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Quote:This is a very friendly community and we like to encourage new players. We see them as soon-to-be friends. You will run into an occasional bonehead, however. Feel free to come to the forums with questions, and most of the answers will be helpful. If you have questions about a specific Archtype, you may want to put that question into the AT-specific forum. In addition to the wonderful Paragonwiki and Mentor project that have already been mentioned, there are a lot of good guides in the Player Guides section. Some of the older ones are out of date, however.Hi guys, brand new player playing since yesterday. Just got a couple of quick questions that I thought someone may be able to help me with if that's ok?
Quote:Missions: Sometimes the locations of objectives seem very vague at best, not sure if i need to be in the underground or up top when I accept some of them and often don't have a marker or anything I can identify. Mission text doesn't seem to help much and I am just wondering if I am experiencing "Blonde" moments or is this the norm?
Quote:Enhancements: Seem to buy them in stacks of five. Are these splittable into smaller stacks or do I just put five into a slot and then move to the next slot for others? I recall reading somewhere on here that any more than three of any particular enhancement eventuates in diminishing returns and I don't want to waste them if possible. (again, this could be another blonde moment, not sure)
There is also a way to combine enhancements of the same type to extend their life. However, most of the time, it is better to sell than combine.
Dual Origin Enhancements (DOs) are twice the value of TOs, so they are often worth buying, starting at level 12. If you get short on Inf. (money), you can go to the market and "play the market" to get easy money -- You can buy salvage and some recipes for far less than they sell for at the vendor. It takes some running back and forth, but it is a no-risk way to make some Inf.
Hitting Level 22 means a huge improvement to your character because you can slot Single Origin enhancments (SOs). This is where the "no more than three" comes into effect. SOs are twice the value of DOs. You can only slot the type of SO that matches your origin (Magic, Mutant, Natural, Science or Tech), so you have to locate the vendor/store selling your type. Read up on some of the guides for recommendations on how to slot your powers -- or ask questions here.
Invention Origin enhancements (IOs) are pretty complex -- you can read up on them in Paragonwiki and the guides. It is a good idea to get to understand how the common types of enhancements work before messing with IOs. You can easily wait on IOs until level 32, and using them is entirely optional.
Quote:Mastermind: From what I have read I only get three pets at different level tiers, (got two at the moment) and was wondering why i see videos of people with like ten or more pets? Is this a third blonde experience I am having or am I yet to discover what goes on here regarding pets? (MM Necro in case anyone is wondering)
Quote:Alliances: I am currently betraying the PDD for the Resistance and are doing missions for the resistance. Why is it that I can beat the tar out of both factions if I feel like it? I thought I would just breeze past whoever I was aligned with and that they would be friendly but both seem capable of attacking at random. Is this because i am tricking one side, (the PDD) and doing resistance missions or am I just being blonde for the fourth time?
Quote:Lastly: What a great game! Why didn't I pick this up ages ago? Blonde moment again perhaps hehe? Just hoping some of you folks may be able to help here as I have to admit that this is one damn fine game and I really want to be as competent as I can and enjoy teaming up with some of you at some point. Any help appreciated guys and a big ol' thanks in advance to anyone who can help me in my quest to become "not so blonde'.
Oh and no offense to anyone who is blonde, I just have a sick sense of humor.
Oh, and in this game, instead of saying "not so blonde," you can say "not so Fusionette." She is an NPC who is famous for not being very bright. (If you start a character in Paragon City, you should run the missions in Faultline starting at level 15 to get an introduction to Fusionette. She shows up again later on.) -
Quote:I don't recommend Choking Cloud on an Illusion/Radiation. See my Ill/Rad guide for why. The guide discusses the power in detail and explains why I think it is not a good fit -- In my opinion, Ill/Rad is better played at range.I was reading this post to decide whether or not to take Choking Cloud on my ill/rad, . . .
However, there are a few folks who disagree and like it on their Ill/Rad. And I don't claim to know more than them . . . -
I'm not a Fire/Kin farmer (I have a Fire/Kin, but like my Fire/Rad better), but I see one significant problem with your build . . .
You can't have two sets of Gravitational Anchor. It is a unique purple set. You can only use one of each enhancement per build. Besides, if you are trying to soft-cap, you will want Enfeebled Operation for the Defense.
Most folks, and especially the farmers, use the Earth APP. Fissure is a fast-recharging short-range AoE damage power with some stun, so it really fits with a Fire/Kin. The Stone Armor is ugly, but provides good Smash/Lethal Defense. Seismic Smash is a great single target attack with a built in hold, so it help you take out tougher targets. And Earth's Embrace can help with your survival.
Also, I think most folks would disagree with the advice about getting rid of the Imps. -
Well, your power selection is fine, but the slotting needs work. Compare the slotting in my guide to yours in Blind, AM, Deceive, Superior Invis, Phantom Army (a little off), RI, EF (reduce one slot), LR, Phantasm, Fire Blast. You may need to take some slots out of Fire Shield and LR to get the Recharge you need.
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Conceptually, MA/SR just go together as your classic martial artist hero. (I have one named "Kickyer S".) It may not be the most effective build, but it is just a lot of fun.
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There are quite a few improvements you could make to this build. Take a look at my Illusion/Radiation Guide, linked in my sig. Rather than re-doing your build, take a look at mine. I have my current Perma-PA build HERE, listed as the first of the two builds. For I-19, just swap in Mutation, Recall Friend and Rise of the Phoenix.
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Quote:Not weaker, just different.Every thing on Villains just seems like a weaker version of heroes. lol not as strong as a blaster. Not as tuff as a tank. Know what i mean. I was thinking maybe a brute.
Brutes are halfway between scrappers and Tanks -- kind of. Building fury encourages a go-Go-GO style.
Corrupters are bass-ackwards Defenders -- more damage, less debuff. Better solo than Defenders. In some ways like Blasters but with survival tools. A team of Fire/Dark Corrupters can do an obscene amount of AoE damage.
Dominators are what folks who play an aggressive style with Controllers want to be -- control + damage, but missing out on the buffs/Debuffs.
Stalkers are sneaky melee blasters -- they die a lot in larger groups, but can do a lot of damage. Stalkers can be played with a kind of "minimalist" style, focusing in on mission objectives rather than "kill lots of foes."
And Masterminds are unique pet wranglers. Some people find them boring. My first level 50 Villain (after quite a few level 50 heroes) was my Thugs/Dark, who was really easy to solo. I tended to be more of a fight manager than a fighter.
If you play solo a lot, I suggest try the MM or the Brute first. Corrupters and Doms for teams. I prefer my Stalkers on teams, too, but they can solo if they are careful. -
Probably the best way to avoid the locked-running-forward problem is to not use the 1-2 combo mouse buttons for forward movement. Just use the keys on the keyboard. (Personally, I use the "w" key for forward movement, and then hold the right mouse button down so that I can use mouse movements for turning. I find that I can be more precise that way.)
(I have kids who play, too.) -
Quote:Concept wins over practicality, most of the time. And yes, I agree that Power Boost does a lot more for Empathy than Rad. I actually had the Primal APP set on my Ill/Rad for quite a while, and found that Power Boost had limited benefits. Yes, PB'd EM Pulse is great, but I just don't use EM Pulse all that much. I generally stay at range, use PA and ST for my ranged control and use my ranged attack chain.I took Primal Forces with my Ill/Empathy for Power Boost, and because the appearance of the blast is consistent with the rest of the set (it's like Phantasm's). While I'm usually a straight-up min-maxer, for some reason I can't force myself to take powers that just have the totally wrong feel for a character, just because they have better numbers.
Power Boost probably helps Empathy more than it does Rad, but a power-boosted EM Pulse should be awesome.
I have an elemental-themed Earth/Storm that does have Fire Mastery, and has a lot of synergy with Earth/Storm. -
You might want to consider changing to the Fire APP. Fire Blast does more damage (DoT) than primal and activates faster. Fireball is a targetted AoE rather than a cone . . . no need to get in just the right position. The other powers in the set have some nice utility, but if you are only keeping the Blast and Cone from Primal, then Fire is probably better.
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On my Ill/Rad build, I am definitely taking Recall Friend and probably Mutation. The last spot I haven't decided on yet. Leveling up, I had Recall Friend for stealthing missions, and I really miss it. Mutation is another team-friendly power that is nice to have, although it is needed less now than a while ago.
From your description of powers, it sounds as though you may not have all that many of the APP powers. You may want to look at those. If you don't have it, the single target blast can be a huge contributer to your overall damage. (I currently have Fire Blast, Fireball and Fire Shield.)
Since I have the Fire APP, I have considered both Consume and Rise of the Phoenix. RotP is the only self-rez available for Controllers, and can easily be limited to one slot. I really don't faceplant very often, but the RotP graphic is pretty cool.
I can't go with Leadership because I already have Hasten, Hover&Fly, Combat Jumping and (plan to get) Recall Friend, so I'm out of Power Pools -- to go with Leadership, I would have to trade out Combat Jumping (which holds a LotG Recharge) for Group Invis, and then I could take Leadership. I would probably go with Assault for more damage since I already have perma-PA.
Another option is to add in Group Invis. It can hold another LotG Recharge -- I don't really need it but more recharge doesn't hurt -- and, of course, it would allow me to invis the team. Another advantage of GI would be to save endurance for those tough fights -- I could hit GI at the start of the fight and then turn off SI to save the endurance. By the time GI runs out, everything except maybe the AV is dead. My endurance Recovery is very good, but for tough fights, running SI, EF, RI, CJ and Fire Shield while firing off my fast attack chain of Blind-SW-Blast-SW can slowly nibble on my blue bar. Cutting out SI might help there. -
Quote:Actually, to say that Fire/Rad, Ice/Rad and Elec/Rad controllers are not supposed to play in melee when all three have melee powers in their primary? That is flat out wrong. Je_saist may prefer to stay out of melee, but those three each have a specific power for staying in melee. Conductive Aura is useless if you don't stay in melee long enough to drain endurance. Hot Feet's damage is minimal unless you stay in melee long enough to toast those feet for a while. And Arctic Air will result in aggro to the controller unless foes stay in the area.Saist's not always wrong. He's not in this case, either. He makes a valid point that likely fits well with his favored playstyle and experience with the game.
He IS giving out his personal preferences as if it were undisputed fact, but that's just the way some people are. Especially people on the internet. (You can't tell me you haven't seen a dozen people who talk that way on every forum you've ever visited?)
And come on, there are worse ways to slot Choking Cloud than as a mule for the Basilisk's Gaze set.
And I don't use the Baz Gaze set in CC. And I don't generally use mules -- but that is a personal preference. I prefer to take effective powers that will actually do something. If I'm not going to USE Choking Cloud, I won't take it. If I really want a mule, I'll take something for a single LotG Recharge for the same amount of Recharge -- at least Combat Jumping or Hover have some use. -
I suppose. It kind of reminds me of Mohinder on Heroes. His superpower was "always choose wrong."
I find it kind of sad, since je_saist seems to put such good effort into giving answers that seem to usually have something significantly wrong in them. Sometimes I wonder if he/she does it on purpose. -
Quote:<Sigh>erg. My head actually hurts on this question.
Okay, first thing, Choking Cloud is in the Radiation Emission Powerset. It is a toggle point-blank-area of effect power. The stats of the power are identical across all three archtypes that can get it: Defender, Controller, and Corruptor. The pertinent stats are:- 15ft radius / 30ft diameter
- 50% chance for 2mag hold
- 80% chance for 1mag hold
Second of all, it's a constant PBAOE toggle. That means that it works like an attack armor. Any enemy that gets within PBAOE / Melee. The reason why it is only chance for hold is because the archtypes that get the power are not supposed to fight in melee range. Let me repeat that, and bolded.
The Archtypes that have access to Choking Cloud are not Supposed to be Fighting in Melee Range.
Choking cloud, as a power, is designed to give those archtypes who have enemies enter melee range a chance for the avatar to leave melee range.
Now, is the power worth getting? Well, considering that the Basilisk's Gaze has a 7.5% recharge buff with only 4 slots, and Choking Cloud gives you a platform to put this set on, and it can save your hide when an enemy closes up, then yes, Choking Cloud is probably worth getting.
If you don't spend a lot of time in melee range, as most controllers, corruptors, and defenders should be doing, then you likely will not really miss the power in a regular course of play.
The assertion that all Controllers are not supposed to be in melee is just plain WRONG. Fire/Rads, Ice/Rads or Electric/Rads all have other melee powers showing that the character is supposed to be in melee and STAY in melee. For example, Hot Feet would be otherwise useless. The "afraid" component in Hot Feet and Arctic Air combines with the Slow to act as another form of damage mitigation. Others can certainly fight in melee, too.
Choking Cloud allows characters to HOLD foes in melee range. This bovine fecal matter about being designed to allow the character to get out of melee range is just wrong. CC stacks with other powers to allow the foes to be controlled and defeated. While I personally prefer to stack CC with another form of control or debuff, lots of folks feel Choking Cloud is effective even without the secondary PB AoE aura -- they take it and actually use it.
I agree that if you stay out of melee, Choking Cloud is not worth taking (duh!), but the bolded, colored and intalicized statement above is wrong. -
Choking Cloud is kind of a complicated subject. Pulses happen every 5 seconds. For each pulse, there is an 80% chance of a Mag 1 hold, and a 50% chance of a Mag 2 hold, and the two holds stack. That means that on each pulse you have:
10% of no hold
40% of Mag 1 (mostly worthless, unless you can stack it with another hold)
10% of Mag 2 (holds Minions)
40% of Mag 3 (holds Minions and Lieutenants)
My Illusion/Radiation guide discusses the mechanics of the power. It needs max slotting for Hold to extend the Hold past 2 more pulses and increase your chance or extending the hold. Then it needs max or near max slotting for EndRdx. If you can fit it in, the Lockdown +2 Mag proc makes a big difference since it further stacks mag. One nice thing about CC is that since there is such a high chance of having at least a Mag 1 hold apply, you can usually hold bosses with one application of a single-target hold that stacks a Mag 3 hold with the one-or-more mag of CC.
Personally, I think Choking Cloud is great if you can stack it with another PB AoE power like Hot Feet, Arctic Air or Conductive Aura. It also needs some kind of initial AoE control to give time for the pulses to hit. But for the right characters, it turns characters with stacked control into a walking continual control circle. I think it works great for Fire/Rad, Ice/Rad and Electric/Rad controllers.
But for characters who can't stack something with CC, it is not worth the endurance cost. -
Quote:The Contagious Confusion Proc turns single target confuse powers like Illusion's Deceive and Mind's Confuse into periodic AoE confuse powers -- making them much better to use for every battle. It is really fun to try to stack Confuse or Deceive on an AV, and hit all his minions around him with the proc so that they start attacking him (or her).Someone steered me onto the Coercive Persuasion: Contagious Confusion proc, and I love it on my Ill/TA. As has been stated, purple procs are generally nice.
But even better -- put it in Ice's Arctic Air. It seems to almost double the effectiveness of Arctic Air, since the duration of the proc's confuse is longer than the power's confuse. Sadly, the AoE of World of Confusion is just too small.
I'm really looking forward to trying it in Electric's Synaptic Overload. -
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Quote:You have a build you like, right? So leave that one alone, and use your SECOND build to experiment with IO sets and types of slotting. That way, even if you mess it up, you still have your favorite primary build.After I came home tonight I went looking around WW and browsing the sets and such.
It occured to me that I haven't done a solo mish with that tank in a while....
so I went ahead and got the Dark Watcher's mish in the RWZ (at +2 x4) to refresh my recollection on what made this tank tick in the first place
In the mish vs. all those Nemesis Colonels (with Warhulk bosses and stuff too) it was a friggin breeze.
My green and blue bars barely moved the whole time.
Next mish in the arc I upped the diff to (+3 x5) and it went well.
Would have been even better if I weren't so dang tired.
Gonna sleep on it and see how my mind untangles this mystery before me in the regards of slotting, sets and what not.
Mucho confused right now.... but in a good way
Spend some time with Mid's builder to see how IO sets and Frankenslotting can improve your character. One example: you have a defense power currently slotted with 3 Defense IOs and one EndRdx IO. That's good slotting with capped Defense and good EndRdx.
Now replace it with 4 Gift of the Ancient: Defense, Defense/EndRdx, Defense/Increased Run Speed and Defense/EndRdx/Rech. Now you get capped Defense, good EndRdx plus some added Recovery, a small increase in Endurance and a small increase in run speed. On its own, those bonuses are not much, but when you stack those bonuses with others, it all adds up to a significant improvement to your character.
In some cases, certain powers can benefit from a mix of enhancements because one set doesn't have everything that power needs. One example is Hot Feet from Fire Control -- it uses a lot of endurance, so you want as much EndRdx as you can get. It is a damage power, so you want as much damage as you can get. It needs at least some accuracy. It can also slow foes, causing them to stay in its area to take more damage. Standard SO or common IO slotting is 3 EndRdx, 1 Acc, 2 Damage. Unfortunately, you get less than full damage, not really enough accuracy and no Slow. You'd need 10-12 slots to get all that.
With Frankenslotting, you can get a lot of that. Scirocco's Dam/EndRdx and Acc/Dam/EndRdx; Tempered Readiness Dam/Slow and Slow/EndRdx/Rech; a Acc/Dam (Nucleous) Hami-O and a common EndRdx gets you capped EndRdx and Damage, good Accuracy and some Slow. Plus a couple of small bonuses.
It takes some experimenting (in Mids) to see what works. Not sure? Feel free to come here to the forums and post what you are considering, and some of the helpful people here will make suggestions. -
Quote:It takes some practice, but you can learn the range of aggro for your Fire Imps, and use that as an invisible leash. Sometimes, you can pull foes around a corner to avoid having the imps aggro another group.I have switched our strategy a little and we're doing more of this, being in melee, kinda makes fistful a little useless at times but the other two AOE's do just fine and with the fireball (concept, I want fire) I'll get later it will help.
Problem is, the little guys like to chase runners and start in new groups, ouch, I wish cages would hold them too
Controller pets are like your Cat, it doesn't really care about what you want or where you want it, as long as you feed it (or bring it into being like Fire Imps)
MM Pets are like a well trained Dog.
One important quesiton. Do you or either of your buddies have Tactics? Tactics includes a Perception buff that actually increases the aggro range of Fire Imps, causing them to run around in a wider area.
Quote:Did the dev's every explain why as a CONTROLLER I don't have even rudimentary CONTROL over my pets? I can stop a group of mobs cold, but my pets do as they please. WTH?
I can imagine how amazingly powerful an Earth Controller would become if you could micro-manage Rocky. He would be able to aggro and lead foes into the patch AoE controls that Earth has. That would be overpowered. -
Jump around your workplace playing air guitar. All Day. With no music.
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You don't see many because most folks who want a low damage-high control controller are playing Elec/Rad right now.
Yes, it is a viable build, but very, very low damage. Great to combine Arctic Air with Choking Cloud for great PB AoE control for a team. -
Quote:As PJFry said, with two Empathy Defenders buffing you, you could easily be the aggro magnet and tank in melee. Follow the strategy I outlined, run into melee and pan-fry the foes while your buddies keep you buffed and healed. Hot Feet + Choking Cloud will provide a huge benefit. A Fire Controller's main benefit is that AoE damage, and you get most of it from Hot Feet. Remember that it gets Containment's double damage 75% of the time if the foes are held, stunned or Immobilized -- which should be most of the time.I'm afraid to mention at this point that I don't have Hot Feet either, I hope your head doesn't explode (or your monitor cause you bashed your head into it
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You see, I'm running in a team that has 2 emps and they play mostly at range and since we're a dedicated Trio I didn't take either of those two powers, I most likly will get one of them, the Emp's are going with the dark pool and will get oppressive gloom which kinda does the same thing.
And as PJ said, Ling Rad's -Recharge can provide a nice benefit by reducing the damage you take. EF will also reduce that damage while buffing your own. You'll only need RI for when the Stun in Flashfire runs out. -
Quote:Thanks everyone, thats EXACTLY the kind of responses I was looking/hoping for!!!
It would have been like lvl 30 I would have realized why/what the differences are and then been frustrated w/the time spent. I do happen to have a TA/archer defender so I dont believe I'll go w/that since I just LOVE playing that toon and dont wish to take anything away from her w/basically an alt to her in a manner of speaking.
I'm fascinated w/the Illusion controller so I'll stick w/that and see what kinda fun it provides. I guess I'll try kinetics in a different supportive set to see if I can build it past my normal 30 mark and continue w/a Ill/rad and see what all the hub-bub is about.
Thanks for the responses again, very helpful.
SaraSparks
Just be aware that Kinetics does not get its key powers, Transference and Fulcrum Shift, until levels 35 and 38. It is a very late-blooming set. Another reason for Rad's popularity is that most of the great Rad powers come early.
The basics of an Illusion Controller: Take Blind, Spectral Wounds and Deceive as your first three powers. Choose between Superior Invis (toggle invis with high endurance cost) or Group Invis (clickable group Invis that won't actually be able to made permanent untill level 22 and SOs), but not both unless you need to for a special build (those who take both use GI as a set mule). Most people take SI. Phantom Army at 18 -- Spectral Terror at 26. PA should be slotted with 3 recharge first, then Damage and some accuracy. My Ill/Rad guide can give you a suggested build for an Ill/Rad, both leveling up and final. -
If you are looking for information on Illusion/Radiation, take a look at my guide -- the link is in my sig.
Phantom Army is the most important power in Illusion. (Others in this thread were calling them "Illusions," but the proper name is Phantom Army or PA.) You want PA to recharge as fast as possible to get them out as much as you can. Unlike other pets, PA cannot be buffed by anything other than enhancements in the slots of the power, so only Defense Debuffs will make them hit more often, and only Resistance Debuffs will make them do more damage.
Kinetics has Recharge buffs in Siphon Speed -- you have to siphon off of a foe, but you can stack the Recharge. However, Kinetics does NOT have any Resistance or Defense Debuffs. Radiation is the only secondary that has BOTH a recharge buff (in Accelerate Metabolism) and the Defense and Resistance Debuffs to make PA more effective. That is one of the reasons Ill/Rad is so popular and so good.
Also, Kinetics tends to want to stay in melee, while the Illusion set is best played at range. Why? Phantasm has a habit of knocking back foes. It is very frustrating to line up a foe for a Transfusion or Transference, only to have Phanty knock that foe out of range just as the power goes off.
There is no question that the team buffs in Kinetics are powerful. But if you are talking synergy with Illusion, no secondary has better synergy than Radiation.
You don't have to go with an expensive Perma-PA build . . . an Ill/Rad is very good even without a min/max build. That is just the forum people talking.Quote:That is not true. The majority of Ill/Rads never make it there. It takes a fair amount of extra Recharge to make a Perma-PA build, and that tends to be expensive or take a long investment in time."Almost all ill/rads work towards perma-AM/Hasten anyway."
Illusion is such a good set that it actually works well with ALL secondaries. There is no bad choice. Ill/Rad is my favorite, but after that, I like Ill/Storm and Ill/TA. Both of those sets have good Debuffs, but do not have the Recharge buff. I have both Ill/Storm and Ill/TA at 50, as well as my two Ill/Rads. Illusion/Cold is supposed to have very strong debuffs for tough single foes -- I haven't played one yet, so I have no personal experience.
Kinetics is a great secondary, as long as you like to click a lot. It still works great with Illusion if that's what you want to play. -
No Choking Cloud yet? Hmm. In my opinion, a Fire/Rad Controller is the best single build to take advantage of Choking Cloud. CC adds Containment to foes in Hot Feet and keep you mostly safe -- better than Fire Cages alone. With AM and good slotting, you can handle the endurance cost.
The basics of a Fire/Rad in the mid to late 30's (in my opinion -- I have taken 2 of them to 50, but others do it differently):
Slot Hot Feet for max Damage and Endrdx and some Accuacy. Slot Choking Cloud for max Hold and Endrdx. Use Frankenslotting, as you'll get the most that way. From range, you use Flashfire + Fire Cages as a ranged Hold, then run in with the Imps trailing behind. While you stand in the group and CC's hold slowly takes catches on, you use Char to hold Bosses, foes who can't be Immobed (like the wolves) and anyone who breaks out of Choking Cloud's Hold. Hot Feet chips away at their health while the Imps attack. Apply heals as needed. Use EF for tough targets, but watch out for your endurance. Your Defender friends can debuff and blast from range while you control and do damage in melee. Wolves can be stunned and Held -- your Defender buddies should mostly focus on taking them out since they resist Immob.
If you have a decent tank, you have another option: let the tank grab aggro, then hit the foes with Fire Cages and RI, then run in with HF+CC+Imps. Hit Cinders if needed. Without the tank, you can quickly run in and hit Cinders, then Fire Cages and RI when FF is recharging.