), Decim-Dmg/Rchg(15), Decim-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(42)
    Level 8: Crushing Field -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/EndRdx(11), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Acc/Immob/Rchg(37)
    Level 10: Snow Storm -- EndRdx-I(A), EndRdx-I(17)
    Level 12: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(19)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(36)
    Level 16: Freezing Rain -- ShldBrk-Acc/Rchg(A), LdyGrey-%Dam(25), ShldBrk-DefDeb/EndRdx/Rchg(42), LdyGrey-DefDeb/Rchg/EndRdx(43), LdyGrey-DefDeb/EndRdx(43)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(23), G'Wdw-Acc/Hold/Rchg(23)
    Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(40), DarkWD-Rchg/EndRdx(42)
    Level 22: Super Speed -- EndRdx-I(A)
    Level 24: Hover -- LkGmblr-Rchg+(A)
    Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(36), RechRdx-I(36)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31)
    Level 30: Recall Friend -- Zephyr-ResKB(A)
    Level 32: Singularity -- C'Arms-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), Hold-I(34), ExRmnt-+Res(Pets)(34)
    Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(43), BldM'dt-Dmg(46), RechRdx-I(46)
    Level 38: Lightning Storm -- Dev'n-Dmg/Rchg(A), Dev'n-Hold%(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(40)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48)
    Level 49: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(50), GftotA-Def(50), GftotA-Run+(50)
    ------------
    Level 1: Brawl -- Empty(A), Empty(17), Empty(37)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  21. Here are my suggested changes. I put slots in Sprint for Stamina and in Rest for Health. The order of the slots is off, but the content will make it better.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(17), HO:Nucle(25), Dmg-I(27)
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Build%(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(9), HO:Nucle(15)
    Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/EndRdx(31), CoPers-Acc/Conf/Rchg(31), CoPers-Conf/Rchg(39), CoPers-Acc/Rchg(39)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(25)
    Level 8: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(13)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Hover -- LkGmblr-Rchg+(A)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(17), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37)
    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(21), S'bndAl-Build%(23)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Recall Friend -- Zephyr-ResKB(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-Acc/EndRdx(33), U'spkT-Fear/Rng(34), U'spkT-Acc/Fear/Rchg(34), U'spkT-Stun%(34)
    Level 28: Mutation -- RechRdx-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), HO:Nucle(40)
    Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(50), G'Wdw-Acc/Hold/Rchg(50)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(48)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A), Empty(40), Empty(48)
    Level 2: Rest -- Empty(A), Empty(33), Empty(46), Empty(48)
    Level 1: Containment
    Level 2: Ninja Run
  22. Quote:
    Originally Posted by Sailboat View Post
    I have no idea what epic to pick for a team-built Earth/Rad Controller. I like the holds, so maybe Power Boost? Does that even work with Volcanic Gasses, though?
    Volcanic Gasses is a series of pets, so I suspect that it will not work, but I haven't tested it. I have used Ice and Earth on mine. I was going for some AoE damage.

    Any of them will work. It just depends on what you want out of your APP/PPP set. If you have a problem getting mezzed, then you can go with Psi. Ice has two AoE powers, and Earth Control has plenty of tools to keep foes in the AoE of Ice Storm. If you tend to stay more "in the action," the Earth APP's Fissure recharges fairly quickly and has a sometimes-stun to stack with Stalagmites. Both Ice and Earth have Defense-based Smashing/Lethal shields. Each set has other utility powers. I think I lean more towards Ice if you don't need Mez protection.

    I haven't tried any of the PPP sets, but this might be a good character for those.
  23. Quote:
    Originally Posted by TheWeaver View Post
    I'm going Black Scorpion on mine. However, it isn't really for the shield (though I'm taking both it and PFF). The main reason is to help with recharge. I'm doing a no-purple, relatively cheap perma-Hasten, perma-PA build and between the shield, the pet, and PFF I get another 26.5% +rech.
    Before you count much on those plans, you need to know that PFF was replaced in game with Focused Accuracy. Mid's still shows PFF, but it is not available in game.

    Even in I-18 Beta, everyone knew that PFF would not be kept in game for long, mostly because a */FF controller could have two PFF powers.
  24. Local_Man

    Help!!

    I believe there is a way to do it, but you probably have to call customer service.
    You can find a link to the page with the information you need HERE.
  25. Quote:
    Originally Posted by Slashman View Post
    And this is my issue with Issue 19(heh). I never minded that the majority of people took the fitness pool. I do mind having it forced on me even in cases where I would not have taken it. Making it optional seems to me, to be the logical thing to do. Even if you have to opt in for the entire pool or nothing.

    Maybe I just don't have the whole story, but with customization being the foremost attraction in this game, how does taking choices away line up with that design philosophy?
    It is only being "forced" on new characters or characters you choose to respec. All your existing characters can continue to run slower, jump lower, heal slower and recover endurance slower.

    I suspect that the very, very few of you who don't want inherent Fitness are not worth the Devs' time to make it optional. This is a change that has been requested since Beta. This game tries to provide a huge amount of customization, but there is always the cost/benefit consideration -- whether the few people who want (or don't want) a particular option is worth spending the time making it optional. If the Devs had unlimited resources, I'm sure they would love to let you choose whether or not to take Fitness as an inherent.