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Quote:Choking Cloud is an odd power because of its mechanics. It makes a huge difference to fully cap your enhancement for Hold duration. Adding capped duration makes the power much more effective. It is also an endurance hog, so while you don't need to necessarily cap EndRdx, you need a lot. Take a look at my Illusion/Rad guide where I went through the mechanics -- see the link in my sig. I don't recommend it for an Ill/Rad, but consider it an essential power for a Fire/Rad.Thanks guys.
The comment about adding a -KB IO is a good one, probably pulling the FF IO out of Fissure.
LM - I like your changes. If we're going to drop the 5slot purple from Choking Cloud, maybe frankenslotting and adding more procs would be a good idea? For example the ATO damage proc as well (and move a ranged damage proc to Char).
Local Man, you say it's not a build you'd run -- what would be different in a build you'd run? I know you like the Fire APP, but I figured Earth and S/L res is better for a melee-range troller. I could see the appeal of Scorp Shield but then you loose some AOE / Single Target (the mace attacks blow).
The one thing I think is worth keeping is an IO space in Bonfire for the new IO that turns KB to KD.
Additionally, because of the stacking Mag 1 and Mag 2 holds, the Lockdown +2 Mag proc can really shine in this power. Where CC has an 80% to apply a Mag 1 hold (which is worthless), the proc can stack it to Mag 3 (holds a minion or lieutenant), and the 50% chance for a Mag 2 hold can be boosted to Mag 4 (holds a boss).
Once you have the Hold capped and plenty of EndRdx and the Lockdown proc, there isn't much room for other procs. I only have the Unbreakable Constraint one.
As for the build I would play: Personally, I'm not a fan of adding Leadership or Fighting on most controllers. I have Leadership on a few, but not most. I prefer more situational control or situational support powers. I'm not a big fan of softcapping most controllers. I think they are more fun to play if you have to rely upon your controls and skills. I don't mind an occational faceplant . . . that's why we have rez powers. My personal opinion is that controller who can walk into a crowd, ignoring attacks and throwing around damage, is kind of boring and no different than most of the other ATs. The unique combo of a control powerset and a support powerset make controllers different, and I like to play that difference. If I want to play a tank with holds, I pull out my Ice/Ice tank.
But I know most others don't agree with my view on this, so I try to take that into account when helping others. -
Agreed! Just as */Rad works well with all of the Controller primaries, Illusion works well with all of the Controller secondaries. Some may have a little more synergy than others, but they all work well.
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Quote:I think it was issue 22 or 21 that allowed us to begin taking APP and PPP powers at level 35 instead of 41.I think you'll need to reverse EM Pulse and Seismic Smash (must be level 41 for this power), and maybe drop the lone proc in Fissure to free a slot for a KB reduction unique somewhere else (weave, most likely).
You'll certainly need a breakfree inspiration combination macro because S/L defense won't protect you form mez's. But this build may be a lot of fun once you pick up clarion (not that I want that debate to flare up again).
Lastly, I think your sense regarding endurance usage is spot-on. Without changing your slotting, I think you might be trapping yourself into using cardiac for your alpha. However, if you go agility core you can drop the kinetic combat set from brawl, freeing up three slots while keeping above regular content s/l softcap.
The problem with using Breakfrees for mez protection is (a) you often run out, and (b) getting mezzed turns off Choking Cloud and Hot Feet, and both have a little bit of a recharge before they can be turned back on. I chose the Psi APP for my two level 50 Fire/Rads for the mez protection. I would strongly suggest Clarion to fix the mez problem.
if you stay with the Earth APP.
To the OP: Endurance is a huge problem for this build. I played around with it for a few minutes to try to come up with something that might work better on endurance. I found several places where I could add more EndRdx in exchange for procs that didn't get much return or for damage in places that didn't do that much good.
I took the Achilles proc out of RI because I find I don't use RI all that much other than for AVs -- between the cast time and endurance use, I don't really need it. EF, on the other hand, casts quickly and help stuff die faster, so I added more EndRdx there.
I dropped the extra slots from Bonfire. I like Bonfire, but use it more as a situational control power than for damage. I used those slots to add more EndRdx to Maneuvers, Weave and Rock Armor. (It slightly increased the Defense, too, and added global Accuracy.)
I moved the Chance for Smashing Damage from Seismic to Choking Cloud. Since CC is an AoE Toggle, you'll have a chance to hit everything in it every 10 seconds rather than just one guy. I also added more EndRdx to Choking Cloud at the cost of the 10% Recharge . . . you already had plenty of global Recharge.
This is not the build I would use, but I think it should work pretty well. I went with Cardiac because of the EndRdx, and the Range boost is nice, too. Agility is tempting, but I think you need the EndRdx more. You have plenty of Recharge.
Here's the build with my changes:
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(5), SWotController-Rchg/Dmg%(7)
Level 1: Radiant Aura -- Mrcl-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(7), Mrcl-Heal/EndRdx/Rchg(9)
Level 2: Fire Cages -- Posi-Dam%(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), GravAnch-Hold%(36)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod(11)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(37)
Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(17), FotG-ResDeb%(23), M'Strk-Dmg/EndRdx(27)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(39)
Level 12: Flashfire -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SWotController-EndRdx/Rchg(13), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Boxing -- Empty(A)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(33)
Level 26: Bonfire -- AirB'st-Dmg/Rchg(A)
Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(29), EndRdx-I(29), UbrkCons-Dam%(31), UbrkCons-EndRdx/Hold(31), Lock-%Hold(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(50)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-EndRdx/Dmg/Rchg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), S'bndAl-Build%(43)
Level 35: Fissure -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 38: Seismic Smash -- Hectmb-Dam%(A), Hectmb-Acc/Rchg(45), Hectmb-Dmg/Rchg(45), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Dmg/EndRdx(46)
Level 41: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(50)
Level 44: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Earth's Embrace -- Heal-I(A)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(34), EndMod-I(50)
Level 50: Cardiac Core Paragon
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Quote:My opinion on damage levels was, to a large part, based upon my personal experience playing the sets. I have found Electric to be a low damage set only a little bit better than Ice and less than Earth. I find that I complete missions faster on my Earth controllers than on my Electric Controller because the Earth Controller takes foes down faster.Even putting aside consideration for proc damage and Interface, the damage done by Electric's powers does not differ from the majority of control sets. Its immobilizes and holds deal the same amount of damage as those found in Gravity, Earth, or Ice. However, it adds a second AoE damage option in Jolting Chain. While other sets have some down time between castings of their AoE immobilize, Electric can, with sufficient recharge, seamlessly chain Electric Cages and Jolting Chain for AoE damage. Similarly, if you look at the pets available, Animated Stone does deal better single target damage (and no AoE damage) but the Gremlins offer AoE damage via their own Jolting Chain and their damage aura. It's dubious to state that Animated Stone pushes Earth above Electric in damage.
I think there has been a long established mindset that all control sets are either low or high damage, and many fail to distinguish between high AoE damage and high single target damage. That's the crux of my argument. If we were to compare Gravity and Electric, Gravity certainly deals better single target damage but it does not have comparative AoE damage tools.
I'll give you the point that if you had high recharge, and were up against large groups of mostly minions and lieutenants who are grouped together, that by spamming Cages and Jolting you could do some AoE damage -- Maybe more than most other control sets (not Fire or Plant). I've tried it and it works to chip away the health of a larger group. But that's kind of a limited situation. There are many times that I had to deal with tougher single targets or targets who were spread out, so that single target damage becomes very important. It takes a LONG time to take down tough single foes with that attack chain.
Earth has a little bit of AoE damage in both Stalagmites and Volcanic Gasses, but you can't cast them nearly as often as Jolting Chain. I said that Rocky makes a huge difference for Earth because not only does he have very good single target damage, but his ability to tank and survive lets him keep doing damage long after the Gremlins have been smashed into little pools of conductive jelly. Overall, I found that this allowed my Earth controllers to handle standard missions more quickly than my Electric Controller while leveling up. Maybe the Electric was slightly better before pets, but not after.
As for Gravity, I mostly solo'ed my Grav/Storm. Gravity is admittedly weak on AoE, but strong on single target damage. Again, the pet's survivability makes a huge difference, as Singularity is very hard to kill by anything other than an AV. Singy doesn't do as much damage as Rocky, though. Instead, Gravity has a lot of single target damage in the other powers. Again, I found that I completed missions faster on my Gravity controller than on my Electric controller solo, and Gravity also contributed more damage to teams. -
Quote:I described it as a low damage set because the damage done by the set's actual powers is very low. I was not taking into account possible builds such as damage and debuff procs, differing secondaries or certainly not Incarnate content (especially since this was written before I-23 and the Hybrid Slot).I would have to disagree with the assessment of Electric as low damage. With two pets, its AoE immobilize, and Jolting Chain it has nice potential for AoE damage that some of the truly low damage sets (Earth and Ice) do not. You can even toss some confuse damage in their from Synaptic Overload. The difference becomes more pronounced when you reach Incarnate powers. Interface procs, and now Double Hit from the Assault Hybrid and Waylay from the Control Hybrid, make Electric Cages and Jolting Chain more effective damage tools.
What Electric control is really lacking at is single target damage due to its slow activations. In discussions of Controller damage this distinction is rarely made.
If you are taking all those other sources of damage into account, it really varies depending upon your build. Each of the sets have a lot of places that damage procs can be slipped in. That may reduce the effectiveness of the control that the set can do. For example, if you use damage procs in Synaptic Overload, you will destroy the "no aggro" part of the power.
I would consider Ice to be the lowest damage set, but with all of the Slow in almost every power, you could slot an Impeded Swiftness proc all over the place. Ice also gets the benefit of Confuse, but could take the confuse damage procs.
Earth does more damage because of Rocky, but it has a lot of powers than can take procs, too. Six of the nine powers are AoE, and every power other than Salt Crystals can take damage procs. (In comparison, Electric has 3 powers that can't or shouldn't take damage procs -- Conductive Aura, Gremlins and Synaptic Overload. And I'm not sure you would want to put a damage proc in Static Field. Plus, while Paralyzing Blast takes Hold sets, Volcanic Gasses takes Targetted AoE and Hold sets.)
I continue to assert that Electric is probably the second lowest damage control set behind Ice. You could certainly buff up the damage in many ways, but this guide was intended to be in introduction to Electric Control for people who weren't familiar with it or haven't researched the mechanics of the set. I don't really consider folks who are all the way into their Incarnate slots with T3s and T4s -- those folks probably already know plenty about their builds. -
After almost a year, the Lady Grey TF finally makes a re-appearance on the WST list in August! (I happen to like that TF, and it is hard to get a team to do it.)
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If you can, try proc'ing out Freezing Rain. I have mine in several Stormies (and Sleet in my Ill/Cold) with Achilles -Resist, Posi Blast, Lady Gray, Impeded Swiftness and 2 Rech. The damage really adds up.
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Quote:Lynn Collins, who was Dejah Thoris in the "John Carter" film and Silver Fox in Wolverine, would do a great job as Wonder Woman. She's beautiful, is a very good actress and can handle action very well.The issue is either finding someone with the body, who can act, or an actress willing to bulk up for the role. Christian Bale is an example of someone who will do this sort of thing, but I can't really recall ever seeing a female role where the actress bulked up. They train and get super fit and all that, but adding a bit of muscle tone doesn't seem to happen for Hollywood woman, and Wonder Woman is buff.
After thinking about it, I haven't got a freaking clue.
Regardless of what you think about those other two films (I disliked Wolverine but really liked John Carter), she was very good in both. It shows that she is open to genre films. She went to Juliard Drama and has done a lot of Shakespeare, so she has some acting chops. And she has the look and the build. She's 5' 8" and not "too skinny."
While she has some pretty good credits, her name is not big enough to headline a big budget film, so they need some other big names in supporting roles. I would love to see Lynda Carter as Hippolyta. That would draw a lot of attention to the film, and Lynda still looks damn good.
Personally, I like the idea of just touching on the origin in flashbacks. If the film is a success, the sequel can always go back to cover more origin later. But I'm sure they probably want to include the origin because of the "fish out of water" aspect where she is introduced to the modern world. That's an easy source of comedy. -
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By going with the Patron side, you will give up access to the fast recharging single target blasts in Fire, Ice, Primal and Psi. The PPPs have single target blasts, but they are on a longer recharge.
I haven't tested it, but I think my attack chain of Blind-Spectral Wounds-Fire Blast-Spectral Wounds does more damage than a PPP pet and the slower single-target blast from the PPP sets.
I have a lengthy discussion in my Ill/Rad guide about how that attack chain will also help you take advantage of the Spectral Damage. By taking out the lower level foes first (minions and lieutenants), you will get to keep more of that Spectral Damage before the heal-back. A slower attack chain may result in more heal-back, and you can't direct pets on which foes to target. -
Quote:Illusion/Cold is a better AV killer than Ill/Rad, and I'm sure it is better than Ill/Dark. Cold borrows many of the best powers from */Storm and then adds some other really nice powers.I would like to know more about the awesomeness of Ill/Cold.
The two single target debuffs plus Sleet (which can be stacked and proc'ed out) put out a huge amount of Resistance debuff and lots of -Regen. Sleet with 4 procs puts out a respectable amount of AoE damage along with its debuff and Knockdown.
For your teammates you have wonderful defensive Ice Shields . . . which, with Arctic Mist give you three powers in your secondary that take Luck of the Gambler Recharge. While you don't have a +Recharge power, it is not too tough to make up a build with Perma PA.
Plus you get Heat Loss, which is like the Fulcrum Shift for Endurance, providing a huge Recovery buff. You can buff your recovery for those long AV fights.
What you don't get is a self-heal. */Cold is also a late-developing build, as you get two of the best powers at 35 and 38.
My personal opinion is that Ill/Rad may be a more flexible all-purpose build, but Ill/Cold is flat-out better at killing (and helping to kill) single tough targets. I haven't yet played an Ill/Dark as I already have 5 level 50 Illusion controllers, and I have played plenty of Dark -- I'm working on a Dark/Dark controller, and have several Dark Miasma toons at 50. Obviously there are several Ill/Dark fans in this thread. But I bet that Ill/Cold will be faster at killing AVs. Back in the pre-Incarnate days, I would often bring my Ill/Cold on the STF and it would shave 5-10 minutes off of our time because the tough targets would drop faster -- and that was with a really, really good team. -
Quote:Dark Affinity is a very good set with lots more ToHit Debuff than Rad, and Fluffy can be very handy with all the little things he does: Healing, ToHit Debuff, Immob, Hold and another distraction away from you. But you will be giving up some things, too.Some background, I'm looking at moving some of my characters to Virtue from Freedom and I am thinking about running a concept only policy for everything based on my main character.
I have an Ill/Rad whom I adore but I was considering re-rolling him on virtue to fit the new concept ideals.
When I look at my current build I don't use many of the rad powerset so I was wondering on a performance basis how they compare.
My main questions are :
1. Will a Ill/Dark solo a GM as easily as an Ill/Rad
2. Does having a Dark Servant make a difference
3. How much will I miss lingering radiation
Many Thanks
To answer your questions . . .
1. No. Dark's -Regen is overall less. Howling Twilight is on a long recharge, and the small amount of -Regen in Twilight Grasp doesn't compare to Ling Rad. Your -Resistance power, Tar Patch is great as long as the AV doesn't move, but if you have a mobile AV, then EF is far better (and you don't have to disrupt your attacks to re-cast it). Yes, Dark can, with enough Recharge, stack Tar Patch for more -Resistance and that is significant . . . only if the AV doesn't move. Plus, AM gives a damage boost (and several other buffs) to you and Phantasm which pretty much makes up for the higher -Resistance in (a single) Tar Patch.
2. Yes, Fluffy is really nice. He adds his own Twilight Grasp to heal you and add a little bit of -Regen. He adds some -ToHit (which has substantially reduced effect on the AV), and he provides another distraction. His effect won't be huge, but he will provide some benefit.
3. Yes, you will miss Ling Rad. LR provides a huge amount of -Regen that is perma with a high-recharge build. This has a big effect on killing AVs. Dark has nothing to compare.
While Ling Rad is significant, I think losing AM is bigger. You lose a great Recharge, Recovery, Damage buff that also reduces the duration of mez, adds some run speed (The ability to run away faster can save you). The Recovery in particular is important because AV fights often go on so long that endurance becomes an issue.
And another little difference that could be important: Rad's heal doesn't require a hit. Twilight Grasp is a bigger heal, but requires a hit on a target. An untimely miss could be disasterous.
Another small difference: Two of Rad's three debuffs are toggles. That means you don't have to keep disrupting your attacks to re-cast them. EF provides -Resistance, but also adds -Damage. RI adds -Defense to the -ToHit.
By the way, if you aren't using AM and EF continually on your Ill/Rad, you are missing out on Rad's benefits. RI is more situational due to the longer cast time, but EF helps you kill stuff faster while reducing the damage they can do to you. The -Damage in EF is often forgotten. -
Quote:The ParagonWiki page isn't much better. The Tier 4 Core seems to have LEAGUE-WIDE 12% buffs to Damage and Defense. You get a 10% endurance discount. It also has 12% buffs to Accuracy, Mez and Healing, and double buffs for pets (It's not clear if these are league-wide, too). All with a 50 ft. radius.I'm still wrapping my head around the hybrid powers. What are the +specials in the support tree? It doesn't read well in the description tab.
That looks very sweet for a team-oriented character. Any team of characters with these effects stacked will be very powerful.
The Radial side reduces the percentage to 8%, drops the double buff for pets, but increases the radius to 80 Feet. -
Another nice advantage of Snow Storm is the -Recharge. Stacking -Recharge with -ToHit means that they shoot at you less often and they usually miss when they do. Stacking those kinds of effects can be very powerful. */Storm alone can combine Snow Storm with the -ToHit in Hurricane, but Dark/Storm can also make a group far less effective by combining the -ToHit from various powers with Snow Storm. Then immobilize them with Living Shadows. It all works together as a kind of back-up AoE control.
This is very similar to my strategy with Earth/Rad . . . Stone Cages-RI (for ToHit Debuff)-Lingering Rad (for -Recharge). -
I opened up my slot last night, but haven't slotted anything yet. I am also planning on going with Assault Radial. I suspect that it will not affect pets or it probably would have said so. (Note that Support specifically has a branch where it states that it affects pets.)
I did consider Control mostly because Ill/Rad lacks an Immob and a Stun, and it would add those control effects into the powers. So many people complain that Illusion lacks options for Containment, and it would add some new Containment. But overall, I think the added damage will provide more benefit. (I can see Control being very good for a team-oriented Mind Controller. Unfortuately, I doubt that I will ever take my level 50 Mind/Storm through enough of the Incarnate content to get the Hybrid slot.)
Melee clearly does not fit. Support looks interesting for a team-oriented character . . . Imagine a team of Fire/Rads, all with Support Core Embodiment . . . that would be sick. (If anyone wants to try it, I have Level 50 Fire/Rads on both Guardian and Pinnacle . . . but it will take me a while to get one of them up to Hybrid slot.) -
I could see a SHIELD movie focusing on Black Widow and Hawkeye, but with cameos from one or more of the other Avengers. None of the other women mentioned have enough recognition to carry a movie. There might be a Hulk movie that includes the creation of She-Hulk, but unless something special happens, she still isn't big enough (public-wise) to carry her how movie.
While Charlize Theron would do a great job, another great actress for Ms. Marvel would be Yvonne Strahovski (Sarah from "Chuck"). Yvonne has great comedy experience, is good with dramatic scenes and can clearly handle the action. -
Quote:Of course, we get Terra Volta again for the first WST of June. The Blue Side respec is just plain boring.For the love of Statesman's grave, can we not have Terra Volta ever month as a TF and instead once in a while get a Posi TF, or a Sister Psy (both last seen as a WST in August) or a maybe a Citadel TF (never has been a WST as far as I can tell).
There are plenty of TFs to choose from, let's actually take advantage of that instead of repeating the most boring thing possible (treading neutrons inside a reactor for 5-20 minutes while waiting for something to happen) every single month.
And the Lady Grey was last included as a WST in August 2011.
I'm guessing that there must be some kind of bug or technical issue to explain why we keep getting the same TFs and others that should be included keep getting skipped. I'm guessing that some of the issues that were discussed in the early part of this thread haven't been fixed yet. Is that a good guess?
Lady Grey doesn't get run very often, but it is a good one. -
Quote:Hamidon Origin Enhancements are available on the markets in addition to drops at Hami Raids. Also, you can get "Synthetic Hamidon Origin Enhancements" as a reward for completing the Statesman TF (I just did one yesterday) or the Lord Recluse SF. The Synthetic HOs are identical to "real" Hami-Os other than the word "Synthetic" in front. And they are usually cheaper in the markets for some reason.I do not have any HO's and have never been on Hamidon raids, so it would take me weeks or months to acquire them.
Anytime the Statesman/Lord Recluse TF is the Weekly Strike Target, the price drops on SHOs in the market. -
I have seen posts of quite a few people who have tried to make a proc-filled "purse" out of the Gale "sow's ear." Most of the folks have reported back saying that it wasn't worth the effort. Gale is, by its nature, a situational power that is intended to scatter foes. Yes, you can use it against a wall or into a corner without scattering foes . . . but that's what makes it situational. Yes, I tried it -- the low accuracy requires slotting up for Accuracy in addition to the procs, and it still seems to miss a lot.
Certainly no problem with trying it out, and it will probably seem pretty cool at first. But as you use a proced-out Gale over time, you will probably find it less useful than you think. -
A friend of mine had the old Dreck mission (before it was timed) on his tank, and we used to run it now and again for some easy levels. However, about a year ago it disappeared from his mission list -- he certainly did NOT complete it, as he was very careful to keep it. So, no more untimed Dreck. :-(
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Quote:My Fire/Rad Superteam tried the Team Teleport trick, and we didn't like it. It caused us to get hit with the alpha, and we found that people died too often. Instead, we preferred everyone running together (anyone who had to go afk just went on follow). For larger groups of foes, 2-4 people would fire off Flashfire to eliminate any chance for an alpha strike.Exactly. Other superteams can be fun and effective but 8 Fire/Rads is jaw-dropping. The super team I was on used Team TP to keep us together. We'd TP into a big mob and in a second or two all the CC had everything held, and Hotfeet was roasting everything. We'd fire our immobs to keep everything in the zone of death and that was about it. Once we got Imps, it was even crazier. Occasionally someone would bite the dust because some bosses would get off strong alpha attacks before being held.
In our team we were all required to take Tactics. So basically without slotting anything you had capped to-hit, recharge, recovery, and damage.
The biggest ultimate problem was boredom. We leveled insanely fast but with so much coming from passive powers there wasn't much to do and it wasn't challening at all. Lots of folks (myself included) never got to level 50 simply because after a night or two of "OMG this is cool!" it got stale.
Our group specifically had Assault, Tactics and Maneuvers stacked 8 times. And yes, the biggest complaint was that it was too easy. Once the build matures and everyone gets Char, Fire Cages, Hot Feet, Flashfire, Cinders and Choking Cloud fully slotted, and then got Fire Imps slotted by level 35 or so, everything was too easy. (This was where I learned the lesson that characters who are "super slotted" can get boring.) The mob of 24 Imps, all boosted with 8xAM, were often referred to as "land piranahs." -
Quote:That's a nice strategy tip. I can see that working very well solo or on a small team.Something that I've found with Jolting Chain that I don't think has been mentioned is that it's a great spawn pulling power. Assuming you hit the first target it will ripple through the spawn aggroing everyone without allowing return fire (you only need to be able to see the first target). Given a corner or even just sufficient room to run backwards you can then run the group into the sleep patch in relative safety.
Electric control has lots of great control options . . . provided you have time to use them. Several of the powers take a little while to obtain a full benefit, so they are less effective on large, fast moving teams.
The chain powers take a while to chain through groups. Synaptic Overload's chaining confuse takes a while, and on fast teams I found that I was often running ahead of the team just to have a chance to use it. It is a great control power if given the time. Jolting Chain also has some nice uses . . . given the time to use it. And you have suggested a good one. -
With enough recharge, it has been possible to have two or more tornados out at once for a long time.
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It really depends on what you feel is important. For example, Fearsome Stare's 15% ToHit Debuff can be enhanced with ToHit Debuff enhancements, while Spooky's 15% cannot be enhanced. Both powers are great Fear powers, but are substantially different in how they can be used.
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I know a little bit about Ill/Rad. My experience with Dark has been with a Dark/Dark and a Dark/Storm (and a baby Dark/Dark Dom). It is difficult to compare the sets because the overall focus of the sets are different. Illusion is all about Distraction and then Damage. Understanding how to take advantage of the Illusory Damage is important to increase Illusion's overall damage. Dark Control is Decent Control and Debuffing ToHit. Most powers have a -ToHit component. Dark Control is moderate damage for a control set, but that damage can be increased by using lots of procs.
As much as possible, here's a comparison:
Shadowy Binds v. Spectral Wounds -- Same base damage. Spectral Wounds gets an extra 20 points of Illusory Damage that heals back after 10 seconds vs. single target Immob. Negative Damage v. Psi Damage. That Illusory Damage makes a huge difference, so SW wins.
Blind vs. Dark Grasp -- two single target holds with same damage. Blind gets slightly shorter duration hold but gets a small AoE Sleep. Maybe a slight edge to Blind or equal.
Deceive vs. Possess -- Deceive has a slightly shorter cast time and is available 2 levels sooner. Possess has a better visual appeal, but that does not affect performance. Pretty much equal, or Deceive has a very small edge.
Flash vs. (Heart of Darkness or Shadow Field?) -- HoD is a PB AoE Stun that recharges fast, while Shadow Field is a ranged Hold Patch. It is hard to say which one is better to compare to Flash, a PB AoE Hold. Either Dark power is superior to Illusion's Flash.
Fearsome Stare vs. Spectral Terror -- This is a hard comparison. FS and Spooky both have -15% ToHit Debuff. FS has a 30 sec duration cone fear and a 40 sec Recharge (easily Perma) while Spooky is a 45 second duration pet with a 45 second Recharge, so it is perma out of the box. Both are great powers and it is hard to say which is better. FS is a one-shot cone while Spooky is a persistant immobile pet. I'd probably lean a little more towards Fearsome Stare, since it is a "use every group" power. Spooky isn't really needed as much if PA have the aggro.
Phantom Army vs. Haunt -- PA are 3 invulnerable but unbuffable pets with both ranged and melee attacks and a taunt aura. Haunt is two buffable pets but can be killed pretty easily and have melee attacks. PA Recharge is 240 second base, while Haunt is a base Recharge of 210 seconds. I think PA wins easily here. PA is by far the most important power in Illusion and Perma-PA is what makes an Illusion Controller so "beastly."
Phantasm v. Umbra Beast -- Phanty is an Energy Blaster who casts a decoy. What's Umbra's nickname? I kind of liked "Spooky Doo" but that's too close to Illusion's "Spooky." Some folks call him "Barky" for obvious reasons. Barky is annoying, but Phanty has knockback (which can be annoying but can also provide some protection). Phanty's Decoy can make a huge difference, especially before PA are perma. I think it is a matter of opinion, but I think Phanty is more effective. I find that Phanty survives longer and does good damage. And he's less annoying.
Other powers: Two forms of Invisibility vs. a Cone Immob and a second control power (HoD or Shadow Field). Invisibility for an Illusion Controller is a key part of the controllers survivability since PA's taunt aura draws the aggro. Also, single target attacks means that an Illusion Controller isn't drawing a bunch of aggro to himself beyond his ability to control. Invisibility is nce, but Dark's additional controls gives it a huge improvement for AoE control. A Dark Controller can get Invisibility with Super Speed and a Stealth IO. Shadow Field is a really interesting hold power in that it is a persistant patch. The Cone Immob, Living Shadows, can be slotted up with damage procs to help a Dark Controller's AoE Damage, which is something that Illusion badly lacks. So Dark Control has two extra AoE control powers over Illusion, and both set Containment.
Synergy with Rad: Rad is one of the best secondaries and works well with all primaries. Both Illusion and Dark can be played at range except for one PB AoE control power, and Rad works well from ranged except for one PB AoE control power. Rad's debuffs make PA much better. But AM won't affect PA while it will buff Haunt -- as long as you are close enough. Neither powerset has anything that will make Choking Cloud useful. (Fire. Ice and Electric all have PB AoE toggles that work well with Choking Cloud.)
One very small benefit Illusion has with Rad -- both Flash and EM Pulse are PB AoE holds, so they can be stacked together to hold bosses in a large group. Illusion also makes better use of the Slow in Ling Rad, as Dark's cone Immob makes a Slow power not all that beneficial.
Overall: Illusion is a great set for solo and small team. It can still contribute to large teams, too, but mostly be adding damage and an Alpha-strike sponge. It does good single target damage, but is weak on AoE control and damage. Illusion is mostly Psi damage, which is great for most of the game but difficult against Robot types. A high recharge build with Perma-PA is amazingly effective at providing distraction for groups of foes. The pets and single-target nature of the attacks keeps an invisible Illusion Controller safe without needing Defense.
Illusion gets more of a benefit from Deceive than Dark does from Possess. Because Illusion is more single target focused, Deceive will get rid of aggro from an occasional foe who aggros on the controller. Dark has a lot of AoE, so a single target Confuse has less benefit. Illusion can also take down single foes faster, thereby getting more of the XP that might be absorbed by the confused foe.
Dark, on the other hand, does very good AoE control, with a touch of ToHit Debuffing. It has medium to weak damage and its pets are mostly melee who can be killed. It is mostly Negative and Smashing damage, which is also resisted by some foes. The AoE nature will tend to draw more aggro, so a Dark/Rad may need Defense more than an Ill/Rad. With proper slotting, Dark/Rad can contribute some AoE damage, but isn't as strong on single target damage.
Ill/Rad is probably better in a wide range of situations including solo and small teams, but Dark/Rad is probably better for a larger team that needs control over damage.