Local_Man

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  1. Local_Man

    Respec Early?

    Quote:
    Originally Posted by Forbin_Project View Post
    There's always the option of using this time to play with new character concepts. Levels 1-20 are Stamina poor now anyway so they'll get a nice boost when I19 goes live.
    I think that any characters already in existance at the time that I-19 hits will need to use a respec (or frespec) to bring in inherent Fitness.

    So you can certainly start characters now, but you will still need to respec low level characters to get inherent Fitness. (You probably knew that, but it wasn't clear from your post.)

    One nice thing about using up a freespec: Take any IOs or other enhancements in your base that you aren't using and probably won't use and put them in your tray before you type "/respec," and you can turn them into Influence. Now-a-days when Influence is so easy to get, it isn't much, but it is a nice way to clean out your Enhancement tables.
  2. Both of my level 50 Fire/Rads have both Fly and Super Speed. Leveling up, I wanted Air Sup, so Fly was no choice. I took Hasten later in the build, then added Super Speed with a Stealth IO at 49 so I could have Invis. (Frankly, since Super Speed with a Stealth IO is full invisibility, I see no reason, other than for a mule, to take the stealth pool.)

    Since I got City Traveler, however, I have had a lot more flexibility on travel powers. I'm thinking of dropping Fly on my Fire/Rads, too, and just using Raptor packs.
  3. Quote:
    Originally Posted by Carnifax_NA View Post
    I'd probably take Mu over Primal on an Illusion/TA to be honest. Better AOE, a better End Recovery power and an armour which covers more damage types than Powers, plus the choice of a pet that heals or a God Mode power.

    In fact I'd probably take Mu over Fire as well. Ball Lightning isn't quite as good as Fireball but it's not far off, and Power Sink is far better than Consume. You lose a good single target attack but can get some nice defensive powers instead (or the Mu pet).
    A lot depends on your playstyle. My Ill/TA is pretty much ALWAYS at range. Everything in TA is ranged. Everything in Illusion other than Flash is ranged, and I didn't take Flash even though I'm a fan of AoE holds because I simply don't ever go into melee. As a result, I rely upon control and distraction rather than defense or resistance. Even with no shields of any kind, I rarely take much damage. Taking down single targets quickly is a key aspect, so that single target blast is far more important than any other power from the APP or PPP sets.

    Admittedly, I haven't tried any of the PPP sets, but that's my reasoning.
  4. Local_Man

    Illusion/Cold

    Quote:
    Originally Posted by Amy_Amp View Post
    My only issue with Ill/storm is that I still haven't come to terms with Hurricane and Ill/storm feels like it needs it. I guess I prefer more straightforward powers that don't force me to think about them while I'm using them.
    Hurricane can be a very effective defensive power as well as a positioning tool. Hurricane is a tricky power to use well. I found that I had to do a few things: (a) set up a bind to make it easy to turn on and off quickly (I have it bound to button 5 on my mouse), (b) only use it when I really need it or in places where walls prevent excessive scatter, and (c) PRACTICE learning how to "herdicane" and how to judge just the right distance to use the "debuff kiss" where the ToHit Debuff applies without the repel/knockback.

    Personally, I feel Super Speed makes it easier. It is handy that Super Speed also combines with Steamy Mist (or Arctic Fog) to provide PvE invisibility.
  5. On the kind of mission like you run into in a high level TF, where there are lots and lots of foes, the Tank is likely to go past his aggro limit. He will alert the foes, but then exceed the aggro limit, so they will then go looking for the next available target. It sounds like you were it.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    *Jawdrop*

    That's it. Superteam forming.

    To join you must have: Storm Summoning, Illusion Control, Gravity Control, Energy Blast, or Force Fields. Kinetics if and only if you take repel.

    Anyone with an AoE immob with -kb is not welcome.
    Illusion's only knockback is from Phantasm. If you include Illusion, you might as well include Martial Arts Melee, since Crane Kick is a big-time knockback power. A bunch of the Blaster Secondaries have knockback, too.
  7. Quote:
    Originally Posted by BenRGamer View Post
    Is it fast enough to make a chain? (That is, do you have to wait for anything to recharge)

    Since Poison Ray has a much higher recharge than the other ST blasts in the APPs

    Edit: Also, with the recharge for Perma PA, you should have no problem at all making the PPP pet perma.
    The attack chain of Blind-SW-Blast-SW requires recharge of under 4 seconds on the Blast. It would take a heck of a lot of Recharge to get a 24 second Recharge down to under 4 seconds. Even if you fully slot the power for Recharge, you get it a little over 12 seconds. A perma PA build will get it to about 6 seconds.
  8. I'd pull out my Illusion/Storm and join in the fun. I generally think of Ill/Storm as the King of Chaos. But probably Storm/Energy Defender would have the most knockback. (I do have an Energy/Energy Blaster -- named "Harvey Wallbanger" after the cocktail. He almost exclusively solos.)

    As long as the team has mainly ranged damage dealers, there shouldn't be too much trouble. Knockback is a problem for melee fighters and many AoE-focused characters, but if I can target the guy at range, then it doesn't matter if he is knocked back.

    And somebody who knows how to use knockback effectively by flying overhead or using aspects of the environment, is generally a very good player.
  9. Local_Man

    Illusion/Cold

    Quote:
    Originally Posted by Oedipus_Tex View Post
    For the specific task of soloing AVs or charting on the kill-a-pylon contest Cold Domination is probably "better" than Radiation. It is a very single-target oriented combo and nothing really competes with some of it's monster single target debuffs. But IMO Illusion/Radiation itself is an already grossly overrated combo. The fact is Illusion Control is so good any combo you pair it with is guaranteed to be good at something.
    I don't feel Illusion/Rad is overrated. So far, I have Ill/Rad, Ill/Storm and Ill/TA at 50, an Ill/Kin in the mid 30s and as I said above, I'm working on an Ill/Cold. I also have quite a few other controllers at 50 and lower levels -- I have taken every controller primary other than Electric past 40, and my Elec/Rad is 35. Illusion/Radiation is still my favorite due to its flexibility to deal with almost every type of situation. My Ill/Rad is the first character I pull out to do anything new or tough. It may be that I find the Ill/Cold to be awesome once it hits 50 and then is fully slotted, but so far, it doesn't come close to Ill/Rad.
  10. Local_Man

    Illusion/Cold

    Quote:
    Originally Posted by Amy_Amp View Post
    +1. [/thread] If I were still in my crack level playing days, I would definitely have a Ill/cold. It's likely 3rd in my list of Ill builds I would do. Ill/rad and Ill/ta being above it.
    I already have the Illusion/Rad and the Illusion/TA and an Illusion/Storm all at 50 on various servers. Just because I couldn't resist, I'm working on an Illusion/Cold, who is 28 at the moment. In the lower levels, It is pretty disappointing. Two single-target debuffs, two ally shields and Snow Storm added to my standard Illusion build. I know the good stuff comes at 35 and 38, but it is slow going to get there. I may very well change my mind later, but so far, Ill/Storm was more fun than Ill/Cold. And safer.

    For the APP, I will probably go with Ice. Not only does it fit the theme, but it has the single-target blast for the good attack chain, two AoE damage powers, Hibernate and a defense-based shield.
  11. Quote:
    Originally Posted by SM123 View Post
    i would really appreciate some input, you people who are viewing, share your opinion
    Posting at 8:57 p.m. EST and expecting an answer in 45 minutes during prime time in game -- that's pretty unreasonable. Even bumping your own post after a couple of hours is unreasonable.

    And frankly, it depends on your playstyle and your experience. Which is a bigger problem for you -- getting mezzed or taking damage? A lot depends on your playstyle. I prefer to stay at range, so Mez is probably a bigger problem with me, but neither is so bad that I bothered to softcap or go for mez protection on my EARTH/Rad (not Stone/Rad). I slotted for Recharge and Recovery.
  12. Local_Man

    Illusion/Cold

    Quote:
    Originally Posted by Kiwi View Post
    /Cold's Weaknesses:

    Single target only until 35
    More expensive to perma-PA
    Is possible to have everything run out of Sleet
    No Accelerate Metabolism to help while leveling

    That's about all I can see, Ill/Rad will be easier to level up, team with and to slot up wheras Ill/Cold will be better against single, tough targets after getting alot of recharge.
    No self-heal (as I said earlier).
    Late blooming set -- You don't get the best two powers until Sleet at 35 and Heat Loss at 38. (Storm gets Freezing Rain at 16, and Rad is an early blooming set.)
    More single-target focused: May be better than Rad on single tough targets, but Rad is better AoE.
    Rad is less "maintenance" because of the foe-anchored AoE Debuffs, while the Cold debuffs have to be re-cast.
    Rad's Ally-only powers are a rez and a body-blowing-up thingy. Cold has Frostworks and two shields that are ally only . . . but can be used on Phantasm.
    Cold has no damage in the secondary. (Weak point, since Rad's only damage is Fallout, which most people skip.)

    Frankly, you can't really say one is "better" than the other. They are different enough that each secondary creates a different experience. Cold has two powers in common with Storm, and three ally only powers -- you don't get to the really good stuff until level 35 and 38. But once you get a high Recharge build, it can handle a heck of a lot. Rad is a little more flexible and probably easier to play well. It is certainly cheaper to make a Perma-PA build.
  13. Local_Man

    Illusion/Cold

    One significant problem is that Cold does not have any powers with a Recharge boost, compared to AM's 30% recharge. That means that you have to build sets to provide 30% more Recharge than Radiation. Pretty much the only way to do that is to load up on a bunch of the really expensive purple sets. Cold does have more places to put a Luck of the Gambler Recharge, however.

    So it will be a lot more expensive to get an Illusion/Cold to perma-PA than an Illusion/Rad.

    Another aspect is that Cold does not have a self-heal. If PA is drawing the aggro, hopefully you won't need it.
  14. Local_Man

    Macro help

    You may want to post this is the "Player Questions" section instead of the "Player Guides" section. This section is for Guides written up and the discussion related to those guides.

    But for a quick answer: You cannot activate more than one power with "powerexec_name" at a time. The scripting system will not allow it. There is more to it than that, but the short answer is that what you are trying won't work.
  15. Local_Man

    Chuck 11/15/10

    I thought it was, overall, a fun episode that was really made to work by Rob Riggle and the interaction with Summer Glau. I wanted to see more of a scene with Adam Baldwin and Summer, but it was enough.

    Prediction: The thing that will break the Intersect block will be . . . having to save Sarah. He won't break through until SHE is in danger and he needs it to save her.
  16. While it sound fun, the question is whether the Devs should spend the time on that or one of the many other projects they have on the table. I'd rather see some bug fixes (like the one where Phanty keeps running into melee) or new content.
  17. Primal is really the second choice, since the Energy damage will light the Oil Slick. However the AoE is a cone, so you have to get in "just" the right position to use it for maximum benefit. It also hits fewer foes.

    As for Power Boost, Illusion only has a few powers that benefit from being boosted. Blind, Deceive, Flash . . . and that's about it. It does not affect pets or damage. PB will also affect EM Pulse Arrow and Ice Arrow, the 50% chance of sleep in PGA. If you are getting for EM Pulse, the real question is whether you really need to extend the duration of what is already one of the best AoE Hold powers in the game.

    I had Primal on my Ill/Rad for a while, and I found that Power Boost had limited benefits. Sure, EM Pulse would last forever, but it already lasted longer than needed.

    I have tried all the APPs, and find Fire to be the most fun on my Ill/TA mostly because of the Fireball onto Oil Slick combo. Fireblast is great in my attack chain. The other utility powers, Fire Shield, Consume and Rise of the Phoenix are OK, but not the most important. I skipped them and took the Medicine Pool with my last two power choices. I'll probably add Fire Shield back in with I-19, along with Flash Arrow and something else.
  18. As for Storm Summoning, it works great with most Controller primaries: I have an Ice/Storm and Ill/Storm at 50, and 2 Earth/Storm, 1 Grav/Storm in the 40's, and a Plant/Storm in the late 20's with a Fire/Storm in the early 20's. (I like Storm, almost as much as Rad).

    Want to be in melee? Try Fire/Storm . . . but plan to slot a LOT for Recovery as it is one of the most endurance demanding builds anywhere. Want something Flashy? Illusion/Storm is the king of Chaos. Grav/Storm has a really great synergy and some cool strategy options with the flashiness of Propel, Wormhole and Singularity. Frankly, Grav/Storm has become one of my favorite Controllers to solo with -- it may not be fast, but there are so many things you can do with it.
  19. The Endurance Drain only works in the first foe hit, so most folks don't feel it is work slotting for EndMod. It does not follow the chain. So far, I have been slotting it for Acc, Rech and Damage, but my Elec/Rad is only in his mid 30's. The damage is pretty minimal, but it follows the chain. With as little damage as Elec/Rad has, I figure every little bit helps.
  20. Standard slotting on Controller pets is to start with 1 Acc, 3 Damage. For most pets, I usually start with Acc/Dam and Dam from Blood Mandate, Acc/Dam and Acc/Dam/End from Brilliant Leadership. Then I change it later.

    Recharge is not all that important because the pets are permanent . . . except for Fire Imps and Electric Gremlins, who die with regularity. For those two types pf pets, Recharge is helpful to re-cast them when they die. Fire Imps also are one level lower than other pets -- as part of the Dev attempt to reduce the overpowered damage of Fire/Kins.

    Personally, I like to slot Fire Imps the same way I slot Phantom Army -- 4 Expediant Reinforcement (leave out the Dam/End and the Resist proc), plus the two triples from Call to Arms. That gives you max Damage and Recharge, good Accuracy and some nice set bonuses.

    As for buffing, you can buff standard pets for everything EXCEPT Recharge. The ability to buff pet Recharge was removed a while ago to help pets have a standard attack chain. Removing the ability to buff a pet's recharge resulted in a great deal of "nerdrage." A lot of Fire/Kins now refuse to take Speed Boost because buffing the pets is mostly useless (although the Fire/Kin could use it to buff the team, but Nooo -- but that is another subject). Illusion's Phantom Army can't be buffed at all.
  21. Quote:
    Originally Posted by Bench View Post
    not to ask a stupid question, but.... why skip glue arrow?
    Several of the Grav powers include a Slow secondary effect . . . and Glue Arrow is mostly useless with an AoE Immob (Crushing Field). On my Illusion/TA, Glue Arrow is pretty useful, but not as much on a Grav/TA. It would be far more useful if it had a large -Recharge, but the -Recharge in Glue Arrow is disappointingly small.
  22. I have a circle of a few folks I regularly team with, and I have met one in person several times when he was in the area. My family met another, but I couldn't be there.
  23. Quote:
    Originally Posted by Rajani Isa View Post
    You're Welcome
    Fixed -- sorry, it just bugs me.

    As for the OP, I actually have a set of 53 insult taunt binds for my tanks. I recall someone coming up with a way to randomize them, but I didn't bother. 53 in sequence is good enough. Most of them are classic lines or stolen and modified jokes.

    As for your 30 binds on 6 keys -- if you go through the trouble of making up 30 sayings and binding them to six keys, can't you go through the trouble to make a Quick Reference Card so you can remember what the keys do?
  24. Deacon's points are correct. As I said in my prior post, my focus on my two Earth/Storms are different than the build posted. In the context of wanting to build to make the powers and the build overall more effective rather than set bonuses, I'll add a few other comments.

    Fossilize: This can be a significant source of damage in a low damage build, as well as a key personal protection and control power. I tend to slot it with 4 Basilisk's Gaze for the Recharge buff, and then some Acc and as much damage as I can fit in. At 50, I go with an Acc/Dam Hami-O and a common Damage in the last two slots.

    Gale: I rarely use it, so I only slot it with a single Acc. Once in a while I'll use it to push foes into a cul-de-sac or as a "get-out-of-my-face" power, but Hurricane is generally better. The damage it does is small and not worth slotting.

    Stone Cages: I generally go for Acc and EndRdx, and then go for Damage procs. If you want to (and can) spend the Infl, the purple Gravitational Anchor Chance for Hold proc is wonderful at level 50, and 5 of that set is a nice 10% recharge.

    O2 Boost: The Numina's proc is mostly wasted here since it will only activate when you use the power, but you need all 6 for that ranged defense. I would rather 6-slot Health than O2 Boost to get that Numina's Regen/Recovery all the time. Personally, the only time I 6-slot Numina's is if I have a character that needs that Ranged Defense to hit the softcap. I mainly slot O2 Boost for Heal and EndRdx.

    Quicksand: I slot it for Recharge. I like to throw it underneath everything for the great 25% Defense Debuff and the added control. 2 Recharge usually means it is up for every group and is perma.

    Steamy Mist: I put my knockback protection here -- much cheaper than a Zephyr, as it will take either Karma or Steadfast. I also prefer to slot Steamy for EndRdx and Resistance.

    Stalagmites: I would replace the proc with a common Recharge. It will have the power up more often.

    Freezing Rain: I slot it for Recharge and then some procs if I have room. Earth already has plenty of Defense Debuff, especially if you use Quicksand a lot. Maybe some EndRdx.

    Earthquake: Recharge is most important to have it up as often as possible. Some ToHit Debuff is nice if you have slots to spare, and as Deacon said, 4 Dark Watcher is an extra 5% Recharge.

    Salt Crystals is the most skippable power in the Earth set. It might be situationally useful if slotted decently, but with only a single Acc, I would rather go for something useful with a single slot, like Recall Friend. If you need a mule for a LotG Recharge, Combat Jumping is good.

    Hurricane: Needs decent ToHit Debuff and EndRdx, as previously stated.

    Hasten: At least 2 and preferably 3 Recharge.

    Volcanic Gasses: The Lockdown set is . . . ok for this power, but because of the way it works, by generating pets as the vents, procs can hit more often. Slot for Hold and Recharge, maybe some EndRdx if you need it. Then the Lockdown Proc and a damage proc if you can.

    Hover: I have trouble spending 4 slots on defense in Hover even on characters use it. Personally I prefer Super Speed on my Earth/Storms, since SS+Steamy Mist gives full invisibility. I suppose Hover could be a mule for a LotG Recharge, but I personally don't like taking mule powers.

    Thunderclap: Has some use to stack Stun with Stalagmites, but on its own it only stuns minions. Looks cool. I find that Super Speed + Steamy Mist helps it be more useful since I can run within range of a boss while invisibile, hit T-clap and Stalagmites. Again, the proc should be replace with a Recharge if you keep it.

    Snow Storm: I skipped it on my build, but will add it with I-19. Only needs 2 EndRdx, or maybe 1 if you don't use it much. Quicksand provides the Slow, but Snow Storm has -Fly and -Recharge -- foes in Stone Cages + Snow Storm can only attack once in a while. I have it on most of my other Stormies. It is wonderful on the ITF, since those guys resist a lot of other controls but not Slows. Put it on the Cyclops and Minotaur to slow them to a crawl.

    Animate Stone a/k/a Rocky: After Damage and some Acc, I try to put both Resist procs in Rocky. Building up his already high Resistance makes him almost unkillable.

    Tornado: I slot it like Phantom Army -- 4 Expediant Reinforcement, 2 Call to Arms Triples. However, accuracy does nothing in this power since it is autohit.

    Lightning Storm: Damage, Recharge and some EndRdx. I like the Decimation Chance for Hold in it.

    APP set: I prefer Ice for Earth/Storm, but have Fire on one of mine for concept reasons. Ice gives you Hibernate, which gives you both an emergency heal and recovery power. Two AoE damage powers work since you can lock down foes. Plus a Defense-based shield, like Earth but far less ugly.
  25. Quote:
    Originally Posted by Hot_Head_Mike View Post
    Another Illusion/Rad or something /Kinetics
    I'm not a big fan of pairing an Ill/Rad with */Kinetics. On my Ill/Rad, I generally stay at range so I don't get the benefit of some of the Kinetics buffs (Fulcrum Shift, Transference and Transfusion, and usually Siphon Power). Plus, and more importantly, Phantom Army can't be buffed. So the main benefit of teaming with a */Kin would be SB on the Ill/Rad -- added recharge and endurance is nice, but I would rather have a second Rad than a Kin.