Local_Man

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  1. Local_Man

    Elec/Therm help

    Quote:
    Originally Posted by Wiccania View Post
    No Forge: You do an extreme disservice to any team you join by not having this power.

    Also I believe it should be a crime to pass on Seismic Smash no matter what kind of character you are. However the ability to stack Hold Mag with another attack that is high damage to boot should be a no brainer for any Controller.
    This is why blanket statements are always wrong. (Irony intended.) Many controllers are better staying out of melee. Many controllers don't need that hard-hitting single target and need other things out of their APP set more than a single-target melee attack.

    For example, my Illusion/Radiation does fine with his ranged Blind-Spectral Wounds-Fire Blast-Spectral Wounds damage chain, allowing him to stay at range. Seismic Smash recharges far too slow for that chain, and I don't need the extra hold -- I have Phantom Army to draw aggro.

    I'll challenge you . . . Take your build with the Earth APP on an Ill/Rad and I'll take mine with the Fire APP. We'll see who (a) kills faster and (b) survives longer.

    On my Fire/Rads, they needed mez protection more than anything else. Indomidible Will was the clear answer. Another example of not taking Seismic Smash.

    Mind Controllers can substantially improve their AoE controls with Power Boost. */Storm Controllers often need a power that will help them recover endurance, which the Earth APP does not have.
  2. Quote:
    Originally Posted by Fugly_Man View Post
    Hey All,

    I just got my Fire/Rad controller to level 33 and got my Imps and some slots into them, problem is, they die...ALOT. I usually lead with Flashfire then Cages then burning them down and use RI and EM but they still die alot.

    Anyway to slot them so they will survive more?
    Fire/Rad is a bit different than Fire/Kin -- the focus is different. At 33, yes, your imps will die a lot. The way you deal with this is:

    (a) get your Choking Cloud slotted up fully. Once you max slot for Hold, the imps will take a lot fewer hits. See if you can get that Lockdown +2 Mag proc in there AFTER you have max slotted for Hold. (and max or near max EndRdx)

    (b) Slot up for more Recharge, both globally and in the Imps power. That will allow you to use the Flashfire/Fire Cages combo more often. At level 50, it really, really helps to put the purple "Chance for Hold" proc in Fire Cages. I tend to slot the Imps in the same way as Phantom Army (4 Expediant Reinforcement, 2 triples from Call to Arms or Dam/Rech and Chance for Build Up from Soulbound at 50). That way, even when they die, I can cast them more often.

    I find that the procs that offer Resistance and Defense for Imps have minimal effect for a Fire/Rad. I would take them with a secondary that had buffs for the Imps (Cold and FF for Defense, Therm and Sonic for Resistance), but to me is seems that the Imps run out of range too much to use a slot on it. Recharge lets me re-cast them often.

    (c) use Cinders when FF+FC is recharging.

    (d) If you use Fire Cages and follow with RI, even if Flashfire isn't up, then the foes have less chance to hit the Imps, while the Imps have more chance to hit the foes. (However, RI takes a while to cast, so this should be used only when it is needed.) Casting EF will help the Imps kill faster while reducing the damage they take.

    (e) I like to use Super Speed for travel for several reasons, including this one -- with Choking Cloud+Hot Feet, it takes a second or two (or 4) for the combination of the powers to take effect. If I run in a lot faster than the Imps, then by the time the imps get there, the foes have little or no time to hit them. It is only a second or so, but it seems to make a difference.
  3. I think you just need to make sure that the toggle on Hasten and AM are on, so that Mid's shows the effect of the powers. Look at the bars for Hasten and AM -- is there a green dot at the end?

    I made a few minor changes that will increase your damage in Blind and PA, and your accuracy in Flash.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Test Build Troller: Level 50 Mutation Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Primal Forces Mastery
    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(39)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(29)
    Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Nucle(9), Dmg-I(43)
    Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(27)
    Level 6: Recall Friend -- RechRdx-I(A)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(17), RedFtn-EndRdx(31)
    Level 10: Hover -- LkGmblr-Rchg+(A)
    Level 12: Swift -- Flight-I(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(37)
    Level 22: Radiation Infection -- HO:Enzym(A), HO:Enzym(25), HO:Enzym(25)
    Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
    Level 26: Lingering Radiation -- Acc-I(A)
    Level 28: Flash -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(34), G'Wdw-Acc/EndRdx(50)
    Level 30: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
    Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(36), S'bndAl-Dmg(37)
    Level 35: Spectral Terror -- U'spkT-Acc/Fear/Rchg(A), U'spkT-Acc/Rchg(36), U'spkT-EndRdx/Fear(36), U'spkT-Stun%(46), U'spkT-Fear/Rng(46)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(50)
    Level 44: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 0: Ninja Run
  4. I actually did mention the Apocalypse set but did not recommend it because it is not needed. Both the Apocalypse Ranged Damage and Ragnarok Targetted AoE damage purple sets certainly can be used, and both have 10% Recharge and lots of other nice bonuses. Both have more recharge than the usual sets, Decimation (for ranged damage) and Posi Blast (for Targetted AoE Damage). The cheaper sets have 6.25% Recharge. You don't need those purple sets for a basic Perma-PA build and they are very, very expensive.

    I discussed the use of the Coersive Persuasion set because it is reasonably priced and fairly easy to get. I figured most folks who can afford those extremely expensive purple sets already know enough about the game to figure out the details. If you already have a set, by all means use it. If you really, really want to get a set, have fun. By using the Coersive Persuasion set in Deceive and the Unspeakable Terror set in Spectral Terror, you don't go over the "Rule of 5."

    Don't forget that with I-19, you get inherent Fitness. That means you will get three powers extra that you can take, but no extra slots.
  5. Pretty much all your questions will be answered by reading my Illusion/Radiation Guide, linked in my sig.

    You can get an effective Perma-PA build with only the purple confuse set (Coersive Persuasion). Actually, you can get by without that, too, but that set makes it much easier. On my Perma-PA build (which is about 3/4 the way down in the thread after the guide), I only used 5 from the Confuse set and 2 from the Pet set -- and those two could have been skipped. And the big advantage is that the Confuse set and the Pet purples are a lot cheaper than most purple IOs.

    You will need at least 3 Luck of the Gambler +7.5% Recharge IOs. Those are expensive, but you can avoid having to buy them by spending some time earning Alignment Merits -- it takes two to buy a LotG Recharge. It will take you twelve days of doing 5 Hero Tip Missions the first day, and then 5 Hero Tips followed by a Morality Mission. (Actually, it might take Eight Days if you haven't already done the first Morality Mission -- you get 50 merits the first time.)

    Take a look at my guide -- it really has all the information you need in one place. (That's why I wrote it -- so I didn't have to keep giving the same advice over and over.) The guide is current except it does not include the I-18 changes of being able to earn A-Merits and the ability to switch sided to have access to the Villain PPP instead of the APP sets. However, I think the APP sets are actually better for this build.

    After you look at the guide, you can try to make up a build and post it here. We'll be happy to make other suggestions.
  6. Quote:
    Originally Posted by Robert_B View Post
    Hey All,

    Now I know there are like a billion Fire/Kin farmer builds but has anyone done it for a Fire/Rad? Can this toon even farm?

    If someone could post one I would really appricate it.

    Thank you.

    -Rb
    Yes, you can farm with a Fire/Rad, but it is slower than a Fire/Kin. My Fire/Rads are not "built" for farming, but can do it with relative ease. Build for Recharge, Recovery. I have thought about a Defense build, but never bothered. Some key procs make a difference: "Chance for Hold" from the purple Immob set and one or two damage procs in Fire Cages; Lockdown +2 Mag in Choking Cloud, and I like the chance for Smashing from the purple Hold set, too. I like to build the Imps for high recharge so that they can be cast often when one or two die.
  7. Overall, pretty good -- I see what your goals were. A couple of things concern me. Your accuracy in Flash is low. You need more Accuracy more than Recharge in that power. Remember it has a 20% accuracy penalty. You could change the Lockdown to an Acc/Mez Hami-O, or at least something from a set with accuracy.

    Enervating Field really needs a second EndRdx. I suggest pulling the Lockdown out of EM Pulse for that.

    Your Damage in Phantasm is low. However, slots are in short suppy to keep the bonuses you want. The only other slot I see that's optional is the Achilles Heel in RI, which is boosting overall damage. It depends on how much you use each power, but I would probably move that slot to Phantasm for a common Damage.

    Personally, I would take Recall Friend over Air Sup unless you mainly solo, but that's a playstyle choice. But since you have Mutation, I would guess that this will be a team character sometimes. Recall Friend allows you to be an effective team spy, and to pull teammates out of trouble.
  8. Local_Man

    ill/rad build

    Quote:
    Originally Posted by SM123 View Post
    you see i guess im just being overly cautious on my end usage, i dont have my ill/rad made yet, its only level one so i guess ill see what the end is like. thank you for help, i would really like if either of you added me global to talk about this further, @mattmaxim
    Ah . . . that's why I asked for your level earlier.

    Before you worry about an end-game build, you need to play the character for a while. You may not feel you need or want a Perma-PA build. You may decide that you prefer a different kind of playstyle.

    My guide includes suggestions for leveling up and low-level strategies. Try that out, and then see what you like and what you don't like.
  9. Local_Man

    Christmas Gift

    Quote:
    Originally Posted by Frost View Post
    I'm going to go out on a limb here and say what killed that was all the GM petitions from people who logged out while in the water before they froze the lakes
    We didn't have the /stuck command back then. Maybe that would work.
  10. You might want to take a look at CityBinder, a program that has tons of binds built in, including a bunch of customizable Mastermind binds. CityBinder even has a "Attack Target while in Bodyguard Mode" command. I chose to set up my MM binds on the Keypad, but only while holding the Alt key. But CityBinder lets you use any keys you want. You can also save your set-up to use on all your masterminds, or save it and make small modifications unique to each character.

    You have to download the original program, and then download the recent update that adds most of the more recent powersets. The original Author, Monorail, has left the game but Thor79 was nice enough to create an update.

    CityBinder also has the "Speed-on-Demand" binds build in. This creates a system where you automatically go into Sprint whenever you push a directional key, then turns Sprint off when you let go of the key. It works for Hover/Fly as well, so you never have to slot Hover with Flyspeed. But there are a few bugs that you have to live with if you use SoD. It is not uncommon for the system to get stuck in autorun, where you need to hit a reset key combination (default is CTRL-R) to break the autorun. The bug most often happens when zoning, so it is not much of a problem.

    Surprisingly few people know about CityBinder. Part of the problem is that you need to understand a small amount about binds. And then the documentation and interface are not exactly "user friendly." But I have been using it on my characters for over 4 years now and every new character gets set up with my standard binds and customized binds with CityBinder. I have created a set of "Ultra binds" for most powersets. If I roll up another character with that powerset, I can just pull up the "ultra bind" set without having to re-design the binds. So my Dark/Elec Defender, Thugs/Dark MM and Fire/Dark Corrupter all use the Ultra binds set for Dark Miasma. Then I adjust it for each character's needs.
  11. Quote:
    Originally Posted by Lemur Lad View Post
    If you get reported for a copyrighted name/outfit, it's not by someone who hates you, it's done by someone who loves this game and doesn't want to see it suffer because of your ego.

    It's simple. The makers of this game can't make money off copyrights they don't own. We pay them money. They can't let us use other people's property on their system.
    Actually, it is more Trademark issue than Copyright . . . but the point is valid. Making a copy of a comic character is a violation of the EULA and likely to get your character "generic'ed." And it is entirely at the whim of NC Soft.

    Years ago, Marvel sued NC Soft over copies of Marvel characters that could be created in this game. The parties settled, but any lawsuit is expensive in time and money. It appears that NC Soft probably would have won, but NC Soft still has a duty to try to stop trademark violations.
  12. Local_Man

    Lag

    Quote:
    Originally Posted by Thenewbie View Post
    Has the game always been this laggy? i recently started playing again and have a pretty good comp.. but when i play the game it lags really bad any suggestions on how i can fix this problem??

    Generally the game is not very Laggy. There are a few places and situations were lag is common, like in the middle of a Zombie Apocolypse or on "Lag Hill" in the ITF.

    There are a lot of things that can cause Lag -- most of them quite technical, and many of them depend on your service provider. The folks in the Technical Forum are probably the best people to ask.
  13. Local_Man

    ill/rad build

    Quote:
    Originally Posted by SM123 View Post
    You are mistaken, as i do have 2 slots saved for stamina, i dont want any in health.

    It is designed mostly for level 50 TFs

    i will consider adding more damage to the build with spectral wounds and blind.

    I have lots of end IOs on the powers i see needed because the rads i do have are terrible on end, but maybe im being overly cautious. I could steal some end reducs from somewhere and use those to put in spectral wounds and blind.
    If you are concerned about endurance, then putting slots in Health for a Numina's proc and a Miracle proc should be something you consider.

    Quote:
    when i take powers matters none because this will be a level 50 only build.
    You mean you will never, ever exemp down? OK, but there is no reason NOT to make the build effective to exemp down and still have the build you want for level 50.

    Quote:
    ill take a look at AM

    also, no as of right now i am not above the rule of 5 anywhere.
    Maybe not now, but if you add Decimation to Spectral Wounds, you might be. There are a lot of useful sets that give 6.25% recharge, so you have to be careful.

    Quote:
    i took group invis because it seems like a useful power, i guess not tho? ill think about CJ
    GI is marginally useful, and even less useful if you have Recall Friend. Tanks generally do not appreciate getting caught in GI. There are some strategic uses for GI, but it is a rarely needed team buff. It is very situational. It can help a team all go out to search for a glowie, or can help a slow, methodical team all get in position for an alpha strike. Very few teams are slow and methodical, and most level 50 characters who need invisibility can have it in a variety of ways. (Super Speed + Stealth IO, for example.)

    Quote:
    i dont want any purps, hami-os, or pvp IOs
    The purple confuse set is one of the least expensive, and yet has some great benefits. The proc alone turns Deceive into an occasional Mass Confusion. It also allows you to have greater flexibility in the build and some nice bonuses. I don't advocate for the really expensive purple sets, but this one has so many benefits for this build and is reasonably priced (if you are patient). If you just don't want them out of some sense of principle . . . er, OK.

    Hami-Os are not hard to get. If you don't want to buy them, just run a Statesman's TF, Lord Recluse TF or attend a Hami-Raid and you get one as a reward. If you get one you can't use, they generally sell for a pretty good price on the market, other than the common Centrioles (Damage/Range -- nice to put in cones).

    Hami-Os are the equivalent of 2 or 3 SOs in one enhancement, so they provide more enhancement than a single set IO with the same attributes. In some cases, sets just can't do what Hami-Os can do. 3 Enzymes are the "perfect" slotting for RI, as they cap all three aspects of the power -- Defense Debuff, ToHit Debuff and EndRdx. But you give up set bonuses.

    Quote:
    i wasnt even going to run choking cloud at all, i just have it for the 7.5 rech
    Then why not take EM Pulse, which is useful with 4 Basilisk Gaze, rather than Choking Cloud, which isn't? Same recharge bonus, but you get a power that is situationally useful. It is a great "panic button" hold, provides damage to robots and -Regen, and can be stacked with Flash to hold bosses. The -Recovery penalty can easily be overcome by popping a blue Insp. (EM Pulse is generally considered to be one of the best hold powers in the game.)

    Quote:
    im not really caring about doing a lot of damage, and with my build poisonous ray has a six 2nd rech, anything less is really redundant because you need time to use other powers, especially with really high recharge. poisonous ray also does -def -res.
    For the most part, I send out PA, lay down my debuffs, maybe throw out Spooky if needed, and then I have time to do some damage. The key is the attack chain. Even with a 6 sec recharge, the recharge on Poisonous Ray is too long for the fast Blind-SW-Blast-SW attack chain. Ask any really good scrapper how important a good attack chain can be. You can do a lot of damage and be more effective with that chain. Overall, I think it will do more damage than Poisonous Ray even with the debuffs.

    It is your character, so do whatever you like, of course.
  14. Local_Man

    ill/rad build

    OK, yeah, you could use some improvement. You really need to read my guide. I have not only included my opinions, but information I have gathered from tons of others on these boards. How high is this character currently? Are you already at 50, or just looking ahead? What is your playstyle? (Solo, small team, large team? Mostly aggressive or prefer to provide support? Ranged or melee?) How much Infl do you have to spend?

    I see this is a post I-19 build -- But you forgot to save slots for Stamina and Health. You need to put aside at least 2 for Stamina and 1-2 for Health.

    Blind: After the 4 Baz Gaze, try to use the 5th and 6th slots for Damage. I like an Acc/Dam Hami-O and a common Damage, but there are other options.

    Spectral Wounds: You skipped your main damage power. That's a huge problem with this build. Take it at 2 and 6-slot it with 5 Decimations and a 6th slot of Acc/Dam/Rech.

    Deceive should be taken earlier. I like it at 4, but some people push it back some. If you can, get 5 of the purple Coersive Persuasion set, all but the pure Confuse. The proc is great in this power. The purple set not only has 10% Recharge, but frees up a slot for a 6.25% recharge for another power.

    AM: Full set of Efficacy Adapter gives 5% Recharge and other nice bonuses.

    RI: 4 Dark Watcher is OK -- don't really need the additional EndRdx if you have enough Recovery in the build. If you have the Infl to spend, another option is 3 Enzyme Hami-Os to save another slot. Some folks like to put an Achilles Heal -Resistance proc here. (I don't have one, though.)

    Superior Invis: Try a LotG Recharge, and then 5 Red Fortunes. You can cap EndRdx and still get a total of 12.5% Recharge and some other bonuses.

    EF: That third EndRdx is doing very little. I suggest you move that slot. 2 is enough.

    GI: Do you use this? If not, then instead take Combat Jumping, since CJ gives you Immob protection for almost no endurance.

    Mutation should be moved way back . . . like to 49.

    Phantom Army: Try 4 Expediant Reinforcement and the Dam/Rech and Chance for Build Up from Soulbound All. Those purples are fairly cheap, but if you don't want them, go for the two triples from Call to Arms in those last two slots.

    Ling Rad: That's a lot of slots for a small Recharge bonus. Drop to a single Accuracy in this power. With Perma-PA it will still be perma. You should have enough Accuracy bonuses to let it hit pretty well. If not, then a little more Acc. Also, if you use it AFTER RI, then RI's Defense Debuff makes it more likely to hit.

    I'm not a big fan of Maneuvers in this build--you shouldn't need Defense with Perma PA. 3 LotG in Hover, CJ and SI are enough. If you really need a 4th, you can add GI back in.

    Spectral Terror: you may be running up against the "Rule of 5" with Glympse in this power. Change it to Unspeakable Terror for 5% Recharge if you already have 5 sets with 6.25% Recharge.

    I'm not a huge fan of Assault for this build, but it is an option for a post-I-19 build.

    I'm also not a fan of Choking Cloud for this build. It is ineffective if you can't combine it with another PB AoE aura. Try Flash here and add EM Pulse instead. 4 Baz Gaze and an extra Acc/Hold/Rech in Flash, and just 4 Baz Gaze in EM Pulse. If you have both Flash and EM Pulse, it can be effective control and a "panic Button" power, too.

    I recommend taking an APP set with a fast-recharging blast -- I prefer Fire and Ice. You can have a great attack chain of Blind-Spectral Wounds-Blast-Spectral Wounds. It does lots of damage quickly and can take advantage of the Illusory damage in Spectral Wounds. I explain why in my Ill/Rad guide. Poisonous Ray has a 24 sec Recharge, while Fire Blast and Ice Blast have an 8 second recharge. Fire has Fire Blast and Fireball. Ice can go with Ice Blast and Frost Breath.
  15. Quote:
    Originally Posted by je_saist View Post
    simple. Check the pool powers and check the player powers.

    One of the reasons why there are Knock-back prevention IO's is because there already was a pool power that prevented knockback, Acrobatics. None of the other Mez effects, save for immobilize, are prevented or reduced under Pool Powers.

    Another reason is the presence of player powers that protect against or reduce mez effects



    Mez Protections:
    • Shadow Fall: Fear
    • Clear Mind: Stun, Hold, Sleep, Fear, Confuse, Immobilize
    • Enforced Morale: Stun, Hold, Sleep, Fear, Confuse, Immobilize
    • Dispersion Bubble: Stun, Hold, Immobilize
    • Increase Density: Stun, Hold, Immobilize, KNOCKBACK
    • Sonic Dispersion: Stun, Hold, Immobilize
    • Clarity: Stun, Hold, Sleep, Fear, Confuse, Immobilize
    • O2 Boost: Stun. Sleep
    • Force Field Generator: Stun, Hold, Immobilize
    Mez Resistances:
    • Artic Fog: Slow
    • Adrenaline Boost: Slow
    • Deflection Shield: End Drain
    • Siphon Speed: Slow
    • Accelerate Metabolism: Hold, Stun, Sleep, Immobilize, End Drain
    • O2 Boost: End Drain
    Now, I highlighted one of the benefits of Increase Density. It is the only Player Power that protects against Knockback, and is the only Player introduced Mez Protection or Resistance that is not duplicated or replicated in any other player power.

    I'm going to be blunt. Short of the entire development team all receiving simultaneous knocks to the heads with anvils, you are not going to be able to spin the idea of adding other mez protections to IO bonus's as a good thing. The developers have been very clear that archtypes who are not natively resistant to mez effects are going to remain non-resistant to mez effects.
    Um . . . then what do you call Indomidible Will from the Psi APP set for Controllers?? I think you missed that one. Can be taken by any Controller or Dominator at 41. It takes a heck of a lot of recharge to make it perma, but it provides protection from Hold, Stun, Sleep, Confuse and Terrorize. It only doesn't cover Immobs.
  16. Local_Man

    ill/rad build

    Quote:
    Originally Posted by SM123 View Post
    i dont know how to do that lol
    Look at the export options. You should be able to figure it out. I prefer the "Fruit Salad" color scheme.

    You may want to look at my guide if you haven't already. It will likely give you some ideas on how to improve your build. It is quite long and detailed.
  17. Local_Man

    ill/rad build

    Quote:
    Originally Posted by Syntax42 View Post
    You don't need Superior Invisibility, Group Invisibility, AND Super Speed for PvE. Pick one or two to get rid of. One stealth power, combined with a stealth IO in sprint can make you effectively invisible to mobs.

    I'm looking for information on Ill/Rad builds myself, so I can't give you specific advice on how to make an effective build. Most of the guides don't seem as informative as I would like. They seem out-of-date.
    The only thing about my Illusion/Radiation guide (link in my sig) that is out of date is that it does not yet include the PPP sets. Other than that, it is current. I have been updating it as information changes. Look at the edit dates. As I have said in a few other threads, I still think that the APPs, especially Fire and Ice, offer more for an Ill/Rad than the Patron Power Pools because none of the PPPs have a fast-recharging single target blast. Poisonous Ray is too long a recharge. However, I can't say it for sure since I don't plan on taking my Ill/Rad Red side -- he's a goody-goody hero type. Maybe I'll try going Red-side with my second one, who is 40 right not.

    Down a bit in the thread for my guide, I posted my current perma-PA build. You don't have to take both SI and GI to get perma-PA. I put my LotG Recharges in SI, Hover and CJ.

    As for Invisibility -- SI and GI both are over the stealth cap for Heroes on their own. (Stalkers are a different thing altogether.) If you have either SI or GI, that's all you need for full invisibility. If you want Invisibility out of Super Speed, you need to combine it with a Stealth IO in the power itself or one in Sprint, or another stealth power (Steamy Mist or Stealth)

    I can't comment on the build posted by the OP because I don't have access to Mid's at the moment. It would be easier if the OP would actually post the build instead of just the Data Chunk.
  18. Quote:
    Originally Posted by Rajani Isa View Post
    Or an Energy/Energy Dominator.

    Smash, bash, and grab/hold.

    Domination is him pulling out the lantern for a quick recharge
    I haven't seen that "Energy Control" set yet . . .
  19. Another option: Gravity/FF or Grav/Rad controller. It is too bad that you can't color the Propel items Green, but with all the creation of items by GL, Propel kind of fits. Plus the various controls from Gravity seem consistant with GL. He usually tries to capture rather than blast.

    Grav/Rad works since it colors everything green already. Grav/FF would need the bubbles colored green. And just think . . . Singularity could be the Battery.

    Some kind of Gravity dominator might work, too.
  20. Quote:
    Originally Posted by Bad_Dog View Post
    For my 2 inf worth of opinion, the game was never more fun than before ED. And as much as I'd like to play the game the way it was versus the way it is, I can also see that it is just not practical. Mostly, for farming reasons. Farming was far easier back before ED. I remember the glory days of my fire-ice tank rounding up a mission of ninjas and systematically dispensing with said group. Heroic feeling? Yes! Fun? Hell yes! Practical? No.

    Of course, back in those days, there really was no reason to farm. There were no benefits to amassing large amounts of Influence. No Inventions. No Recipes or Salvage. Most level 50s, once they purchased their final set of SOs, had more Influence than they had ways to spend it . . . People would hang out in Atlas and give it away -- but only in amounts of 99999 or less. (and no commas in numbers, either)

    And there was a heck of a lot fewer things for high level characters to do, also. Pretty much team up to keep running the Maria Jenkins arc. Or the Shadow Shard. Very few reasons to play level 50 characters. Hami Raids were the big social event for level 50 characters, and the only significant way to improve your character.

    While there were a few unbalanced things "in the old days," the game is far, far better today.
  21. That's a pretty good explanation -- It is a known exploit with Hami-Os. A Hami-O that debuffs Defense can be used to also buff Defense, assuming some other aspect of the Hami-O will fit in the power. A Hami-O that debuffs ToHit will also buff ToHit. (The one I haven't tried is whether Damage and Resistance Debuffs are also interchangable . . . not sure on that one. Most powers with Resistance debuffs do not allow it to be buffed.)

    But warning -- it is an exploit, and if the Devs ever fix it, you have no right to complain. However, the exploit has been in place as long as Hami-Os have been around, so it is unlikely to ever get fixed.
  22. One important aspect: If you are not the leader of the team, you will miss out on the mission dialogue from the contact. I have always found this disappointing -- New players usually want someone else to lead until they get a good handle on the game, but that means that they will miss out on all the stuff that the contact says.

    This is even more true for Task Forces. However, many of the later-created TFs and other content has cut scenes and captioning that the entire team can see.

    The best way to "take your time" to read all the stories is to solo, but that's not always easy on every character. A lot of fun from the game comes from teaming.
  23. I tried World of Confusion on Test . . . and I thought it was pretty bad. Three buddies of mine have tried it fully slotted up, and all three respec'ed out because it was useless other than as a mule for the comparably cheap purple Confuse set.

    I assume you have the Psi APP set and took Indomidible Will, so did you take Psi Blast? The single target blast lets you have an attack chain of Blind-SW-Blast-SW. Psi Tornado? After those, you might want Mind Over Body -- the Smashing/Lethat resistance can reduce the damage you take enough to survive in some cases.
  24. Another factor that reduces the available lower level recipes: XP curve "smoothing" and a variety of other changes to the game have made it much faster to level up through the 20's and into the 30's. Folks spend a lot less time in those lower levels and therefore get fewer drops.
  25. Quote:
    Originally Posted by Lothic View Post
    This suggestion has cropped up countless times since CoV launched.
    Thank the gods the Devs have NEVER shown any interest in doing this.

    It's very obvious that the only way Controllers would be able to gain manual control over their pets would be to sacrifice crowd-control capability. Controllers (when played correctly) are almost god-like already - a Controller who also had MM-like control over their pets would be grossly overpowered in this game.

    If you want to play an AT that can manually control their pets you play an MM.
    If you want to play an AT which are the kings and queens of crowd-control you play a Controller.
    This game will never allow the core strengths of two different ATs to be combined into one package.
    I can only hope people will understand that and stop wishing for something that will never happen.
    The answer is the same as the other dozens of times this question has come up -- No.

    It would make some controllers stupidly overpowered. I can just imagine what my Illusion/Radiation controller would be like if he could direct three Phantom Army guys, plus Phantasm and Phantasm's Decoy. With PA and the Decoy, I would have 4 invulnerable tanks that I could specifically control. That would just be sick.

    It will not happen.