Local_Man

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  1. OK, Before I say anything, I have to explain my playstyle a bit. My Grav/Storm solos the huge majority of time, but teams when he can. He is also not yet level 50, so I haven't done a final IO'ed out build for him.

    I understand the desire to go for Ranged Defense, but I'm not concerned about it. Instead, I use invisibility (from Steamy Mist+Super Speed) and careful use of the terrain to avoid ranged attacks. Anything attacking me is usually in or nearly in melee, where Hurricane can debuff the heck out of its ToHit.

    As for the power choices, I prefer Propel over Lift. Not only does it do a heck of a lot more damage, but it is more fun. On teams, it can be frustrating to "necro-smash" foes (because Propel animates so slowly that teammates often kill them before Propel can hit). Lift hits more reliably on teams, but the damage is pretty poor. If you are going up against AVs, you will probably want the heavy hitter.

    Another power I take is Thunderclap. It is another stun to stack with the Stun in both Wormhole and Tornado. It recharges quickly and looks nice. I also take Tornado, but acknowledge that Tornado can be a problem with teams since Crushing Field does not have -Knockback. Still, it provides a large amount of damage over time to AVs and other tough foes . . . and where else are you going to get an AUTOHIT damage power that can take out foes with high defense that are otherwise unhittable like Paragon Protectors after they MOG? The autohit damage is also just about enough to to counter an AV's Regen -- it kind of makes up for the lack of -Regen in Storm. Plus, Tornado provides a nice "panic button" power when things get out of hand by throwing foes every which way.

    So, I would change Lift for Propel, drop Invis pool and pick up Thunderclap and Tornado. O2 Boost is also nice to have, but certainly not essential. And I would focus more on Recharge and Recovery (with some Regen) than Ranged Defense.

    But that's just me.
  2. Quote:
    Originally Posted by StrykerX View Post
    Actually, there's one thing even tougher than a Stone Tanker, but only if you have billions of inf to spend. A perma-PA Ill/Rad Controller can solo anything that can be soloed... but considering the massive recharge needed for that you are looking at multiple full sets of purples so I doubt it can be done under 3-4 billion inf.
    Actually, you can do it for a lot cheaper than that . . . The only purples in my Perma PA Ill/Rad are 5 Confuse (fairly cheap) and 2 Pet (even cheaper), and the pet ones are optional. The most expensive items are 3 Luck of the Gambler 7.5% Recharge, but you can earn those with Hero Merits pretty easily. My build is posted in the Thread of my Illusion/Radiation Guide.
  3. Local_Man

    Electric/???

    Quote:
    Originally Posted by Sailormoontw00 View Post
    I still suggest buffing up the damage of Gremlin,
    lots of soft control doesn't mean it deserve low damage in my opinion,
    Earth's pet can tank while it has good area control, and Illunion's do good damage even with Phantom army and Spectral wounds. I don't know why Gremlin can't have good damage or good defense.
    Well . . . lots of soft control means low damage in the opinion of the Devs, as there isn't a whole bunch of damage in the Electric set. The Gremlins have mediocre damage because they were designed that way. Sure, you can do a few things to add extra procs and slot for as much damage as you can, but Electric is always going to be on the low side for damage among controllers. I wouldn't want every set to be high damage, but since the OP was talking about wanting to solo while experiencing the Electric Control set, choosing a Dominator is a better choice in my opinion.

    You CAN solo it, certainly. You can solo any controller. It just depends on how patient you are and how much you are willing to spend and sacrifice for procs. I would say that Ice Control has the lowest damage of all, but I am able to solo my Ice/Storm at a decent rate -- but he still does better on teams.
  4. Frankly, all three are good characters, and it really depends on your preferred playstyle. My favorite character of all is my Illusion/Radiation Controller. You can see why in my Ill/Rad guide. He is my most flexible character and can handle most situations with ease. He is great solo, on small teams and on large teams. He is my fastest character for doing Tip Missions because he is so effective at stealthing and distraction -- even the Tip missions that give others problems, he can handle with ease. He is always the first one I pull out for new content. He rarely dies and is always effective.

    I also really like Fire/Rad controllers. I leveled one up to 50 with a designed team on a server that is not my main server. I didn't want to move him, so instead I leveled up a second Fire/Rad to 50 on my main server -- still working on his final build. A full team of Fire/Rad controllers can easily steamroll ANYTHING in this game in seconds. But the playstyle is quite different than Ill/Rad -- my Ill/Rad stays at range and relies on distraction and single target damage, and he is better at single hard targets than large numbers of lower level foes. My Fire/Rad is better in melee (with Hot Feet+Choking Cloud) and with larger numbers of lower level foes. The Fire/Rad dies more often, but kills groups faster.

    I haven't leveled up a Fire/Rad corrupter yet. I'm working on a Fire/Dark, and that is a pretty awesome combo. But the Corrupter's playstyle is nothing like a controller's playstyle. The focus is on damage over control.

    Take a look at my Ill/Rad guide -- the section on Radiation will help you with all three characters.
  5. Quote:
    Originally Posted by makerian View Post
    Syntax42, I can't download Mids and access it while at work and looks like http://tomax.cohtitan.com/data/power...etype.php?at=3 doesn't have Electricity Control updated yet. Or maybe I missed it.

    Local_Man, thanks good explanation. For some reason paragonwiki has CA accepting Damage enhancements, http://paragonwiki.com/wiki/Electric...onductive_Aura, maybe for PvP? Thanks for clearing it up for me, though. It's too bad it doesn't for someone like me, but like you mentioned with Sleep powers it could come in pretty handy. I'm pretty familiar with Hot Feet (have a 50 Fire/FF Controller from I1 days), but haven't even messed with Elec at all yet.

    Any stats on its base +reg and +rec, though? Maybe someone that has access to the game could check? If someone has a link, that would be great too.

    Cheers!
    The other powers you need to understand to "get" Electric Control are:

    Chain Fences: pretty much a standard AoE Immobilize, but with some exceptions. (1) Like Gravity's Crushing Field, Chain Fences does NOT have -knockback. That's a good thing because of Jolting Chain. (2) The damage from Chain Fences is all up front -- no Damage over Time. That's a good thing because DoT would interfere with the sleep in Static Field. (3) The secondary effect is more endurance drain.

    Jolting Chain -- a chaining knockdown power. As long as you hit the first foe, the rest of the group will almost automatically be knocked down in sequence. It provides short-term mitigation with a little damage. But it is fun! You zap one foe, and it quickly chains to other foes in the group as they do a nice knockdown in sequence. At first, I didn't think it was very useful, but it really is. It recharges pretty quickly. Since Chain Fences doesn't prevent knockdown, the combination of Chain Fences and Jolting Chain makes a nice form of partial control -- it won't stop all attacks but it will definitely substantially reduce them. If you want to stop them, you should use . . .

    Static Field -- A location-targetted AoE pulsing Sleep patch that is by far the best Sleep power in the game. Most Sleep powers are quite skippable, but this one isn't as it is one of your main control powers. Think of it as kind of like Earthquake or Ice Slick that uses Sleep instead of knockdown. You throw it into a group of foes, and they pretty much all go to sleep. If you do something to disturb them, like Jolting Chain or Chain Fences, and they wake up for a second or so and then go back to sleep. It recharges quickly enough to easily make it permanent with some Recharge slotting. AND even better -- if you stand in the field, you will get some Recovery of endurance for each foe in the Field. ALSO, your team will, too. As a result, teams almost never have to worry about endurance if you are using Static Field on every group. Static Field works with Conductive Aura to allow you to drain foes of endurance while you stay pretty safe. You can slowly do some AoE damage with Jolting and Fences, or you can focus on taking down one foe at a time.

    Synaptic Overload -- another unique power. It is a chaining Confuse power that does not draw aggro. It takes a little bit of time to do its chaining. I find its best use is to take out most of the next group while your team is working on "this" group.

    As for the pet -- you get two Gremlins. They also have Jolting Chain, too. The damage on the Gremlins seems a bit low, and they are definitely on the squishy side.

    I have found the set to be a lot of fun. Not very damaging, but overall fun.
  6. They really don't compare, since Conductive Aura does NO Damage. City of Data and Mids can give you the details, but Hot Feet is a Damage/Slow/Afraid aura. In the long run, Hot Feet will be your most damaging power if you spend your time in or near melee range. It is one of the centerpieces to most Fire Control builds. When foes are in the area of Hot Feet, they slowly take damage while slowly trying to run out of the aura. You can Immobilize them in the aura to take damage longer, but that tends to neutralize the "afraid" aspect so they will turn around and shoot at you. That is why Flashfire+Fire Cages works so well with Hot Feet.

    Conductive Aura is mainly used for Endurance Drain. It uses no endurance, so there's no reason not to use it most of the time. Combined with Static Field, you can put a group to sleep, and then stand in their midst draining endurance until they are dry -- if you keep Static Field up, you should take no damage from Minions or Lts. The combination of Sleep and Endurance Drain is a key part of the control from Electric Control. Yeah, it is worth it easily.

    CA works a lot better when combined with another controller or dominator running the power. When I started my Elec/Rad controller in Praetoria, I teamed with a buddy of mine playing an Elec/Elec Dominator. Together, we could drain the endurance of large groups in a few seconds, and then take however long we needed to kill them off. For the most part, all the foes could do is stand there, sleeping while we killed them off one by one.

    CA is even better if you can combine it with other powers for layered control, such as Choking Cloud from Rad. (Elec/Rad is by far the most popular combo.) Same with Hot Feet -- Fire/Rads are very popular for good reason. Electric Control is a very low damage set -- if you are looking for damage, go with Fire Control. But Electric Control is very good for controlling crowds so that your teammates can kill them. Static Field also gives your teammates endurance, helping them substantially.
  7. With Ninja Run, there is no NEED to take a travel power. NR+Hurdle works fine for generally getting around, as long as you keep a Raptor Pack or Jet Pack handy. However, if you want both Invisibility and fast movement, Super Speed+Celerity Stealth IO is superior to Invisibility for most uses, especially if you need Hasten anyway. Why use an extra power pool when Super Speed gives you fast movement AND stealth? Maybe if you want a mule for some IOs, but that's about it.

    For some characters, however, Fly or Hover/Fly are just better, especially if you prefer to stay out of melee. While Ninja Run+Hurdle is fine for characters with some kind of defense and/or resistance and mez protection, it has gotten a few of my Controllers/Blasters/Defenders killed before I could get a "real" travel power of Fly or Super Speed.
  8. Local_Man

    Electric/???

    Quite familiar, as I have the Psi APP set on several controllers. Indomidible Will does as advertised, but it is on a long timer so you will have some time where it will not cover you unless you have huge amounts of Recharge. You can choose whether you want to leave it on auto, or save it to click just before you go into a fight. It is the crown jewel of the Psi APP set.

    Psi Blast is . . . OK -- it is decent single target damage, and if you need it, take it. Psi Tornado is quite good -- AoE with Damage over Time and knockup, and it recharges pretty quickly. The armor, Mind Over Matter, is a pretty standard Smash/Lethal Resistance armor with some Psi protection, but at least it doesn't obscure your costume. World of Confusion has such a small AoE and such a short duration for the Confuse pulses that it stinks -- The only people I know who have kept it after trying it are using it only as a mule for the Confuse purple set.
  9. Local_Man

    Electric/???

    Quote:
    Originally Posted by Psylenz View Post
    Maybe I am ghoulish, but I would take fallout before mutation on PuG teams. For friendly teams and raid teams, I would get mutation for the combat rez. On a PuG team doing tips or radio/paper missions, most of the time I can make a wakie. I want that extra 'boom' from fallout Alternate builds to the rescue again!
    Fallout is only useful if the teammate faceplants in the middle of a group of foes. Mutation can rez teammates inside or outside of the battle, and they can immediately run into battle again. Plus, Fallout needs slots for damage while Mutation can get by with a single Recharge in the default slot. I'm not suggesting that Fallout is useless . . . only that I get more use out of Mutation and I feel that overall, it provides more benefit to the team.

    Besides, Fallout doesn't feel very "heroic."
  10. Local_Man

    Electric/???

    I don't have access to Mids at the moment, so I can't post a build. I'm taking everything in Elec except the single target Immob. In Rad, I'm only skipping Mutation and Fallout. Once I-19 hits, I'll be able to add Mutation back in. I may add the single target Immob slotted for damage. I use Super Speed + a Stealth IO for travel. I prefer that for a Melee character. I slotted Jolting Chain for damage and the AoE Immob with Acc, EndRdx and damage procs (which do more damage than actually slotting the power for damage). My problem in the mid-thirties is not enough slots.

    As explained in my Ill/Rad guide, Choking Cloud really needs to be slotted with capped Hold. Plus you want as much EndRdx as you can since it uses a ton of endurance. Once there, you can fit in a proc or two, and the first one you should go for is the Lockdown +Mag 2 proc. Because of the unique way that Choking Cloud works, that proc is very effective. Choking Cloud has an 80% chance to apply a Mag 1 hold (worthless by itself), and a 50% chance to apply a Mag 2 Hold (which will hold minions by itself). Those can stack, so there is actually a 90% chance of having at least a Mag 1 hold on any foe in the area of effect and a 40% chance of having Mag 3 that will hold Lts. If the Lockdown proc hits, it will hold Lts if the Cloud applied a Mag 1, and Bosses if the Cloud applied a Mag 2 or 3.

    Strategy-wise, you want some kind of initial AoE hold before you run in with Choking Cloud + Conductive Aura -- Choking Cloud takes a few seconds for the pulsing hold to hit. Static Field works perfectly, but Synaptic Overload + Chain Fences works well, too. You can drain them all of endurance and hold them while they sleep or beat on each other. Use Tesla Cage on any foes who break out of the Choking Cloud Hold or for Bosses to stack the hold -- once nice thing about CC is that usually a single Tesla Cage will hold a Boss since there is a 90% chance that he will have a Mag 1 hold on him already.
  11. A high level Fire/Rad Controller is CoH on easy mode. Have your Choking Cloud and Hot Feet running, and Fire Imps out. Spot a group, and use Flashfire+Fire Cages, then run in and stand there. While Choking Cloud holds them, Hot Feet and the Fire Imps do the damage while you don't have to do anything other than an occasional Char if any foes break out of Choking Cloud's Hold.

    I can do Trick or Treat missions on my Fire/Rads by clicking on the door and just using Char on any boss. I just let the Imps and Hot Feet do the killing -- when I'm feeling lazy.
  12. Many of my characters are based on puns, and their costume is part of the pun. Those characters usually keep one costume and no cape.

    So "Ohm Depot" wears his orange vest and khaki pants, but no cape. "Blue Plate Special" has his Blue Plate Armor, and no cape. "Flora the Explorer" has her t-shirt and shorts, but no cape.
  13. Quote:
    Originally Posted by StarGeek View Post
    A friend is contemplating putting a damage proc in his blind power, but is wondering if the proc will affect critters hit by the aoe sleep part, and if so, will it break the sleep? Anyone know?
    If he is using a damage proc from the Hold sets (Ghost Widow and Neuronic Shutdown both have Chance for Psi Damage), then it will only affect the single foe who is subject to the Hold. It will not affect the pseudopet that causes the sleep, nor will it wake up the rare foe who is slept. Neither the hold nor the damage from Blind get extended to any foes hit by the sleep. Will it work for the Gamestop proc? I don't know since I haven't tried it, but I doubt it.

    Frankly, the AoE for the sleep is so small, it is not even worth considering. The Sleep only hits when foes are very, very close. I think the AoE is only about 2 feet.

    However, you will get more overall damage from slotting Blind for Damage than a damage proc, unless you have already reached the ED cap. The exception is the Chance for Smashing from the purple Unbreakable Constraint set, where the higher chance results in more damage.

    (And if you are asking stuff about a powerset like Illusion, you might want to ask the question in the Controller forum since Illusion is exclusively a Controller set. Not that putting the question here is wrong, but the folks who know more about Illusion tend to hang out more there.)
  14. Local_Man

    Electric/???

    Quote:
    Originally Posted by Dirtball View Post
    Some info regarding my playstyle... this will mostly be a solo character,
    I admit I missed that . . . and I wouldn't try to mostly solo an Electric controller. I have soloed mine on occasion and I soloed a couple on Test . . . and even after you get the Gremlins, it is not fast. Before the Gremlins, the huge majority of my damage had to come from my Vet powers. If you really want to solo the Electric Control set . . . go with a Dominator. I'm working on an Elec/Earth.
  15. Local_Man

    Electric/???

    Because of the synergy with Choking Cloud, I had to make mine an Elec/Rad, even though I have a LOT of */Rad controllers (Ill, 2xFire, Earth and Plant all at 50, with a few others at lower levels). Rad synergizes with Electric very well. I'm at 33 so far, and it has been fun. I can't wait until I can really fully enhance everything.

    I tried both Elec/Kin and Elec/Rad on Test, and much preferred the Rad. If I were going to go with something else . . . I'd probably go with Thermal.

    Storm is an awesome set -- I have lots of them, too. But Freezing Rain will disrupt the sleep from Static Field, and Static Field is one of your main sources of control. You would have other tools you could use, but that one is a problem for me. Your AoE from Elec has no -knockback, which is good for Jolting Chain and the knockdown in Freezing Rain, but bad for Tornado -- kind of like Gravity in that way. You will have Hurricane to herd foes back into your sleep patch, which will be nice. You don't have a stun to stack with Thunderclap (like Earth, Fire and Grav). Storm is always fun, but I'm not sure that Electric is the best synergy.

    Trick Arrow could be fun. (I have an Ill/TA at 50.) I prefer to use TA from range, but you could use Static and your debuffs from range and then run into melee to drain endurance with Conductive Aura -- you may want to plan on using Super Speed for travel. Poison Gas Arrow has a 66% chance to apply a Mag 2 Sleep, so stacking it with Static Field might be pretty decent. The energy damage in Tesla Cage and the AoE Immob will probably light Oil Slick, and the damage will be welcome in the upper levels. So, I can see TA being a pretty good match.

    Cold is an interesting set, but has Sleet has the same good/bad aspect as Freezing Rain. It will further enhance the endurance drain of Electric.
  16. Jericho -- First, welcome to the Game and the Forums.

    Next: while there is a bit of bickering that goes on from time to time, the community in CoH is very friendly and helpful.

    Third: When starting out, you should try out anything that looks like fun. You can always respec (short for Respecification) out later. You can earn Respecs at levels 24, 34 and 44, and Respecs are almost always given out free with new issues. Plus, since you can make a second build, you can save that second build until you know what you like and don't like.

    Certain powers and builds are hotly debated, and opinions vary depending on each person's playstyle and preferences. Personally, I like knockback. I think it is fun to knock a bad guy into next week. Yes, it is frustrating to melee players, so learn when to use it and how to use it to your advantage -- that's a fun challenge. You can hover overhead to turn knockback into knockdown, or use walls or whatever. Like you, I prefer to play my Blasters from range, even the ones with the Energy secondary. My Archery/EM has only Total Focus out of the melee attacks, but uses Stun to stack with Stun Arrow and Power Thrust as a "Get Out Of My Face" power. If I want to play melee, I'll play a scrapper or a tank or a brute.

    Just have fun.

    And Fourth: I saw that you mentioned that you made an Illusion/Radiation controller. Good choice! Take a look at my Ill/Rad guide -- the link is in my signature.
  17. You have outlined good reasons for both. You didn't mention Frost Breath for a faster-recharging AoE attack.

    I find that I spend a fair amount of time going up against Robots in the upper-level content. Being limited to only Psi damage will mean that you spend a lot of time taking them down. Plus, I find that I rarely get mezzed, but that may be in part due to my playstyle. If you are spending a lot of time getting mezzed, then going with the Psi APP makes sense. But if you are more solo focused and need that damage against Robots and other Psi-resistant foes, then stick with Ice . . . but consider taking Frost Breath. It recharges much faster than Ice Storm, and is up-front damage. As I discussed in my Ill/Rad guide, the DoT of Ice Storm may not be the best for you.
  18. Quote:
    Originally Posted by Maelwys View Post
    I believe everything aside from Grant/Group Invis suppresses in PVP.
    (and it's been a while since I used them in that capacity, so I'm not even sure about that!)

    Even Superior Invis.

    +1000 StealthRadiusPlayer for 0.75s
    Effect does not stack from same caster
    Suppressed when Attacked, for 6 seconds (Always)
    Suppressed when HitByFoe, for 6 seconds (Always)
    Suppressed when MissionObjectClick, for 10 seconds (Always)

    Back in the Pre-PvP-Diminishing-Returns-nerf days, I did run with SI in a PVP zone. It hit the Controller Stealth Cap pretty easily. Unfortunately, the same Stealth Cap could also be hit by Stealth + a Stealth IO whenever they came out, and you saw a lot of Devices Blasters making use of the same thing via Cloaking Device + a Stealth IO.

    These days post-nerf, I can't rememeber offhand if Stealth is one of the things that Diminishing Returns affects, but I wouldn't be surprised if it was. Paragonwiki is still a bit unclear on what is and isn't affected by it.
    I'm the last person who should be talking about PvP, but I recall the reason Superior Invis was considered Superior in PvP because it was fairly easy for players to get +perception. Tactics, the +Perception IO and a few other ways made the cap meaningless. SI is so far above the cap that it was still effective while GI and the other forms of invisibility were not.

    I have no idea if that still works.
  19. Quote:
    Originally Posted by Maelwys View Post
    You can also use a less expensive "Unbounded Leap" one in Sprint. Or go for Power Pool Stealth - particularly with i19 soon opening up another "free" power pool choice. And since you're arguing that taking Stealth would waste a power pick slot, I would make the counter-argument that taking SI would waste enhancement slots... since you really need to three-slot it to weather the endurance drain.
    Going with an Unbounded Leap means that you add another .295 for running Sprint to the endurance cost. That means that Super Speed + Sprint is costing .7475, or almost 3/4 of the cost of SI for a less effective invisibility . . . and one you can't have until you get a travel power you may not want and an expensive IO (even the Unbounded Leap isn't cheap). And finding low-level stealth IOs is pretty hard -- I recently added one to my Elec/Rad using a couple of Hero Merits -- there weren't any for sale. You can have SI at level 8. If the endurance cost gets too high in a battle, just turn SI off (one toggle instead of two).

    As for the slots . . . . I get 12.5% recharge out of SI by six-slotting it with a LotG Recharge and 5 Red Fortunes. I get some Defense and capped endRdx such that I have no problems at all running SI virutally all the time. And it certainly seems to me that I get seen a lot less often with SI than any other form of invisibility.

    Quote:
    Rikti Drones ignore stealth/perception checks, so no matter how much stealth you pile on they will always see you. I would guess that in the cases you mention you happened to be moving quickly enough to be in and out of their attack range before they started firing at you. The same behaviour holds true for Rularuu Sentries and Knives of Artemis, and certain foes with Autohit PBAoE auras such as certain members of Longbow and the Cabal also effectively see through any amount of stealth when they're in melee range of you. The only thing that SI lets you stand in front of that SS + IO/Stealth doesn't are Turrets/GMs (100 Points) and Snipers (150 points of Perception). So unless you regularly run Nemesis Missions you're probably not going to notice any difference.

    As you noted though, the single thing making taking SI a difficult choice is not its stealth magnitude, but its Endurance cost. Whenever a player is is choosing a toggle power which they intend to run constantly, IMO the one to avoid would be the one which costs more than a Fully Slotted Stamina gives them and grants little discernable benefit over other similar choices.
    I haven't tested the mechanisms of Drones or Rularuu or Knives. My experience is that I can get closer to them with SI than Steamy + SS Shadowfall + SS or SS+Stealth IO or Steamy + Stealth IO (I have used all four.) Maybe I'm wrong. But SI seems to work better than any of them, is easier to use and with decent slotting, the endurance cost is managable.
  20. Cars didn't have the critical acclaim of some of the other PIXAR films . . . but it is hugely popular with the kids. The merchandise sales are huge. Cars 2 was pretty much a sure thing.

    PIXAR has yet to put out a bad film. A few are a little more awesome than the others, but all of them are great movies. Increadibles 2 is planned but it is all up to Brad Bird, according to my friend who is fairly high up in the merchandise area at Disney. They tend to find out aobut the work in progress so that they can plan the merchandise.
  21. Quote:
    Originally Posted by Master_Templar View Post
    Question for Local Man, how do you like that Build Up proc in SW? Do you find that it triggers often? Does it make a noticeable difference in your damage output?

    To the OP, I plan to take Mutation, Maneuvers and Tactics with the 3 new power picks. Going to move my GI slots to Tactics for Adjusted Targetting set, to get a little boost to Recharge (as opposed to Kismet), and use the default slot in Maneuvers for another LOTG. This will give me about 2 seconds of overlap for PA, plenty of time.

    MT
    It is only a 5% chance, but I use Spectral Wounds a LOT -- twice in my attack chain. (That's why I put it in SW rather than Fire Blast.) By six-slotting the power, I can have capped Damage in SW anyway, so I'm not really giving up much for the proc. Plus, all of the powers in my attack chain are pretty quick, so the Build Up lasts almost two cycles -- a nice damage bonus.

    I'd have to look back at Hero Stats to see exactly how much, but I thought it was worth while.
  22. A complete section could be written on procs, as there are so many options between the number of procs, the number of powers that can use them and different playstyles.

    Just as a start: The Lockdown +2 Mag proc. To understand the use of this, you have to first understand Mag and how it works. The proc gives you a 20% chance to add two to the mag of your hold. So first, the hold has to hit, and second, the foe hit needs a higher mag than the mag of the hold you use or the proc is accomplishing nothing. Most single target holds have a 20% chance for an extra 1 Mag for a shorter time than the main hold, and that is usually sufficient to hold a boss. Therefore, the +2 Mag proc really only provides any benefit on a higher level foe (boss) who is not hit by the "overpower" chance but IS hit by the proc. In other words, not very often -- it almost doubles your chance of holding a Boss on one shot, however. If you mainly use your single target control on Bosses, it will provide a nice benefit. It looks like it is doing more than it is because the tesla cage animation shows up whenever it hits, even if it hits on a minion or lieutenant who would have been held anyway.

    Yes, it can be used to stack mag on an AV or EB, but it is unreliable due to the random nature. Also, this proc is wonderful in Choking Cloud, which has a high chance of a either a Mag 1 or Mag 2 hold, but a lower chance of a Mag 3. The odds are pretty good that when the proc hits, it will add two mag to allow Choking Cloud to hold something that otherwise would not have been held.

    Pretty much the same analysis happens with the Devastation Chance for Hold, except its chance to hit is lower -- 15%.
  23. Quote:
    Originally Posted by Maelwys View Post
    Superior Invisiblity costs 1.04 Endurance/Second. You can get the same affect for 0.46 Endurance/Second with Superspeed and a Stealth IO. That combo grants 65 points of Stealth, meaning you'll be invisible to virtually everything in PVE (bar the usual GMs, Snipers and Drones). This is especially useful since you'll be taking Hasten anyway, so it doesn't even need a power pool pick wasted on it like "Stealth" would. And you get a "free travel power" too.

    Superior Invisibilty is currently one of the worst methods in the game of attaining "Full Stealth" (Group Invis is close behind it since it wears off as soon as you do anything instead of Suppressing Temporarily). IMO it is therefore completely skippable, and hardly qualifies as "one of the three best powers in Illusion".
    Worst? Not even close. Yes, you can get full PvE invisibility with Super Speed and a very expensive Celerity Stealth IO -- I have it on many of my characters, and the last time I looked, the Celerity Stealth was selling for about 160 mil. I also use Shadow Fall or Steamy Mist + Super Speed or a Stealth IO. But Superior Invis is pure invisibility with some defense on an easy-to-use toggle. It is not difficult to take the endurance cost into effect on an Illusion build. It can be slotted with IOs for 12.5% Recharge and some decent defense. And it even keeps you hard to see by +perception foes until you get really close. It has allowed me to fly past Rikti Drones in caves without being seen if I go by fast enough.

    And, I hate to tell you, but a lot of people don't like Super Speed for travel -- they have trouble controling a super-speeding character and dislike the lack of verticle. (I personally like it, but I have seen reasons why others don't.) Stealth, from the stealth pool, not only uses an unneeded power pool, but also has a run speed reduction -- rather frustrating.

    On my Ill/Storm, I skipped SI and GI to take Super Speed + Steamy Mist for invisibility, and it works fine most of the time. But every now and then, something that would not have seen me through SI will see me with SS+SM. The invisibility is not as good. The only thing that makes SI a tough choice is the endurance cost, but with good slotting, that can be handled. It is available at level 8, allows you to walk right up to a foe and Deceive him to take him out of the fight -- without having to buy very expensive IOs. It does not have to be re-cast every few minutes and doesn't force you to run around at high speed or low speed. SI is easy and simple and, well, "superior."

    The combo of SI and Deceive and Phantom Army is perfect for anyone wanting to be the team spy. SI gets you there, Deceive can distract any foes near a glowie, and PA can pull the attention of a group. Not even a Stalker has that set of tools.
  24. Even solo, I have had no trouble outleveling contacts in Praetoria -- I suppose if you are rushing through the missions, not killing everything there, it might be a problem . . . but then why would you worry about lost potential XP from Confuse powers?

    Below level 20 in Praetoria, where are all these confuse powers coming from? Electric's Synaptic Overload is a level 26 power. Mind Control's Mass Confusion comes at level 32. Arctic Air's confusion is so short that it makes no difference to XP (and Ice Control is a pretty rarely taken set). So that leaves Plant's Seeds of Confusion (but combined with Roots, you WILL be doing some damage to the confused foes, so you'll be getting bonus XP), and Illusion and Mind's single target confuse powers.

    So, those single target confuse powers are removing tons and tons of available XP? I don't think so. And a knowledgable player can't pay attention to one confused foe to see where he is directing his damage?

    I use my Confuse powers even more when solo. That's because they keep me safe. One faceplant will more than balance out any XP that I might have missed out on, especially after level 10. I see very few circumstances where using confuse is a bad idea. (I mentioned a few in my guide.)
  25. Local_Man

    *Traps*

    I have a Robots/Traps MM at 44, and my Traps/Rad Defender just hit 35 last night. It is a fun set . . . not exactly tailored to the "steamroller" kind of team, but fun.

    My Traps/Rad defender is a bit of a theme character, named after the ultimate gadget guy, Ron Popiel. I helped out on the "protect the Henges" mission in Croatoa last night, which was so much fun on a Traps guy. I was happy laying out my Field of Death between waves, and then luring groups of Red Caps in to go BOOM.

    Early on, I even got to use Time Bomb effectively . . . while the rest of the team fought one group, I went off to the side (Super Speed with a Stealth IO) and did the slow drop of Time Bomb. Then, just before it went off, I dropped Acid Morter to draw them closer and debuff the group. Worked great!

    I consider full invisibility to be essential. So I saved my Hero Merits to get a Celerity Stealth in Super Speed as soon as I could.