-
Posts
3911 -
Joined
-
Quote:Well, the "real numbers" in the game seem to suggest that Accuracy helps, but when a Dev says NOTHING will buff that accuracy, it at least leaves it up for doubt.Yes, adding Acc/x IO's to Choking Cloud will increase it's chance to hit.
CC's kind of an odd power to begin with.
It's got the normal base 75% chance to hit and then IF it hits, it's got a 50% chance of applying the hold.
On it's own I've found it to be a rather 'Meh' power, acceptable but not outstanding.
However, slotting in a couple of Acc/End and Acc/Hold IOs makes it a very nice power.
You've still only got the 50% chance of the hold actually triggering, but at least you hit with nearly every tick of the power...
There are actually several powers out there that benefit from the multi-aspect IO hole (like the Widow power Mind Link). The Devs even commented on Mind Link using Recharge/x multi-IO's to get around the doesn't accept recharge enhancers, so they are obviously aware of it.
Whether or not they intend to change these powers to prevent this is up in the air though.
As for the 50%, you are mostly right, but not quite. Because of the unique two "chance for" holds in Choking Cloud, you get:
10% chance of no mag
40% chance of Mag 1 -- that does nothing but CAN stack with a Mag 3 hold to hold a Boss. (It might hold Rikti Monkeys.)
10% chance of Mag 2 -- that will hold only a minion
40% chance of Mag 3 -- that will hold minions and Lieutenants.
Add the Lockdown proc, and you get another 20% chance of adding Mag 2, so stacked with any other mag will hold minions and lieutenants. Since there is a 90% chance of at least Mag 1, you have a very good chance to hold bosses on one application of any other hold, even without the "overpower."
The power repeats these chances every 5 seconds. Fully slotted, the hold lasts for just about 15 seconds, long enough for three pulses. Given time, the odds become pretty good that most of the foes will be held just by standing in the area. -
I think that it is possible to make a decent Superhero Action/Comedy, but very difficult to get the tone and balance just right. The Increadibles did it as an animated film. The first half of Hancock was close, but it let us down a bit in the second half. "My Super-Ex Girlfriend" was kind of meh, but had one good scene -- the shark was pretty funny.
From what I have seen, I'm not sure that this will be a "decent" one -- but I'll wait for the reviews. -
Quote:My oldest son, at around age 4, had a problem pronouncing the "R" in the word, "fork," such that is sounded, uh, not very nice. Our favorite moment came at a church pot-luck lunch, when he was wandering around the room of shocked church-goers stating in a loud voice, "I need a f . . k! I need a f . . k!" We quickly headed him off and explained equally loudly, "Oh, you mean a FORRRK?" "Yeah, a f . . k!"No kids of my own yet. Actually, I hold a similar view as Sam. At 21, I'm practically standing at the front door screaming "get off my lawn" to the neighborhood kids, and feel an immediate urge to leave a restaurant the second a small kid starts making noise. So I'll tell a funny story about me.
Apparently, when I was little I couldn't pronounce the word "fox" correctly. So I called it a "fock". While my parents thought it hilarious, my aunt brought up the point that they may want to educated me on how to say the word correctly before I see a fox run across the church parking lot.My parents then emphasized the X sound, so for a while I referred to the animal as a "foXxxxx".
A kind of sweet moment was when I was in a car driving my second son on a fairly long drive during sunset, heading west. As the sun hits just the right height to shine in his eyes, I hear a voice in the back seat, "Daddy! The Sun is Looking At Me!" -
Quote:This is why I'm not a fan of powerleveling a character -- especially one where the player is not already familiar with the sets. You learn a lot of strategy working with the powers as you level up. You learn what they can and cannot do. You also learn what works with your particular playstyle, and how to adjust what you do to make the character work.I happen to have a 50 Earth/Storm Controller, but I got it via powerleveling (Back in the day I traded Red runs for Blue runs wanting to unlock Kheldians, and picked something that looked like fun.) I almost immediately wished I had picked a farmer instead, and never really dusted them off until recently.
And they are a lot of fun! It's ridiculous how much they can drop down in a few seconds. However, I am so far from optimal its laughable, and when I tried playing around in Mids, I realized I had NO idea what I was doing.
I've heard good things about Earth/Storm, but what should I do with it if I want to be able to solo tips and still send whole missions spinning? Is it worth going to Redside and picking up one of the pets there? Should I focus on defense a lot? I overdid -defense before, what is redundant?
Honestly, the only trick I know is going stalagmites -> thunderclap for the double AoE stun. Help!
Earth/Storm has a great set of varied tools, and what you use of those tools changes depending upon the situation. Do you play aggressive or stay back in range? Do you have a large open area, or lots of places to hide? What are the resistances of the foes? Solo or Teamed, and if teamed, what is the team's make up? You play differently with a team of mostly ranged damage dealers vs. melee types.
In general, you have three ways to get an AoE "hold" on foes with Earth Control: Stalagmites + Stone Cages, Earthquake and Volcanic Gasses. Only Stalagmites+Stone Cages prevents all attacks on you. The other two may result in a few foes taking shots at you. All three can be followed with Quicksand and Freezing Rain -- Quicksand for a massive (25%) defense debuff that is autohit, and Freezing Rain for a large Resistance Debuff (30%) and more Defense Debuff. Plus, Freezing Rain will add to the knockdown in Earthquake.
Thunderclap can be used two ways: To stack the stun on Bosses, or two extend the stun on minions -- on its own, it won't stun anything higher than a minion.
Steamy Mist+Super Speed gives you full invisibility in PvE -- which is really nice to lead Rocky into battle to be your tank.
I view Hurricane as a situational power -- great to push foes into my AoE control zone (Herdicaning -- super speed works great for this), but it takes some practice to do it right.
Any */Storm has to be careful of knockback on teams -- or you will be hated by melee and AoE types. Stone Cages has -knockback, but only for 12 seconds. And Cages foes will still be pushed back by Hurricane's repel aspect. If you want to use Tornado as a damage power, you must use it on foes with -knockback (AVs, stationary items) or you have to spam Stone Cages every 12 seconds.
I added Fire for my APP -- mainly because "Ella M. Ental" needed Fire to complete her "Earth, Wind & Fire" concept. I can't help you much with the Villain PPPs. -
There are a lot of good reasons to go with a second Ill/Rad. Leveling up, you will get a second set of PA that you can stagger, double AM, a second set of anchored debuffs, Stacked fear from two Spookies, two Deceives, the opportunity to stack Flash and/or EM pulse, etc. So that is certainly a great option.
Another option might be an AoE focused Scrapper or Tank -- I would consider a An Elec/Shield or Fire/Shield Scrapper. Ill/Rad is weak on AoE damage and has problems with anything that is Psi-resistant. Elec/Shield or Fire/Shield has great AoE and offers Energy/Fire and Smashing damage. The Taunt Aura for Shield is very good, to help keep foes away from your squishier buddy. Plus, an Elec/Shield or Fire/Shield will be pretty good at herding up foes -- he can pull the scattered foes in toward PA and Spectral Terror. His AoE damage will help you get rid of the minions faster, allowing you to focus your pets and yourself on the tougher foes. And he should be decently durable.
(I have duoed that kind of pair quite a few times. Pretty much any decent scrapper or tank will work, though.)
I don't know that I would suggest a second controller, unless it was a Fire/Rad. Most other controllers won't add enough damage. But Fire/Rad could be a good combo, since PA could take the initial aggro, then the Fire/Rad could run into melee with Hot Feet+Choking Cloud to take out the minions. While I generally recommend against Choking Cloud on an Ill/Rad, that might be one of the few combos where it would be worth an Ill/Rad to take Choking Cloud, to stack with the Fire/Rad.
There are a lot of options. Ill/Rad is so good, that it can pair with pretty much anything. Ill/Rad + Warshade makes a great pair. Ill/Rad + AoE Blaster works -- as long as the Blaster holds back long enough for PA to grab aggro. A defender can stack debuffs. -
Quote:Not sure about Burn, but I know about Choking Cloud. It will not accept Accuracy, but you can slot accuracy into the power with Set IOs and Hami-Os. Its accuracy can also increase from Global Accuracy.Ok, this is quite a basic question.
Powers like Burn and Chocking Cloud (I'm sure there are others I can't think of at the moment) that are flagged to not accept Accuracy IOs. Naturally, you can't slot any generic accuracy enhancements in them. But, you can slot dual/triple/quad aspect IOs or HOs that boost accuracy with something else (Like I can use the Acc/Dam or Acc/Hold IOs). Would that boost their accuracy or not?
Because in Mids, their accuracy DOES increase if you slot such IOs or HOs in the power. But, in-game if you mouse over the power, it doesn't show any increase to the accuracy of the power. So yeah...does slotting accuracy in powers like that help or is it a waste?
(Yes, I realize that in most cases you're going for sets in which case you will want some IOs in there regardless of whether they boost accuracy or not. But I'm asking about some cases when you're only Frankenslotting or using SOs/HOs).
Thanks!
Does accuracy do any good? We're not entirely sure. The general description on how the power works is that it checks for a hit first, then applies its two types of holds -- 80% chance of a Mag 1 hold and 50% chance of a Mag 2 Hold -- so accuracy helps. But there was once a response from the Devs regarding accuracy in Choking Cloud once that said that NOTHING could buff Choking Cloud's accuracy.
So, we're not entirely sure whether accuracy does anything, since the effects of the power have an additional random aspect. Personally, I try to get decent Global Accuracy, and don't worry about slotting Choking Cloud with Accuracy. I max slot for Hold because that extends the hold through more pulses, giving it a greater chance to hit in the long run. The Lockdown +2 Mag proc also adds a greater chance for the power to hit by adding an additional chance for 2 Mag when there is a 90% chance of at least Mag 1 hitting. -
While herding every group is an outmoded playstyle, there are times when it is effective. It really depends on the team.
There are powersets that really benefit from gathering up large groups: examples include Plant Control with its one-shot Seeds of Confusion, and Shield Defense with its damage buff from large groups and Shield Charge as an AoE attack. A team with a lot of AoE powers may benefit from a herding strategy, especially if the foes are really spread out.
But most of the time, a tank that orders the team to wait while he gathers up a group is not a tank I want to team with. -
Apparently, at the Meet-n-Greet this past weekend in San Francisco, it was revealed that the target launch date for I-19 is 11/16 IF IT IS READY. If it isn't ready, it won't be until after Thanksgiving (meaning the last week of November or early December).
-
Quote:Good summary. The only thing I would add is that Earth's pet makes a significant difference -- because of his Seismic Smash, Earth might be slightly better at single target damage. Rocky is also a better tank -- l took Super Speed to go with my Steamy Mist so I can easily lead him into the fight to draw aggro.I think you've boiled the difference down to the essence.
Plant is significantly faster, for rolling through missions. The enemies help you (when confused) and Roots and Creepers add significant damage. Earth really can't compete in this regard. Seeds > Freezing Rain > spam Roots will let you turn the diff slider up a few notches, at least for spawn size.
However (and it's a real however), when additional mobs hit, Plant has one other option - the aoe, long-timer hold (Vines). Earth has a whole bag of tricks for crowd control. Further, when Plant runs into confuse resistant mobs, well, then it really sucks. Earth has something to offer against pretty much all mob types.
So, I think I'd summarize by saying Plant is a one-trick pony, that does that one trick very very well, while Earth is more versatile. I'm not going to try to steer the OP toward one or the other, both will be quite strong.
Plant certainly has better AoE damage. Plant relies more on positioning, since Seeds is a cone, so invisibility is a huge help too. Creepers can be used as a Alpha Strike absorber, but not as reliably as Rocky. Plant's pet, Twoey, is fairly squishy and isn't as much of a game changer as Rocky.
Both sets are a heck of a lot of fun to play. -
Quote:I have used Bonfire on the towers over a dozen times, and had teammates do it too a bunch of times, too. Never had a problem. We just make sure that the Repairmen are killed off. Most of the times I do the STF, there are at least four of us on voice chat, so we have no problem coordinating to make sure they get killed off.While, on the surface this seems reasonable, this move can be a REALLY Bad Idea<TM>. Yes, it keeps the repairmen off the tower, but you have to chase them to kill them (instead of doing AOE and melting them right there).
Plus, I've had situations of repairmen wandering off and resurrecting defeated towers because of this. It earned me a STERN talking-to by my teammates.
Quote:Unless the tank in question has powers that require he have lots of enemies around (Invincibility, Energy Absorpotion, etc).
Quote:Actually, the Romulus Console is an ideal use of this power. Except when you want to blast holds (especially EM Pulse) on the waking Romulus Phalanx bots. As a non Fire/Rad superteam move, it's probably a Good Idea (save where mentioned above).
It especially works with EM Pulse on the big ring of Robots . . . and THEN Bonfire. -
Tanks are wonderful . . . as long as you understand and play your role. I have both an Invuln/Axe and Stone/Fire at 50, and it is very rare that they faceplant. Their role is to act almost like a controller whose control is aggro -- they pull the attention of the foes to themselves to protect their teammates. There is something special to the feeling of walking into a huge group of foes and taunting them to do their best . . . knowing that their best isn't good enough and you'll still be standing in the end.
Invuln is a great general purpose set. Good aggro with its toggle. It has heal in Dull Pain. Call Me Awesome has a great guide to help you take it to the softcap. It has a weakness to Psi, but that is manageable. It works great with any secondary.
Stone in Granite Armor is easily the most durable tank as soon as you take Granite at 32 and then can slot it up. It has huge amounts of both Defense and Resistance. But you pay a cost with reduced damage and recharge and a large penalty in movement. I recently was able to softcap mine to Smashing/Lethal in Rock Armor, which makes it much better as a damage dealer -- I can actually farm maps with mainly Smashing/Lethal foes. In Granite, I can handle pretty much anything in the game.
Shield is the new "darling" set. It is fairly easy to softcap to all three positions of Defense, plus you get a great Damage buff and a great offensive AoE power in Shield Charge. No self-heal and minimal Resistance, but it is very effective. (My Shield/Super Strength is level 39 currently.) If you want an offensive-minded tank, Shield/Fire is probably best.
If you want a tank who is pretty sturdy leveling up and easy to manage, try Willpower . . . but WP tanks are weak on aggro. It takes some work to get an hold the aggro for the team. I have a WP/Stone in the late 30s -- WP is a good set for a high endurance secondary, and good if you want to solo or play a Scranker.
Even better for a high endurance secondary is Ice Armor. No tank set is better at getting and keeping aggro than Ice. Plan on getting a lot of IO sets with typed Defense buffs, though. My Ice/Energy has been slowly leveling up since Issue 4, and is currently 43 -- unfortunately, the Energy Melee set is disappointing now-a-days with good but slow single target damage and minimal AoE damage. -
Quote:When giving advice to someone asking for it . . . I generally try to recommend the kind of build and powers that the majority of players prefer. If I have my own quirks or preferences (like Bonfire), I try to make it clear that it is my opinion which is not necessarily shared by everyone. Thus, if you have a specialized build that is designed for your playstyle, I think it is a good idea to explain your playstyle and the unique aspects of your build. And I try to assume that not everyone has billions and billions to spend getting tons of purples. It is wonderful if you can, but I don't assume that for someone asking for build help.To be honest I like Choking Cloud, in fact I like it a lot however, if like me you spend a lot of time on your fire/rad and, more to the point, a shedload of inf to get Indom Will perma, then Flashfire/Cages and cinders are always up when I need them. When I first dropped CC with a +rech heavy build I have to say that I didn't miss it, I'm sure if you are in fire/rad superteams then this would be a different matter, however I've not seen one of those in a long time. Plus the OP didn't mention superteaming iirc.
I have to agree with you re. the fighting pool too, however the OP wanted something with +def, I've never put it on my fire/rad before and depending on what i19 brings with incarnates will depend if this is a 'goer' or not.
I suspect the EF 'problem', which I do normally double +endred, will be offset with the incarnate system - assuming there is an 'endred ability' come i19 (which is what the OP wanted a build for.)
Re. STF - I suspect I've done it a more times than most, our best time, back in the day, was 27:09, most of the reason I don't tend to use bonfire is due purely to my loathing of KB, it's not a logical hate of bonfire in itself, I've just teamed with bad stormies too many times.
I suspect you have looked at my build and compaired it with your ideal, of which I am greatful, however this build was in response to the OP and therefore your vast knowledge and experience might also be well employed at the OP to both help in their request and to question the items like 'Why do you want lots of +def on a fire/rad'.
Like Choking Cloud? No - I love it, but fire/rad's can also do very well without it.
My Fire/Rads are kind of all-purpose builds . . . but I did not get the mega-expensive damage purples. I have some of the cheaper ones -- a few in Fire Cages (Chance for Hold) and Choking Cloud (4 hold ones) and a couple of the pet ones for Fire Imps. Without spending billions on them, my builds are very effective. I did not cap Defense or Recharge or anything else, and yet it provides a great combination of control and damage. I often don't need to even use Flashfire or Cinders, especially if there is a decent tank on the team . . . Tank goes first, then I hit Fire Cages and run in, pop Char on the one or two who aren't held while the foes roast. Tank can then run on to the next group while I clean up.
I understand the dislike for knockback -- misused, it can be very frustrating. For example, last night, I was on my Arrows Blaster doing an ITF. At one point there was a huge group gathered by the tank, ready for my Rain of Arrows. I pop Build Up and Aim, and then fire off Rain . . . just as somebody fired of a huge PB AoE knockback power, sending the huge group of foes out of my targetted area. Ugh. I have certainly teamed with Fire Controllers who misused Bonfire -- some try to lock down foes with Fire Cages to counter the knockback, but some always get missed. Bad Stormies are infamous for uncontrolled knockback. However, controlled knockback can be a wonderful tool.
To me, Bonfire is a situational power. I only use it where the knockback will be helpful or at least not a problem. It has a lot of strategic uses. The Towers are a great example of one of those situations. Throw it on the Tower, and it sends the Repairmen flying back while doing some DoT on the Tower. Another use in the same TF: Throw it on Dr. Aeon to knock back his spawned copies while the team beats on him -- it reduces the damage taken by teammates from the copies while doing some damage to Dr. Aeon. Another: Throw it on Lord Recluse to knock back his spawned minions. Several uses in the ITF and many other TFs. You can pretty much throw it on any AV or fixed item with knockback protection, or use it to block doors and hallways -- it is great to protect your back from ambushes. -
Quote:In my opinion, this build needs some work, too. I can't go all the way through it, but a few quick points:Here is my i19 Build. It's only a rough draft atm. Powers are not in the right order and i'm still not sure if i'll take indominate will or scorpion shield(atm i run with Scorpion Shield but get mezzed to often). I took Assault as filler.
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
Level 2: Radiation Infection -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg(23), DampS-ToHitDeb/Rchg/EndRdx(23), DampS-ToHitDeb(25), DampS-Rchg/EndRdx(25), LdyGrey-DefDeb/EndRdx(27)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod(7), Efficacy-Acc/Rchg(7), Efficacy-EndMod/EndRdx(9), Efficacy-EndMod/Acc(9)
Level 6: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(37)
Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Acc/Dmg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(34), M'Strk-Acc/EndRdx(34), EndRdx-I(34)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), GftotA-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(17), Stpfy-Stun/Rng(36)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21)
Level 20: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/Slow(40), TmpRdns-Acc/Dmg/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40)
Level 22: Super Jump -- Zephyr-ResKB(A)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(36)
Level 26: Mutation -- EnManip-EndMod/Rchg(A), EnManip-EndMod(42)
Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(43), EoCur-EndRdx/Hold(43)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
Level 32: Boxing -- Acc-I(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(42), GftotA-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(43)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Fire Imps -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(50), CmdPres-Acc/EndRdx(50), CmdPres-Acc/Dmg/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 1: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1484;746;1492;HEX;| |78DA8D944B4F135114C7EF745A4AE994B64079144AA53CCBA3C0CEC7C2441E894AB| |10261A53663196092D2363335D195A8D10041E5E163E55A8D2E14DD18BF824BDFB2| |3671E1173031F53C6E2DEE9CA4FFDFBDE79E73CFB9F7CC3479795C1362F5B850026| |359DDB6D363F95CD1CA67B386E54AEA4B6646B88510D18AB5EC9098342DA33C891D| |583F7169713131A32F987AD1CCE7D2132BA66DC3207832B76C5846AE98280FFCA93| |C6C3365E80B86652F9B851A9ACF160C63412B2F15CCDC928F2693E6D2721166AD13| |05339318CFAF9839BD98B7D2493D6380D845C3BAD20CA5C6E1775311F229A9E2B34| |3888870BC677C22383F12A62B7E4E710626A3227C9AD03EC548120E4D13D043A190| |924B79ED4053E34BC61EA1F905E31521FC8E9082085546A977C8E4BC4DA8DA64DC2| |5546F33B608B720C2C5A5B95C5B94BE669BB14308EC121AEE11BAEE13D640DD3297| |7B4550ED59C64F3A71C70F864DC68E0E42105AECE128D513A28D86020C27A0570CB| |90931F0F3B29FE21DA0508DB10E569FBC48DF0D0AADBDCA58E56AAF113AAF13EA60| |23BFDCC8CF35743236C01A949D0B72E7EAB873751F080DDCB959F0AB9709EB9FF21| |53C21F43E663C673C233441C210BB8BD03E5DF0595868923534FD53C30C585BD859| |69D97060A2F83A610E565AE5F5B672596D5C4F1BD7DACEAF57FF2F4AD19FA1E48D9| |03C223345F87ABB7E0BF45360252ACB8A8629B90AA69834C5B0BE889807ED9677D2| |CD797AF8327A38790F675D5385E8936DECE33C71EE5F9CFBD7CF4DFD0E1FFC804C3| |1C07E4EC89A90A1098E19AE6670CC30FB6D828EC85246BED01946BF32BE31F6096D| |CEBF1F96107CB0A9832695BF0C3029D2A4F08B14A978953C81CAF83F1E17FE51293| |2C110ED5675D0D4472677C5A4885374C4C1793A5B756545150FA940ED01617087B1| |4B78A395FD3C3335A07328299479947328E741940B38D2512EE23483A3D25BAD7C2| |8FF613CEB1194A328C7504278E64DF4747B41BC281A8A0FA516C58F1240A94709A3| |3C4229FD014A81EF9E| |-------------------------------------------------------------------|
Radiation Infection: You can save a lot of slots by using 3 Enzyme HOs in RI.
LR: The Tempered Readiness set's bonuses are too low to make slotting up LR worthwhile. Those slots can be put to better use.
Choking Cloud: I can't see your numbers, but I bet you don't have capped Hold. That is important to making a more effective use of the power.
Getting Mezzed is the biggest weakness of a Fire/Rad, which is why both of mine use Indomidible Will. If you could get your Defense up high enough, then Defense will help some (but not all) mez powers from hitting you -- but I go for IW instead.
PFF still shows up in Mids Builder, but it has been removed from the Mace PPP for Controllers in game and replaced with Focused Accuracy. If you were counting on it -- don't. -
Quote:This is a nice looking but very expensive build . . . It has one huge problem and a few smaller problems. The huge problem is NO CHOKING CLOUD, which I consider to be a key power for Fire/Rad. Choking Cloud works best if it is Frankenslotted to some degree as it needs Max Hold and max or nearly max EndRdx -- I think I have 4 Unbreakable Constraints, a common EndRdx and the Lockdown +2 Mag Proc for CC in one of my two level 50 Fire/Rads. (No access to the game or Mids right now.) The other one has three Unbreakable Constraints (Hold, Hold/EndRdx and the damage proc), the Lockdown proc, an EndRdx and another Hold/EndRdx from another set. I miss out on a few bonuses, but having the power slotted effectively is more important to me.I'm planning on using this build, maybe, come i19 it doesn't include the fitness pool or the planned incarnate ability, however there are slots free to go into Stamina and Health. Hope it helps.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Scari19endrng: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9)
Level 6: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(17), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(21)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(36)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 12: Flashfire -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(40)
Level 16: Enervating Field -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(40)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(34)
Level 22: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(23), Clrty-Stlth(23)
Level 24: Cinders -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(34)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- HO:Ribo(A), HO:Ribo(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(43)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-+Res(Pets)(37)
Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(40), HO:Enzym(43)
Level 38: Mutation -- RechRdx-I(A)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42), RechRdx-I(43)
Level 44: Mental Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Psionic Tornado -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Containment
Level 4: Ninja Run
While there are a few malcontents who don't like Choking Cloud on a Fire/Rad, the majority of experienced players consider Choking Cloud to be a key power for the build. If you are going to go anywhere near this expensive, you really should re-do the build to include Choking Cloud at 28.
Also, EF needs 2 EndRdx. Personally, I would take Bonfire over Mutation or several other powers you have. (I'm not a big fan of the Fighting Pool or Leadership, but that's personal choice.) Bonfire has many great uses in the end-game, including using it as a combo power under AVs to add a little damage while keeping other pesky foes away. There are all sorts of great places to use Bonfire in the Statesman's TF, for example -- it is wonderful on the Towers to knock back the Repairmen while adding some damage. Since the upper level TFs will become much more popular with Issue 19 and the Incarnate stuff, it is worth considering. -
Quote:Remember last year at Christmas, we got a bunch of free transfers. If you can hold out until then, you can move him to a lesser used server.Opening up a character slot on Virtue is more important then some level 50 I never play anymore.
I moved several of my 50s who get little to no playtime to servers where I don't spend as much time. I'm glad I kept them, and still pull them out from time to time. -
Quote:I thought Rosemary Harris did a nice job as Aunt May. She was a little too preachy, but that was the script, not the actress. Cliff Robertson was great casting as Uncle Ben, too. He has that natural ability to show a kind heart, and still feel like he is a common man. Of course, the absolute best casting in the Raime films was J.K Simmons as J. Jonah Jamison -- he was perfect.Let's not forget that Aunt May used to be a herald of Galactus, so she should certainly have aged better. Of course, having been the herald of Galactus is the only way to explain how she managed to survive enough heart attacks to kill even Galactus!
The woman was 90 in 1963 and, even with the Marvel Universe's distorted passage of time, almost 50 years later she's going to be REALLY old!
I liked the actress who played Aunt May in the Raimi movies. Except for having a healthier weight than her comic book counterpart, she channeled the character perfectly!
Gloria Stuart (RIP) would've been a great Aunt May! Barbara Billingsley (RIP
) would have been a fantastic Aunt May (and, c'mon, who wouldn't have wanted to see *her*?!)!
JUST SAY NO TO SALLY FIELD!
I'm not thrilled with Sally Field or Martin Sheen. They just don't feel right in the parts.
There were some things that the Raime films did right -- including the casting of many of the minor characters. I had no problem with the organic webs. It simplified the movie version of the story and avoided a complication that the core of the story simply didn't need. Most of the public would not know or care about the difference between the organic webs and the web shooters, and the organic webs allowed for a nice couple of scenes when they first showed up.
I did have a problem with Spidey (a) growing up too fast (b) not having enough wise-cracking. I always felt that the wisecracks are an important part of the character, and why nobody would ever think that meek, wimpy Peter Parker would ever be Spidey. You have a bright kid who always wanted to say things but never did because he would have gotten the snot beaten out of him by the bullies. Then he puts on a costume and becomes powerful . . . he finally has the chance to say all those things he always wanted to say.
I really hope they bring back J. K. Simmons. They should treat him like "Q" from the Bond films -- he should stay the constant. -
Quote:That question is pretty vague. An Earth/TA is probably the single best AoE controller in the game. It has pretty much every kind of AoE control other than Confuse, and often multiples.Hi, I'm looking for an AoE character which has many helds, traps etc.. with that in mind which is the better primary/secondary? Thanks.
If you are looking for damage, then Fire/Kin is certainly popular for good reason, but it is not that strong on AoE control. Fire/Kin is great for killing large numbers of low level foes, which is why it is popular among the folks who like to farm, but it is not as strong against tougher foes. -
I doubt you will find a newer Illusion/Sonic guide . . . Sonic in general and Ill/Sonic in particular is not very popular. I have taken Ill/Rad, Ill/Storm and Ill/TA all to 50, and I'm still working on Ill/Kin. I would go with Ill/Cold and Ill/Therm before Ill/Sonic.
Probably the best you can do is put together a current Illusion guide with the most recent Sonic guide and try to mesh them. -
Quote:The key is to take an educated guess at which of the foes will live longest, and use that one for your anchor. EF in particular can be cast quickly and provides a nice 22.5% Resistance Debuff -- helping the team kill everything faster. Pick an anchor in the front, and the debuffs act like a "Kill me first" sign. Pick the toughest boss, and many scrappers and tanks feel that it is there job to take out the toughest foes first, so that one goes down fast. Often the best choice is a Lieutenant near the back.I'm going to build a toon one day that has not much besides travel powers, just as utterly useless as I can make him, completely unsoloable.
But back to the point...with my fire/rad, I only probably use RI/EF a little less than half the time. When I'm soloing, I use it almost all the time, but it never stays up the entire duration of a fight, and is seldom worth trying to cast a second time.
When grouped, usually I'm about 2 steps behind the tank or whoever is herding, and regardless whether I paste RI/EF on a minion or a boss, the target is down before I get the 2nd power on, so kinda mostly pointless. GMs, AVs are the kind of targets where my debuffs really shine, but most groups I run with don't really notice the lack if I don't use them, or much benefit if I do.
And also too, I really wanna blow somebody up good, then mutate their sorry carcass into a killing machine, ya know!? *<8)
On fast-moving teams, I use EF on most groups, LR on large groups and save RI for really tough foes. Pick the right anchor and the debuff will be around for most of the battle. My Ill/Rad guide has some suggestions on choosing your anchor. -
Quote:This is one of the reasons that I strongly recommend max-slotting for Hold. The pulses are every 5 seconds. The unenhanced Hold at level 50 is 7.45 seconds. If you max slot for Hold (95%+), you will extend that Hold to almost 15 seconds . . . three pulses (actually very close to three pulses with the difference being minimal, and any set bonus extending Hold will put it over). Anything less, and you only extend it through only two pulses.At least the right posts got nuked this time.
As to the actual topic, my personal opinion is that the usefulness of choking cloud varies widely depending on your personal preferences and what other powers you've got to go along with it. If you prefer to avoid melee, then I wouldn't think the end cost worth it. But if you've got other PBAoEs (especially auras) or spend lots of time jumping in and out of melee, I'd definitely consider it.
One potential issue to watch out for is that, even though it doesn't take accuracy enhancements, it is *not* auto-hit and in fact only has base accuracy. Thus, if you actually want to use it you'll need to do something to ensure it can hit its targets. It doesn't accept accuracy enhancements, but anything that boosts your tohit (such as tactics or the kismet +6% tohit IO) will affect it. Also, although I haven't tested this myself, both accuracy set bonuses and multi-aspect hold set IOs with accuracy components *should* work.
Of course, that's an extra slotting burden on a power that already needs significant slotting, but that's just the kind of power it is - one that needs lots of slots. It can definitely be useful, though. (definitely consider the +2 mag proc, also)
Extending the Hold through three pulses means that you have a much higher chance of Choking Cloud being a "continual" hold -- which I see as the main purpose of the power as one of the two toggle holds in the game. If you start with some other kind of AoE control that keeps the foes occupied through several pulses, then your chances of hitting with the Hold increases over time. Add some global accuracy and that Lockdown +2 Mag proc, and the power becomes very effective. -
Yep -- Phantom Army and Phanty and his Decoy should be drawing the attention of the foes. Then use Deceive a lot on any foes who have much of a chance to do something to you, and they will do it to the other foes instead. And then there is Spectral Terror and RI that should keep you from getting hit.
My playstyle with Ill/Rad is not overly aggressive. Solo, I focus more on my safety first, then mostly single-target damage -- I take down one foe while the others are distracted. I can even handle ambushes that way too, by trying to have the ambush intercepted by PA and/or Spectral Terror. Anybody who gets through then gets hit with Deceive or Blind. That Malta Tip mish that most people hate because of all the ambushes? It is easy for my Ill/Rad.
If you are getting hit with a lot of holds and other things, it is probably because you are not setting up enough of your controls before attacking. -
Which is why my Fire/Rad controllers use Indomidible Will from the Psi APP to avoid most mezzes. Any controller who uses Choking Cloud as a significant part of its strategy should seriously consider taking Indomidible Will.
-
One other point or two:
Adding some Resistance to Rocky's already high resistance helps his survival. This is one place where the pet "Chance for Resistance" procs really shine. Added to the Ice Shields, and Rocky should be nearly unkillable.
Personally, I like to add some damage into Fossilize -- you may actually have to kill something, you know, with damage, sometime. One way to do it is to add two slots with an Acc/Dam Hami-O and a common Damage. There are lots of other ways, but it depends on whether you can spare the slots, how often you use the power and the kind of teams you play on. -
City of Data, part of the Red Tomax portion of the CoH Titan Network, is made for questions like this.
Brute Weave has 3.75% defense for an endurance cost of .1625 per half second.
Brute Combat Jumping has 1.875% Defense for an endurance cost of .0325 per half second. -
Quote:You jumped in the bath???Okay my son is watching Elmo until I get his bath ready, so I jumped in real quick. Don't judge me...
Quote:Indeed, I did not have them toggled, I just had a moment apparently. I am showing 39.5%
And now that I've embarrassed myself completely I will sulk away and find a Steadfast 3% at lunch. Thanks for the heads up guys!
Elmo say . . . "Toggles Good!"