Local_Man

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  1. Quote:
    Originally Posted by Carnifax_NA View Post
    How come Chain Fences takes Targetting AOE IOs but Jolting takes Ranged Damage ones when they both use the same jumping mechanism?
    Uh, Chain Fences doesn't jump. It is an instant AoE Immob. Are you thinking of the Confuse, Synaptic Overload?

    The other electric jump-chain power, Electric Melee's Chain Induction, takes Melee Damage enhancements, so that appears to be consistant.
  2. Quote:
    Originally Posted by JD_Gumby View Post
    Little update: Got my final piece of the second Basilisk's Gaze set (to toss in EM Pulse; yay, alignment merits! ) and am now officially among the ranks of the Perma-PAs with 58.86s - under ideal circumstances, anyways. :P Now to grind and grind and grind and grind until I can start affording more purples [think I can get 3 of the other sets in] to make the timing a little more forgiving.

    Thanks for the tune up, Local Man.
    Gratz! and you are welcome.

    I'm finding that my Ill/Rad handles Tip missions better than any of my other characters -- even the softcapped BS/Shield scrapper who I thought would be fastest. With stealth, debuffs, Spooky to set up a control zone and PA to draw the aggro, he plows through the missions very fast. He can even handle those missions that everyone complains about with the continual spawns. Perma PA, Phantasm and Spectral Terror draw the aggro before it gets to me. I deceive the Sappers and then can wipe out the guys pretty quickly.

    I found it interesting that my buddy and ultimate tank authority, Call Me Awesome, was also saying that his perma-PA Ill/Rad handled Tip missions best, too.
  3. Quote:
    Originally Posted by Fuzzitron View Post
    Yes, that may be true for solo or low damage teams. However if I deceive something that hits another enemy just before three AoE team mates decent from the ceiling to wipe out the entire spawn a second later, we just missed out on some xp that we'd have acquired had my confused enemy not hit his buddy. If you can explain that one away, then I'll try to take that explanation to convince some of my sometime steamroller buddies to be less rabid toward confuse powers. I'm on your side man.
    Notice I said "can" and not "will." It depends on the situation. In the situation you described, I probably would not use Deceive if I knew that my teammates could wipe out the entire spawn with a couple of AoEs -- but keep in mind that the "missed out upon" XP is going to be miniscule in that situation. The Deceived Foe will probably only get one hit in before everyone is wiped out.

    On the other hand, you could deceive a Sapper just before he hits one of your teammates. If he had hit one of your teammates, that teammate would not be able to do as much damage. Deceiving a Master Illusionist causes her to turn on her own pets. You could deceive some Knives of Artimis before they throw their Caltrops. You could Deceive that DE crystal guy before he lays down his huge Quartz defense debuff, or the DE Herder before it lays down that little tree that helps them Regen. All of those will help your team go FASTER and SAFER. All of these are things you run into in the high level Tip Missions.

    Deceive is a control power, so it CAN help your team depending on how you use it.



    Quote:
    I was making a blind statement regarding the numbers as I am at work and can not install any extra programs on this machine. I remembered reading something about only receiving 80% if I damaged an enemy that a confused foe finished off. I didn't remember what the best and worst case numbers were.

    EDIT:

    I'm sure the monstrous guys I've teamed with wouldn't care to expend the extra effort to get free AM from a Rikti Guardian but I know I would. I wonder if I can get more people to appreciate confuse powers now that we have to deal with level 53 Resistance fighters. That enemy group is nasty at high levels.
    Deceive isn't needed for the easy stuff on a fast team, only the tough stuff.
  4. Local_Man

    Ill/kin build

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    I'm going to be the guy who says no to Repel. As an Ill/Kin enthusiast, I have to tell you that taking and using Repel will absolutely ruin your experience as an Ill/Kin. Being an Ill/Kin means you have to be in the thick of the fight, right in the middle of spawns so you can successfully be affected by your entire Fulcrum Shift. Using Repel will fire everything in every direction and make every utility you have useless. Transfusion? Fulcrum Shift? Transference? None of them will affect you since nothing will get close. I'm nearing completion with my Ill/Kin guide; check it out once it's in my sig. I'll post it when it is.
    I would say that Repel should be used very rarely -- only in those few situations where you are being overrun, or if you want to knock a foe away from a teammate, or you want to move a guy closer into a group. On my Kin/Elec Defender, I'll often go through sessions without using it once. An Ill/Kin needs it even less, since he has control powers to help protect him (or her). In general, I would agree that Repel should be skipped unless you have nothing else you want, and then keep it only as a "panic button" or novelty power.

    I would take Increase Density over Repel any day, unless I only solo.
  5. Quote:
    Originally Posted by Fuzzitron View Post
    Some still believe the world is flat simply because they haven't crossed the street! I can only tell you what happened to me. I'm happy for you that you haven't met any XP nazis yet.

    I run with min-maxed steamroller teams every weekend when I'm home. These are the guys doing speed ITFs and LGTFs on max difficulty. They don't need deceived enemies because everything is dead in seconds up to a minute (including cyclops and minotaurs). If using Deceive is going to drive a wedge between me and those teams, then I'll gladly avoid using Deceive on "those" teams.

    But again, I like the Deceive/Confuse power myself and don't mind the 10% - 15% of xp I might not get on low damage teams. When I'm bored and take a random PUG invite from casual players (or people who are having trouble taking down an AV), yeah I'll use deceive, seeds of confusion, confusion auras, etc. I'm not at all opposed to it. I'm just telling you that there are more than five people in the game (and on Virtue) who won't call you back if you use it.

    I think people need to take a team's destructive level into account when talking about what powers to use. I'm better off casting Blind or Spectral Wounds when teamed with several maxed out /SD scrappers and SS/ brutes. If the team is full of mezz prone characters, a confuse or terrorize power is a no brainer for an opener.
    I have no doubt that there are plenty of misinformed and hard-headed folks out there -- I have run into my fair share, both in game and out. I'll also agree that single target confuse powers (Deceive and Confuse) are not needed much on fast-moving "steamroller" teams -- Generally they are doing damage so fast that hardly any mez powers do much. You run in to hit Flash . . . and before you can do much else, the entire spawn is defeated, so your mez powers didn't do much. If you have those kinds of teams, Deceive isn't active long enough for the confused foe to do hardly any damage, so it really makes no difference. You are better off spending your time using your debuffs and then single target damage attacks. The only time Deceive might be useful is to take out a foe who has strong debuffs. And on the ITF, you generally have to stack Deceive so it is less useful. (On the Lady Grey, however, you can Deceive Guardians to get some free AM.)

    Remember that you don't "lose" XP from confuse powers. If the confused foe kills off a foe, it is like that foe never spawned. You don't get any XP because you didn't earn any -- at most, you could say that you lost "potential XP." HOWEVER, as long as you do some of the damage to foes being attacked by a confused foe, you actually get BONUS XP that you did not earn. If you do 50% of the damage, you get 80% of the XP. So, you actually got a 60% bonus in that case. If you do 25% of the damage, you get 50% of the XP, or a 100% bonus. Since you do less damage to kill a foe, you spend less time doing it. So using Deceive, you can get more XP over time even if you get a little bit less XP per mission or per foe, because you defeat foes faster.

    Your estimate of 10%-15% is way off. Try running Herostats, and compare your XP/hour using Deceive and not using it. It has been a while since I did it, but my XP per hour was greater (but not by a whole bunch) using Deceive than not using Deceive.
  6. Quote:
    Originally Posted by dave_p View Post
    Thanks for the replies. Some followups:



    Yeah, I really rue my "no repeats" rule sometimes, cuz I'd love to play Elec/Rad, but I'm sorta stuck w/Elec/Therm, which I'm not crazy about tbh. CC+CA seems like a good combo. So no real problems w/JC waking up mobs before the next pulse of sleep?
    I clearly don't have a "no repeats" rule: 1 Ill/Rad, 2 Fire/Rad, Earth/Rad, Plant/Rad all at 50, with my Elec/Rad in the works, and a second Ill/Rad in the 40's. I also have a bunch of Stormies including Ill/Storm and Ice/Storm at 50, and high level Mind/Storm, Grav/Storm and 2 Earth/Storms, and both Fire/Kin and Plant/Kin.

    Quote:
    Really? I thought it did absolute crap damage?
    EF helps some. The damage isn't very high, but an AoE damage power slotted up and used as often as Jolting Chain is up will eventually wittle down the health of the group. Combined with the small amount of damage in Chain Fences, it almost becomes like a damage aura -- since endurance isn't much of an issue much of the time.

    Quote:
    Is that a good opener? That is to say, even assuming it hits all the mobs, won't it only actually KU the 1st mob, and the rest will get their shots off at you while JC is actually jumping through them?
    I prefer to open with Static Field, and then Jolting Chain knocks 'em down. While they get up, Chain Fences immobilizes them, and by the time they get up, the next pulse in Static Field puts 'em to sleep again. Then I can cycle through JC, CF and single target damage powers.

    Quote:
    One thing I've noticed was that JC still KU'ed things that were immob'ed by my Fences. Does Fences not have a -KB, or does JC just work anyway (if so, awesome).
    Yep, Chain Fences and Grav's Crushing Field (and Tenebrous Tenticles) do not have -knockback. So, you can freely use them on top of Earthquake or Ice Slick, and Jolting Chain, of course.
  7. The most popular proc to use in Radiation Infection is the Achilles Heal Chance for Resistance Debuff. Instead randomly doing a small amount of extra damage, that proc allows you and your teammates (and your pets) to do 20% extra damage for any attack that hits while the debuff is active.
  8. Quote:
    Originally Posted by PennyPA View Post
    I am in agreement with Techbot Alpha.

    For me, this change is only going to affect my early playstyle (not resting as much and such). But the way my toons are built, it is going to be more of a pain for me to add three more powers that I won't be able to slot the way I want.

    For example, I like having sprint as a one slot and lets me use slots that come after for other powers. Now, I would have to take something and won't have the slots to make it more practical or usuable for me. Powers that don't need a lot of slots like adding recall friend or such could be added, but they will be minor additions and not change my toons significantly: my dark/therm corr is not suddenly going to solo SFs; my MM's can solo +4/+8 missions and solo AVs so not much more to do for them.

    Some players and some toons will get boosted, but I feel the impact will be not that great, but I guess we will see. Maybe the new End Game content will force us to think differently.
    Your characters can be exactly as you have them now . . . you just get three additional powers that can easily be "situational" powers that you otherwise would not take.

    Personally, I find this whining about getting more powers but no more slots to be annoying. Sure, I'd love to have more slots. But with this change, I get to take several powers that I would have liked to take, but were hard to fit into a tight build. Including a lot of "situational" powers. In most cases, having the power unslotted is better than not having the power at all.

    Now I should be able to fit Mutation in a lot of my */Rad controllers. I'm considering adding Fallout to a few characters -- even if I can't slot up the Damage, the Debuff on it is massive. I can take Assault and Tactics, and only run them when I need them. I can take Recall Friend! I can try out some odd powers that I have never tried, like Whirlwind -- might be fun on a Stormie.

    I can add Confront to Scrappers and Brutes. I can add stealth to Blasters. Or I can have both Fly AND Super Speed.

    And if you don't need those additional powers, pick something that can be a mule for an IO you want. But stop complaining, as there is no downside to this new option.
  9. My favorites from Shakespeare are mostly Falstaff, like this one.

    Then there is Parolles, from All's Well that Ends Well, talking about virginity . . . It should get some chuckles while at the same time showing you have culture, because it is Shakespeare.

    That site, by the way, has tons and tons of monologues.
  10. I thought it was a fun episode. Mama Bartowski can kick some major butt, but you knew that was gonna happen when they cast Linda Hamilton. Dolph and Harry Dean Stanton were fun to add to the mix, although I thought the Repo Man was a bit gratuitous. Olivia was nice eye candy, but I don't recall much of an explanation of "Gretta." I might have missed it, as stuff was going on at home during the show.

    With the "new" Buy More, it will be interesting to see how they mix in some of the old Buy More crew.
  11. Local_Man

    Ill/kin build

    It's better, but still needs some work -- Remember that Recharge is the key. Siphon Speed should be slotted with 2 Acc, 2-3 Rech. You want to be able to stack it!

    Blind: Change the common Acc to an Acc/Dam from some set. Blind has a 10% accuracy bonus, so a little bit more is enough.

    Siphon Power: Range? Kinetics is an "Up Close and Personal" set, so you'll want Recharge, not Range. Even better, put that slot with a Recharge in Siphon Speed.

    Health: Rather than a common Heal, try to get a Numina's Heal for a nice Regen bonus.

    IR: I think a single Jump may be enough. Use that slot for another Recharge in Siphon Speed.

    Repel: Lots of folks will tell you to skip it. I kind of like it, but acknowledge that it is situational and skippable -- I only took it on my Kin Defender, not on my Ill/Kin. Repel is the only real "defensive" power in the secondary, but it is an offensive secondary. Slot it with a single EndRdx. Another Recharge slot for Siphon Speed! However, it can certainly be moved back -- this could easily be your level 49 power if you leave it in at all.

    Transference: I prefer the Efficacy Adaptor set.

    Fulcrum Shift: The EndRdx really isn't needed.

    Fissure: This is an important damage power -- slot it for Damage. 1 Acc, 3 Dam minimum, then Recharge. An IO set gives you more of everything.

    Seismic Smash: Again, this is a Damage power -- slot it for damage! The hold is a nice secondary effect.

    Rock Armor: Do you understand what "Frankenslotting" is? Here, two Defense/Endrdx from two different sets will give your better numbers than a Defense and an EndRdx.

    Speed Boost: This is a hot topic. My opinion is that a kinetic should take this soon after it is available for teaming -- so at level 22. It is one of the best team buffs in the game. Many people hate having to re-cast it on everyone every two minutes, but I think you should have it and use it for the benefit of the team. It can be slotted with a single EndMod. If you are ONLY going to solo, it is skippable.
  12. With my Elec/Rad, Jolting Chain is part of the overall mitigation in the set. Static Field - Jolting Chain - Chain Fences, then I keep alternating JC-CF. It keeps the foes on their tails about 30-50% of the time.
  13. Local_Man

    Teleportation

    Another few benefits to Teleport:

    (a) You can teleport out of Slow areas and you can move while Immobilized. Every time my Stone Tank is hit with Caltrops, I am thankful I have Teleport. It is the only travel power that lets you move while Immobed or slowed.

    (b) If that doorway or hallway is blocked, you can teleport past the blockage.

    (c) I have Teleport on one of my builds for my Ill/Rad . . . he can teleport past Rikti Drones without being seen while invisible.

    (d) If you are stuck somewhere, you can often teleport out without having to use the /stuck command.

    (e) You can sometimes teleport around corners.

    (f) You can sometimes teleport through small openings where your character would not be able to fit through.

    And a negative that can be offset:

    In those open-air "find the glowie" or "find the citizen" missions, Teleport is hard to use to search -- you generally have to plan to land on a building. This can be overcome with Hover or any of the many Temp Fly pack powers.
  14. Quote:
    Originally Posted by StratoNexus View Post
    Very good points Local_Man. I enjoy discussions such as this and it is very helpful to hear other viewpoints and examples of gameplay scenarios as well as the whys and hows of what you are doing.


    I have to agree that CC is a bit better than controller RI at upping my mitigation. My reason for skipping CC is that I almost never need the extra mitigation from CC, so it is just an end drain to say I locked the spawns down, when I don't need to lock them in order to live (I do have other toggles draining my end in order to help me live though ).

    It is true that you have to be mindful of where you need RI and where you don't. If I know I don't need it, I'll save it for an emergency. I'll toggle it off partway through a spawn once I have it locked down (as much as I need) in order to help make sure it is recharged if I am concerned about maybe needing it for an ambush or a close spawn that might aggro.

    I am a minimalist when it comes to control. The less you need to use, the better, IME. Hot Feet is awesome, because it has control with damage. Ring of Fire, control with damage. Heck, I don't even use Fire Cages, because I rarely find I miss it. I have an admitted bias against control, because I think it is overused and often creates more problems than it solves.

    All the situations where you list CC as useful, I find myself living through them just fine without it, while killing very fast. This is especially true on teams. I want to be clear, I am not challenging the fact that the power is potent once slotted. But if you would rather take your build a different way, you can skip it and still fly through tough missions, killing stuff extremely quickly. CC is not very helpful increasing kill speed, so I would need to see a mitigation (or spawn grouping) reason to take it. While it can help keep enemies inside my Hot Feet, I find that HF itself, FF, LR, my single target controls, and any teammates I may have do that plenty well.

    I do play on teams that over aggro, but I can almost always use one of my other tools to prevent disaster. While I do take special glee from using Vengeance + Fallout, there are very few deaths on my teams that are caused because the mob I am standing in is not controlled. There are rare times where someone dies where I may have been able to save them if I had FF recharged, and it is possible I might have saved it if I had CC. Those times are not enough to make me want CC (after all, Vengeance + Fallout not only kills stuff, but it makes everyone else on the team into even more devastating killing machines).


    No doubt it is a lost control option. Minority, majority, or plurality, the OP appears they may want to try out the non-CC route. It would appear their experience matches mine, never used it, never felt like I was lacking, kill fast, die rarely.
    It seems to be a difference in playstyle and focus. I tend to want to maximize control on my controllers. I want to lock foes down, even if it takes longer to kill -- I figure high-speed killing is what teammates are for, and I can take my time when solo. Damage is certainly part of the job, but not the main part.
  15. Local_Man

    Fire/Trick Arrow

    Quote:
    Originally Posted by UnicyclePeon View Post
    It doesnt make sense for any of them to do it ... least of all Fire Imps.
    Well, it makes sense for Jack Frost and Venus Fly Trap to be afraid of fire. I can accept Animate Stone, and maybe even Phantasm, Singularity and the Gremlins, although they are energy beings. But the Imps and PA? no.
  16. Local_Man

    Ill/kin build

    We have something to work with, and it needs some work. Take a look at the Illusion slotting from my Ill/Rad guide, linked in my sig. That will give you an idea of slotting for your Illusion powers.

    Transfusion: It needs Accuracy. The Accurate Healing IO sets (Touch of the Nictus) were made for this power. Another option is a single Acc and 5 Doctored Wounds. The Numina's proc should be in an "always on" power like Health.

    Siphon Power: A Membrane is a waste here -- this power will only use the Recharge. You need Accuracy and Recharge, and you would do better using common IOs.

    Blind has a lot of options for slotting, but you don't need to worry so much about healing -- Transfusion is one of the strongest heals in the game. Think about slotting 4 Basilisk Gaze, and then adding some Damage and a little extra Accuracy -- you want this to hit, as it sets up Containment for Spectral Wounds.

    Superior Invis: You want to slot as much endRdx here as possible. Great slotting is the LotG Recharge, and then 5 Red Fortune trying to maximize EndRdx. You get 12.5% global Recharge in one place.

    Siphon Speed needs some Recharge in addition to the Accuracy.

    Deceive: Personally, I take it earlier and delay Siphon Power. Replace the Confuse with the Contagious Confusion proc. It is wonderful in this power.

    Health: Use the Numina proc and a Numina Heal here -- but a Kin doesn't really need them as much as other builds.

    Phantom Army: By far, this is the most important power in the Illusion set. You want to maximize Recharge, then try to get as much damage in it with decent Accuracy. SO slotting is 3 Recharge, 1 Acc, 2 Dam. The Recharge Intensive Pet sets were made for this, but the Resistance and Defense procs are mostly useless. Try slotting Expediant Reinforcement, all but the Dam/End and the Resist proc, then add the two Call to Arms Triples, or at level 50, you can use Dam/Rech and Chance for Build Up from Soulbound. That will cap your Recharge and Damage.

    Stamina: EndMod and the Proc from Performance Shifter. Add a common EndMod if you stay with 3 slots, or EndMod/Acc and EndMod/Rech if you go with 4.

    Drop Aid Other and Aid Self, as Ketch said.

    Flash: Look at 4 Basilisk Gaze, plus some more Acc/Hold/Rech if you can fit it in. I like it after Spectral Terror for the reasons in my Guide.

    Spectral Terror: The only reason to slot up this power is for bonuses, as it works great with no slots at all. A 5th Glympse of the Abyss will get you 6.25% Recharge.

    Inertial Reduction: I haven't checked it, but how does the Stealth proc work in this power now? I-18 changed these procs to only working when the toggle power is on (a change I dislike), when they used to work for 120 sec after. In IR, I suspect that the proc only works when you click the power and then you are visible again . . . but I haven't tested it.

    Phantasm: Need more recharge, so 4 Expediant Reinforcement and an Acc/Dam Hami-O to finish it out.

    Transference: I like 6 Efficacy Adaptor in here. Gives more Recharge.

    Fulcrum Shift: Range? You want to get up close and personal with this buff.

    APP: The main reason to take the Psi Pool is the mez protection of Indomidible Will. World of Confusion stinks because the AoE is so small -- the best reason to take this is as a mule for IO confuse sets. Consider the Earth APP set for Fissure and Seismic Smash -- Fulcrum Shifted, those attacks do a lot of damage.

    If you are going to take Teleport Foe, you have to slot it with some Accuracy. Very few people actually take this power, and using 4 slots on it is extravagant.
  17. Local_Man

    Fire/Trick Arrow

    Quote:
    Originally Posted by Obscure Blade View Post
    My Fire/TA isn't high enough, but my Illusion/TA just got Oil Slick and I checked. Phantom Army does still run out of the Slick but no worse than that. Probably Imps do the same; although interestingly Phantasm floated quite happily over the flaming Slick.
    Yeah, I ran some more Tip missions this weekend. PA still leave the lit Oil Slick, but before it seemed that they ran out -- now it is more of a casual saunter, and they sometimes will throw in an attack on their way out. But at least they have ranged attacks, so they can keep attacking from outside of the flaming area.

    It still doesn't make any sense . . . PA should be exempt from this behavior.
  18. Local_Man

    Illusion / ?

    There is no question that Illusion's most popular pairing is with Radiation, and for good reason. Radiation is the only secondary that provides a Recharge buff (in Accelerate Metabolism) and strong debuffs that can make Phantom Army better. Phantom Army (PA) is the most important power in the set, and Radiation makes them better. PA cannot be buffed, so the only way to improve their Damage and Accuracy are through Resistance and Defense Debuffs. Ill/Rad is one of the strongest sets in the game, even if you don't try to get Perma-PA. Illusion is single target focused, so don't expect a farmer.

    Kinetics has a Recharge buff, but no debuffs. Trick Arrow, Storm, Cold, Therm, Sonic all have some kind of debuff, but no Recharge buff. Empathy and Force Field don't have either a Recharge buff or any debuffs. Not to say that the other secondaries aren't great, as Illusion works great with ANY secondary. Similarly, Radiation works great with ANY primary. But the two of them together have a synergy that no other pairing has.

    After Rad, my personal favorites are Storm and Trick Arrow -- I've taken all three of those to 50. Both of those combos have extra damage from the secondary. Cold has extra single target debuffs that may help it be stronger against tough single targets like AVs -- I'm tempted to try that combo. Ill/Kin has great team buffs, but it also has some synergy problems -- especially with Phantasm, since he likes to knock anything in close range of you back. Ill/Emp is a great team healer/buffer, able to distract foes to get in there to be a field medic, if that's what you want to do. Ill/Therm also has those benefits, but can also debuff.

    Take a look at my Ill/Rad guide even if you choose a different secondary -- click the link in my sig. It has a lot of help with slotting and strategy for Illusion. And if you go with Ill/Rad, the guide will have a ton of information for you.
  19. Quote:
    Originally Posted by Biospark View Post
    Question for you Local (And anyone else willing to jump on this one),

    How would you leverage CC with a Mind-Rad. I am debating the use of this power since I have an AoE Sleep to open a spawn with. I understand that this would not be as effective on a team, but solo I could see some potential for setting "contain".
    My biggest concerns are two-fold. A) Terrify is a cone, which creates a problem for AoE damage dealing until I can grab an ancillary AoE like fireball. B) Mind-Rad has been a very slot-hungry build so far. I find myself looking at ways to minimize slots used on various powers that seem like they would be more useful overall than CC (Like total Dom, Mass Confusion and epic powers).
    Mind doesn't have the PB AoE aura that makes Choking Cloud effective. I never planned to use CC on my Mind/Rad. Some people seem to like the power on controllers other than Fire, Ice and Elec, but those three are the only ones I would use the power on.

    Mind Control has plenty of AoE control without needing Choking Cloud. Mass Hypnosis works to set up AoE Containment . . . unless your team decides to wake up everything before you can fire off Terrify.
  20. Quote:
    Originally Posted by Fire_Storm View Post
    choking cloud necessary?

    this thread seems to focus on fire/rad, but.....

    if i roll a elec rad controller (your a controller, not a dom, so)......i can't help but think, using the elec powers, of JC (kd) the confuse, and the sleep, sliding in with choking cloud would also work like a charm with the immob, to drain everyone with Conductive Aura.

    I would think it would be a great power, Rad was the first thing i thought to synergize with elec, just because of choking cloud. i just can't help but wonder if that would be a pve pwn soft control combo. Haven't played it yet though.
    The thing that makes Choking Cloud work is the combination of (a) some kind of initial AoE control that will prevent an alpha strike, and (b) some kind of PB AoE aura that will work with Choking Cloud to combine controls. Fire has Hot Feet, with its Slow+Afraid+Damage. Ice has Arctic Air, with Slow+Afraid+Confuse. And Elec has Conductive Aura, which drains Endurance.

    My Elec/Rad hasn't quite gotten there yet (he's 27), but I played one on Test with the level bump to 41. The combo of Static Field+Jolting Chain+Chain Fences, then run in with Choking Cloud+Conductive Aura was very effective control -- but no damage. So, I was able to stand in a group and hold/drain them, and then just waited for the Gremlins or teammates to do the killing. It had a lot of similarity to an Ice/Rad -- great control but little damage.
  21. So you are relying upon RI to provide the damage mitigation that I use Choking Cloud to achieve? I certainly understand that method . . . I talk about it in my Earth/Rad guide. But I don't find it the same as Choking Cloud. A foe-anchored ToHit Debuff + Immob is not as good in my opinion. It doesn't travel with you and you need to make sure your anchor doesn't die or your mitigation is gone. Plus, you lose your ability to mitigate damage at range . . . while I stand in one place with CC + HF on, I can Fire Cage and RI another group while we kill off this one. Flashfire only lasts so long, and the Fire Cage + RI combo can provide pretty good mitigation at range . . . and I still have Cinders and EM Pulse in researve.

    I think you are in the minority of experienced Fire/Rads on this one. Giving up Choking Cloud means giving up an effective control option on one of the few builds that can make best use of it.
  22. Another suggestion that might keep you from getting kicked from teams; Prepare a macro (or series, if necessary) explaining that you are playing a concept character, so therefore you do not have the key powers that most folks would expect a Grav/FF to have.

    If someone invites you to a team expecting bubbles, you might end up getting kicked.
  23. Quote:
    Originally Posted by Lothic View Post
    I played my main Fire/Rad for about two years with Choking Cloud until I finally respec'd out of it. I based this decision not because I consider the power to be unworkable but more because I realized that my playstyle had evolved to where I was more "ranged oriented moving with around with Hover" than "stand next to a MOB and slowly cook them to death" oriented.

    I use all the other main mez powers offered by these powersets (Char, Fire Cages, Flashfire, Cinders, EMP) and Hot Feet when soloing. With the mobile flexibility of Hovering I can better adapt to either team situations or solo situations and I have better "control" over my Imps because I can float over them and keep them more centered under me vertically.

    I feel that with both Cinders and EMP as main hold powers (instead of considering EMP a "panic button" occasional power) I don't need to worry about maintaining Choking Cloud, an END-heavy toggle with RANDOM mez functionality. With Cinders, EMP and the Flashfire/Fire Cage combo my chance of holding MOBs becomes much more reliable and deterministic. Between my Imps and Hot Feet they are dead long before those click mezs wear off so having another toggle power constantly burning END to "reapply" mezs doesn't really prove to be all that useful in the long run.

    People may argue that relying on EMP is bad because of the -Recovery disadvantage. But my counter to that is since I'm NOT running Choking Cloud my END situation has always been manageable. As a level 50 Fire/Rad I can constantly move from MOB to MOB firing EMP as often as possible without needing to eat blue pills or Resting to get END back.

    Bottomline the constant toggle mez effect of Choking Cloud proved to be A) too random, B) too END costly and C) forced me to stand next to nasty MOBs effectively immobilizing myself. The recharge of my click mezs are more than fast enough to be reapplied on MOBs if needed so I don't need an additional END-hog toggle doing that for me whether I need it or not.

    I tend to think Choking Cloud is good if you're more primarily solo-oriented and/or perhaps if you're not a well IO slotted level 50. I can certainly see situations where it could be a useful power and when I was lower level I did use it a lot. But again for me I ultimately found more reasons to drop it rather than keep it.

    As always YMMV.
    I agree that different people have different playstyles, and I don't want to suggest that yours is not valid at all . . . but a fire/rad skipping out on Choking Cloud is missing one of the best aspects of the character. I disagree that the combo works best for a solo controller . . . in fact, I suggest that the combo works amazingly well on teams rolling along who move faster than your one-shot AoE mez powers can recharge.

    The key to making Choking Cloud work is keeping some kind of distraction on the foes until Choking Cloud's odd pulsing hold can roll the dice enough times to hit. Flashfire's stun plus locking the foes in place with Fire Cages works great for this. Cinders can do it. But so can a Tank or other melee character who grabs aggro. On a fast moving team, a Fire/Rad is a perfect character for the "clean up crew," letting the Tank and the First Responders move on to the next group while the Crew finishes off the last few foes. Tank runs in to grab the aggro, and after the foes are gathered around the Tank, the Fire/Rad can go in and take the time needed for the group to be held with Choking Cloud and an occasional Char as needed. The Tank can then run off to the next group while the Fire/Rad with his Hot Feet and Imps (and other teammates) finish off the few who need to be finished off. By then, the Tank will have grabbed aggro and gathered the next group to rinse and repeat . . . and no waiting for Flashfire or Cinders or EM Pulse to recharge. That's the beauty of a toggle hold.
  24. A movie I have recommended over and over, and yet so few people know about it. Most of those who see it get back to me grateful that I pointed it out. And it is perfect for a young college class:

    The Emperor's Club. Kevin Klein and Emile Hersch. Klein is a teacher in a boy's boarding school where they hold an annual competition. Certain moral choices are made. Twenty years later, the same people get back together at a reunion, re-live the competition and the impact of those choices are seen. It is a lot better than it sounds. The DVD even has a college ethics class discussing the issues. 103 min. Came out in 2002. I thought Klein's performance was outstanding. It is not depressing, but it is definitely thought provoking.
  25. Quote:
    Originally Posted by UnicyclePeon View Post
    Of the primaries you haven't tried, you've got Ice, Grav and Electric. Jeez.

    OK, I expect to get roasted here, but Ice and Grav are the worst controllers, so you've pretty much got to do Electric.
    Lewis, Lewis, Lewis . . .

    <shakes head>

    There is no "worst" controller. There may be YOUR least favorite, but no "worst." I really enjoyed my Ice Controller all the way to 50. I am still enjoying my Grav controller . . . and my Electric, too. And some people have Ice and Grav as their favorites. My least favorite is Mind Control, but a lot of folks love them. I find Mind Control kind of boring -- it feels like a weak blaster.

    The problem with Electric Controllers is the very low damage -- not great for a duo. Two Electrics will be able to drain endurance like crazy, but it will take forever to kill a decent-sized group. Granted, using Dominators instead of Controllers would fix that . . . but this is the Controller board. My Elec/Rad duo'ed for a while with an Elec/Elec Dominator, and even with his damage powers it took us a long time to wipe out large groups . . . no AoE damage.

    Gravity has three really interesting powers: Propel, Wormhole and Singularity. The other interesting aspect is that the AoE Immob does not have -Knockback, so it can work with slip-n-fall powers. Those aspects really become fun in later levels.