Local_Man

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  1. Building a Fire/Rad for a team of Fire/Rads is very different than building one for normal game play where you need to be self-sustaining for either team play or solo. For a designed team, the Leadership toggles become far, far more useful when everyone has them -- and endurance and Recharge isn't a problem when you have stacked AM. On super-teams, you can easily skip Stamina and still never see your blue bar drop.

    I can see where the Team Teleport trick would work better if everyone was built with high defense. We did not have high defense builds and were relying upon mez and heals only.
  2. Well, for yours, one combo you haven't tried at all is Grav/Trick Arrow. For his, you want something with early AoE since Grav doesn't get AoE until late, so maybe try some combo with Plant -- maybe Plant/Therm or Plant/Rad -- something with a bit of a heal since you won't have one.

    I have a Grav/Storm as one of my favorite controllers to solo, but it was kind of slow developing -- It started being fun with the combo of Freezing Rain and Crushing Field (because Crushing Field does NOT have knockback protection), but Wormhole at 26 is where it got to be a lot more fun. Grav has good single target damage, so it will help out Plant in that area. Since Grav and TA are both ranged sets, they will work together well. Plant has great AoE control and damage, but is weak on single target damage. Any combo of secondaries like Kin, Rad or Storm are always good. Even Cold, Therm, FF or Sonic could be useful for a duo -- Sonic and FF have partial mez protection that could be very useful, but no heal.
  3. Just wanted to make a few small corrections and alternative opinions to this post:

    Quote:
    Originally Posted by Hyperstrike View Post
    Okay, there aren't a lot of specific builds, mostly because Fire/Rad is a fairly easy and open Primary/Secondary to build for.

    1: Char > Ring of Fire: While Ring of Fire has superior damage, it's an immobilize. This means they can still shoot at you. Char is a hold. If they're held, it doesn't matter if it did less damage. YOU are taking less damage because they're not shooting at you.
    I agree that Char is far superior to Ring of Fire, but Char and Ring of Fire do the exact same damage. Both have 5 ticks of 6.73 damage unenhanced at level 50.

    Quote:
    2: Fire Cages > Ring of Fire: AoE Immobilize vs ST Immobilize. Need I say more?
    They really don't compare, as they are generally used for different purposes. Ring of Fire in low levels is mostly a damage power that sets Containment. In upper levels, it can be used for Immobilizing bosses and AVs. Fire Cages is an essential power to combine with Flashfire.

    Quote:
    4: Accelerate Metabolism: Take it, three-slot it for recharge ASAP. Later, maybe, four-slot it and frankenslot EndMod/Recharge and Acc/Endmod/Recharge from PerfShifter and EffAdaptor.
    Eventually, this is a nice power for the full Efficacy Adaptor set -- if you don't have a lot of global Recharge, you can leave off the EndMod/Acc and put a common Recharge in the 6th slot, but 6-slotting that set gives you a 5% Recharge. You want AM up as much as possible, and it is worth 6-slotting it.

    Quote:
    10: Enervating Field: Chuck an EndRed at it and call it done. Boost your damage output.
    I think 2 EndRdx is really needed, but a third has very marginal benefits. This power uses a LOT of endurance, and I generally recommend waiting until after Stamina to get it.

    Quote:
    12: Flashfire: Your big opener for control. Damage is meh, but the stun is VERY nice. Slot for Acc and Stun. If you have space, chuck a bit of Damage and EndRed at it.
    Slotting for Damage is a waste. Flashfire needs Acc, Stun and Recharge. EndRdx is nice to have, but I only include it as part of an IO set. Since it is an opening power, endurance usually isn't an issue when you use it, and I don't want to give up any of the main three for EndRdx.

    Quote:
    38: EM Pulse: Slot it for As much Acc and Hold as you can get.
    It really depends on how much you use it. Unlike most AoE control powers, EM Pulse does NOT have the 20% Accuracy penalty that Cinders and Flashfire have. Two accuracy is nice, but not essential. Also, the hold duration is already very long, so you may not need to slot for much Hold Duration. However, the Recharge is very long so if you use it a lot, then Recharge is key. I see some people slot this for Endurance Mod for its End Drain -- that is a complete waste because by the time the hold wears off, the endurance lost will have been regained. Slot for some Acc, Some Hold and a lot of Rech if you use it a lot -- I mostly keep it in researve, so I find 4 slots is enough.


    Quote:
    Nice things to have:

    • Radiation Infection: Dropping your enemy's ToHit and their defense? SWEET. This power, when slotted properly can nearly floor defense on just about any enemy in the game. Even nicer, it's auto-hit.
    • Maneuvers: More defense is never a bad thing. Especially when stacking on teams.
    • Lingering Radiation: A form of soft control. Slows down the quantity of incoming attacks and enemy movement, keeping them in range of your AoEs long enough to let them do what they're supposed to.
    • Mutation: For the occasional faceplant on your team.
    • Smoke: Helps out quite a bit at lower levels when trying to prep a group for an alpha strike.
    • Fallout: This combination mini-nuke/debuff is very nice if you have a friend develop a sudden, involuntary interest in the floor while surrounded by a large mob.
    • Hasten: AM is already nice. Hasten just makes it better.
    • Assault: More damage never hurt anyone...uh...wait!
    • Vengeance: Your friend dies, you get stronger. Problems? Indeed, think about the trifecta of Vengeance, Fallout, and Mutation to get your buddy back up. Yeah, you know you have that evil grin on your face.
    • Team Teleport: Nice for Fire/Rad teams. Pop in right on top of an enemy before they know what's happening. Much COUGH/CHOKE/BURNBURNBURN ensues. It's also nice for keeping teams on-point with an enemy as the feeling of godlike power that comes with a team of 8 Fire/Rads can spur some players into fits of kill-craziness where they'll run all over the place like a Brute whose Fury bar is not full.
    And now, with side-switching you can throw in things like Scorpion Shield as well. 30% defense when stacked with Maneuvers?
    Assault and Maneuvers will add to the already massive endurance drain of Hot Feet and Choking Cloud. I wouldn't consider adding the Leadership toggles unless you have a bunch of Recovery from sets or teammates. Even then, I find Fire/Rad to be a tight build -- maybe after I-19.

    Radiation Infection and Ling Rad are essetial powers to me. Ling Rad is really important to go after AVs, to overcome their Regen.

    I have tried the team teleport trick -- personally I was not impressed, as I found that we took a lot of damage before the hold from stacked Choking Cloud hit. I prefer to Flashfire+Fire Cage from range and then run in. However, I know that some people seem to like team teleporting a team of Fire/Rads -- It is just about the only use for the power.

    Quote:
    Nice-to-have enhancements:

    • Endoplasm Exposures: 33% Acc and 33% Mez? What's not to like?
    • Peroxisome Exposures: 33% Damage and 33% Mez? Again, what is the downside?
    • The Lockdown Proc. Additional mags to your mez are NEVER a Bad Thing<TM>.
    • The Numina +Regen/+Recovery IO. On a build as End-heavy as this, more recovery hurts nobody.
    • The Miracle +Recovery IO. Ditto.
    Again, you're probably not seeing a lot of specific builds because the Fire/Rad build IS so malleable. Once you've got the basics down, you're set. And teams of these suckers get ridiculous REALLY fast.



    Things I specifically recommend avoiding:

    • Tactics: While +ToHit is always nice, the +Perception applies to your Imps as well. This can cause them to run off and aggro additional groups of enemies before you're fully ready for them.
    Agree on Tactics -- it is a mistake.

    As far as End Game slotting -- Enzymes in Radiation Infection are great -- that Hami-O provides ToHitDebuff/DefenseDebuff/EndRdx -- in three slots, you can fully cap all three aspects of RI.

    The Gravitational Anchor Chance for Hold proc is wonderful in Fire Cages -- it is worth the price of a purple. The Lockdown +2 Mag proc is especially good in Choking Cloud due to the unique way in which Choking Cloud works with two chances for stacking Mag. The proc can help you hit a lot more foes -- but fully slot for Hold Duration first, and get as much EndRdx as you can in there, too.

    The downside of using Endo and Perox Hami-Os is that you give up IO set bonuses. Still, using Hami-Os you can slot Char with 1 Acc/Dam, 1 Acc/Mez, 2 Dam/Mez, 2 common Recharge -- that gives you capped Hold and Damage, plus good accuracy and great Recharge. It is up to you whether adding all that extra enhancement is worth giving up set bonuses.
  4. Quote:
    Originally Posted by seebs View Post
    Was in a group with a /DP defender, someone said "switch to healing bullets!"

    I still suspect there are people who think that Trick Arrow actually has a power named "healing arrow".
    In Fred Saberhagen's Book of Swords series, one of the twelve magic swords is a "healing sword" named Woundhealer. Stab somebody with the sword and it instantly heals them.

    My favorite scene with that sword is where a guy is trying to escape a huge group chasing him. He runs to a cliff, shoves the sword through himself, then jumps off the cliff. At the bottom, he dusts himself off, pulls out the sword, and runs off.

    So, at least there is precident in literature for a healing arrow or bullet.
  5. Local_Man

    Insanity Trio?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Bring lots of temporary powers. I'm actually a bit worried about Ice Control being in that mix. Fire needs Containment and that neuters one of Ice's biggest contributions. If you still have time to switch it out, I think you'll have way fewer problems with any other set. If not, it's still possible, but it will probably be somewhat frustrating to the Ice player.
    Actually, all three controller sets have AoE Immobs which will neuter both Ice Slick and Earthquake. Unless you have a plan and some significant coordination, you can pretty much expect Ice Slick and Earthquake to be useless most of the time.

    You will have two ranged AoE Stun powers (Fire's Flashfire and Earth's Stalagmites), but Ice doesn't have the same benefit. Ice mostly relies upon Slows, the knockdown in Ice Slick and, if you choose to go melee, the unique slow/confuse/afraid control of Arctic Air.

    For that third character, one interesting choice might be a Grav/Storm or Grav/Cold. I love my Grav/Storm as a solo character, and I can see some interesting synergy that could be used. Gravity adds some pretty good single target damage, which is something that trio is lacking. Storm adds more damage in the later levels, and gets Freezing Rain/Sleet much earlier than Cold. Wormhole into the Fire/Rad's Hotfeet+Choking Cloud? Yes, please! Rocky and Singy for tanking? Plus Grav's AoE Immob does NOT prevent knockdown, so it could be used with Earthquake (and Freezing Rain/Sleet). The trio would have THREE AoE stun powers, too.
  6. Local_Man

    Insanity Trio?

    Both Ice and Earth are very low damage, so your Fire/Rad will have to provide most of the damage. Until you get to 32 and all the pets, that trio will be pretty slow.
  7. Quote:
    Originally Posted by JD_Gumby View Post
    Ring of Fire should be taken for those times you are soloing, for whatever reason, both for the mag 4.00 immobilize to snare bosses and to vastly increase your damage, at least early on before you can lock things down to be slaughtered by Hot Feet. You can always respec out of it later once you feel it's no longer useful.

    Of course, it's skippable if you think you'll be teaming 100% of the time right out of the tutorial...



    If you go the Leaping route, be careful with Jump Kick if you take it - it causes rather insane End problems I've found (hence why I tend to take Combat Jumping and both the single target immob & hold to use for damage). It's bad even with a pair of Endurance Reduction DOs in it.
    By taking Air Superiority, I can skip Ring of Fire and still solo fairly well -- of course, three vet attacks help, too. I think Air Sup has a lot of benefits. Since I'm usually in melee anyway, Air Sup allows me to knock down any foes not subject to the -Knockdown of Fire Cages -- which gives Choking Cloud a little bit longer to hit a hold. The damage is all up front instead of the DoT from Ring of Fire and it recharges very quickly. With Ring of Fire, the foe is immobilized and taking Damage over Time -- and can shoot at you during that time. With Air Sup, he takes the damage up front and can't shoot at you while he gets up off the ground. The difference in damage is pretty small: 33.65 over 5 ticks for RoF, 30.45 in one shot for Air Sup -- both get doubled for Containment. Both have pretty much the same cast time and Recharge, but Air Sup has a slightly lower end cost (6.5 vs. 7.8 for RoF).

    As for the APP set . . . I went with Psi for Indomidible Will, Mind Over Body and Psi Tornado. (Then I took Bonfire at 49.) IW is the key, and the others are just helpful. Still, the knock-up from Psi Tornado is quite nice. I'm not interested in World of Confusion because the AoE is just too small. With I-19, I'll probably take Bonfire sooner, fit in Mental Blast, Mutation and I'm undecided on the third . . . RoF, Smoke, Recall Friend or even Fallout (slotted with a single Acc so that it can be used mostly for its debuff) are all options.
  8. Basics of a Fire/Rad: From Fire Control the key powers are Char, Fire Cages, Hot Feet, Flashfire, Fire Imps. Cinders is also a key power in my opinion, but not in everyone's. Char, Fire Cages, Flashfire and Imps should be taken as soon as they are available. Hot Feet uses a ton of endurance, so using it before Stamina is costly. Still, I take it at level 8 and turn it on and off as needed. Some folks wait until after Stamina. Ring of Fire, Smoke and Bonfire are optional. I like to take Bonfire and skip the others, but opinions vary.

    From Rad, take Radiant Aura (no choice), Accelerate Metabolism, Radiation Infection, Enervating Field, Ling Rad, Choking Cloud. EM Pulse is highly recommended as a "panic button" power and uber hold -- it is actually better than Cinders but has a penalty of stopping your recovery for a short time and has a longer recharge, so both are good to have. Mutation and Fallout are optional -- I prefer Mutation if I can fit it in, but I did not fit it in. Fallout is very situational.

    Fitness (until I-19) and Hasten are essential. I like having Air Sup and Fly for travel, but opinions vary on that.

    The Flashfire+Fire Cages combo is your main mez power. Flashfire needs as much Acc, Rech and Stun as you can get. Fire Cages needs Acc and EndRdx. The damage is low on these two, so slotting for Damage gets minimal results -- you'll do better putting damage procs in Fire Cages.

    Hot Feet sucks down huge amounts of endurance, so you want to max slot for EndRdx, then a little accuracy and as much Damage as you can. This ends up being your main source of Damage.

    Fire Imps are -1 level from you, but there are three of them. They only have melee attacks. As a result, they die a lot. Some people slot pet defense or resistance . . . but they run around so much, they often go outside of the range of those procs. I prefer to slot for Recharge so you can simply re-cast them. Slot for good accuracy and max damage, then recharge. Pretty much the same slotting as Phantom Army, but focus more on Damage.

    Rather than go through all the Rad powers, I suggest you take a look at my Ill/Rad guide which has slotting recommendations for those powers.

    Fire/Rad is probably the one build in the game that can make best use of Choking Cloud. But until you get it fully slotted with Hold Duration and EndRdx, it won't seem all that good. It takes a while for the hold to hit, so the key playstyle is to Flashfire+Fire Cages from range, then run in with Hot Feet+Choking Cloud on and Imps running behind. While you stand there, the foes will be held and slowly melt . . . while the Imps help in their own chaotic way. Eventually, you'll want to get the Lockdown +2 Mag proc in Choking Cloud -- that proc is wonderful in this power due to the way the power works -- but keep your Hold slotting at max.

    Kibowi, I suggest you learn to walk before thinking about flying. I don't like giving end-game builds to folks who have just rolled up character. Learn to play the character first -- you may have a different playstyle than mine.
  9. Local_Man

    Help a noob out

    Quote:
    Originally Posted by rm1285 View Post
    do the dark miasma debuffs work the same way as rad debuffs?
    Radiation has two toggle foe-anchored AoE debuffs, Radiation Infection and Enervating Field. Dark Miasma has one, Darkest Night, which is mostly a ToHit Debuff.

    But, yes, the toggle debuffs work the same way. If you want some tips on choosing your Rad debuff anchor, my Illusion/Radiation guide has a section on that. Just click the link in my sig.
  10. Local_Man

    Sands of Mu

    Sands of Mu is an effective attack for many low-damage controllers all the way to 50. Of course, many controllers have a -Defense power from their primary or secondary to help it hit more often. My Ice, Earth and now Electric controllers use it often. Most of them have a power like Freezing Rain or Radiation Infection to make it easy to hit the foe.

    Of course, Controllers don't have to worry about the long animation since the foe is usually held when it is used.
  11. Local_Man

    Insanity Trio?

    Quote:
    Originally Posted by SBeaudway View Post
    The only thing three Fire/Rads really lack is mez protection. But then that's what Indom Will is for. Three Fire/Rads may not be as interesting as some other combinations, but it's really synergistic and effective.
    One aspect of AM is a large mez resistance -- it doesn't keep you from getting mezzed, but the mez wears off quickly and the recharge from 3 AMs allows you to re-toggle immediately. And that can help you get by until level 41.

    And frankly, I think a FRAD team is fun . . . just to see everything drop so darn fast. We like the challenge to see if we can set speed records for ourselves.
  12. Quote:
    Originally Posted by Fuzzitron View Post
    Deceive is great and all for solo play. On Virtue, my ILL/Rad controller couldn't get on a team for a week after using deceive during a TF the week before. I was nearly begging someone for an invitation who was building a team for Moonfire a few weeks ago. He told me "I heard you use deceive and we don't want that!"

    I told him, "If someone had a problem with me using it, they could have at least said something about it to me. I have powers of illusion not mind reading but I can read. Tell ya what, I'll take the power off the tray if that will work for you." He said 'okay' and we had a blast on Moonfire. My character is actually sought after now that people know I won't use Deceive on teams.

    I know this won't sway your opinion about the power, Local Man, but know that some people are like that soup chef in a certain Seinfeld episode.

    BTW, I've been using your guide to level my ILL/Rad and it's been fun so far. Thanks for sharing it.
    Quote:
    Originally Posted by Hart View Post
    I don't believe you.

    There, someone said it.
    Yeah, I didn't want to call him on it when he said something nice to me at the end, but I didn't buy it either. Virtue and Freedom are the most populated servers, and it is hard to imagine how a "reputation" could get around an entire server. And even harder to imagine how a "reputation" for using Deceive would be viewed as a negative by any but the most uninformed players.

    I can't tell you how many times I have responded to a global channel call for TF players, and I offer to bring any of a bunch of characters, that I get a request for the Ill/Rad. Most competant players know how good an Ill/Rad can be, even using Deceive.

    I guess the folks who hate confuse powers are going to refuse to team with Illusion Controllers and Mind, Plant and Electric Controllers and Dominators? Illusion's confuse power is only single target, while the others all have AoE confuse powers.
  13. Local_Man

    Insanity Trio?

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Missed this point in my response but I'd thought of this or something similar but I can't help feeling some harder control and a different choice of secondary would be more versatile.
    Ever played on an all FRAD team? Even three of them together is amazing. Three AMs give a huge damage, Recharge and Recovery boost -- and is able to be kept up permanently with some vigilance. One of the three always has Flashfire up . . . in fact, you could easily have a cycle of hard control with 2 Flashfires + Fire Cages or 1 Flashfire + Fire Cages + 1 Cinders or 2 Cinders -- then 3xHot Feet +Choking Cloud Everything is held and melts quickly -- not even counting the 9 Imps. Most of the time, you don't have time to use the debuffs because everything dies so quickly. If anybody takes any damage at all, you have 3xRadiant Aura to heal them very quickly.
  14. Local_Man

    Insanity Trio?

    Quote:
    Originally Posted by Scarlet Shocker View Post

    One of the problems wtih the Ill we came across was that on the Imperious TF, the Nicti heal off the pets too much so their damage is mitigated.
    Are you sure about this? I'm believe that the Nictus cannot heal off of the Phantom Army. Phantasm, yes, but not Phantom Army -- or Spectral Terror either.

    I know for sure that Ghost Widow cannot heal off of Phantom Army in the Statesman's TF.
  15. Quote:
    Originally Posted by Wiccania View Post
    I don't like how folks say Sleet and Freezing Rain are somehow bad for Electric Control. Electric's AoE Immob doesn't give knock protection, that puts it in the same boat as Gravity in ability to create an immobilized knockdown field.
    But Freezing Rain is a somewhat unreliable knockdown, allowing the foes to take shots at you. Yeah, the debuffs are great. But you are giving up some of the benefits of Static Field since the Rain/Sleet will overcome the pulsing Sleep. Other sets (Rad) can apply the debuffs without waking up the foes.
  16. Local_Man

    Insanity Trio?

    Illusion/Rad, if you are going with Fire/Rad and Earth/Sonic. Deceive to take the tough foes out of the fight before it begins. Phantom Army to take the aggro. Earth and Fire can handle the AoE control and damage, and Ill/Rad can handle the toughest foes, the mezzers, etc. AM to stack with the Fire/Rad. Rad debuffs to stack with the Fire/Rad. Plus, Illusion can act as the team spy for stealthing missions with Superior Invis and Recall Friend.

    But if you are doing a trio of controllers, consider making all three Fire/Rads. Stacked AM, stacked Choking Cloud+Hot Feet, 9 Imps running around and all the Rad debuffs. Everything melts in seconds. (I'm just finishing up my second Fire/Rad -- he's 49 and working to gather up the IOs he needs for his final build. I wanted one on my main server to team with my buddies so that we can all be on Fire/Rads to cruise through stuff.)
  17. Like Biospark, I use Mass Hypnosis far more often as a set-up Containment for Terrify power than as a general control power. But you have to be fast or the team will mess it up.

    One way to do it is to communicate to the team what you are doing. An easy way to do that is set up a series of macros that explain your strategy . . . but remember, just because you want to play a particular way, that doesn't mean the rest of the team wants to play that way. Be polite and explain your strategy as a suggestion, not as a "Do it this way!"
  18. Quote:
    Originally Posted by Lamp Post View Post
    Looking to make a Scrapper AT thats useful in group situations so I can play with friends more often. One of my bros said DM/SD is really good, but neither of us have played it so its just based on what he has seen. Does anyone have any suggestions?
    If you are looking for more than one scrapper that can team up together, then Shield Defense is great thanks to Grant Cover. When Shield Scrappers have Grant Cover and stay close together, they get significant defense bonus. You will find that once you have 3-4 Shield scrappers (or tanks or brutes) with Grant Cover, you will already be softcapped on Defense pretty early.

    My buddies and I decided to do a team of Shield scrappers. Two of us were Broadsword/Shield, and two were Dark Melee/Shield. As previously mentioned, DM/Shield adds some ToHit Debuff to boost your defenses. It also has a heal power to make up for the fact that Shield does not have a self-heal. The main weakness is a lack of AoE.

    The Broadsword is also a great primary for Shield. It fits theme-wise, and has three AoE powers (a PB AoE, a very wide cone, and a very narrow cone). Most important, it has Perry which handles your melee Defense. Because you have Perry, it is fairly easy to use IO sets to soft-cap the defense on a BS/Shield because you only need to focus on Ranged and AoE Defense. A single Perry puts me over the soft-cap for Melee defense. My BS/Shield is as tough or tougher than many tanks, and I have tanked with him many times.
  19. Most of the weapons sets, the draw and re-draw don't make much sense . . .

    "Oh, hello bad guy. I'm gonna pull out this huge Battle Axe out of my . . . er . . . "
    "And then every time I move 2 inches, I'm gonna shove it back to where I had it, wherever that was (sounds painful), and then I have to pull it out again . . . "

    If it was a kind of magic sword or something that just appears, OK, but for a Natural character that's a little hard to explain.
  20. Local_Man

    More slots.?!

    Quote:
    Originally Posted by Memphis_Bill View Post
    In which case, per castle, you won't have the inherent stamina. You'll still have the "pool" stamina. Functionally the same, just that you'll have one more pool taken up by Fitness.
    Quote:
    Originally Posted by Purus View Post
    Im easy with that and somewhat lazy *grin*
    In which case you will also be giving up three more power choices that would have come available.

    Lots of people (a) are happy with their builds and see no reason to do a respec, since they see no need for three "free" power picks that will only have one slot; (b) never or almost never play their level 50 characters; or (c) don't want to bother re-planning and respecing a character to change the build since the additional powers may be situational or otherwise of limited value, i.e. too lazy.

    I plan to work my way through all my characters, using this as an opportunity to re-think my builds. Most of them have one or two situational powers that I would have liked to have taken if I had room . . . now I'll have room.
  21. Local_Man

    Agree/Disagree

    Quote:
    Originally Posted by Please_Eddie View Post
    The archetype that allows access to the largest amount of content is the stalker.

    [Edited to add "while still gaining xp."

    Agree, or Disagree?
    Quote:
    Originally Posted by StratoNexus View Post
    If we are talking content that is available solo, it would have to be Khelds, since they get missions only they can access. You can team with a Kheld and have some access to that content on any AT though. VEATs have the same type of thing, but I am pretty sure Khelds have more.
    By far the best answer, and what I was thinking when I saw this thread. Warshades and Peacebringers (and VEATS) have access to content that no other AT can access. And the Kheld storylines are longer than the VEAT ones. Khelds can also access all the content available to other ATs.
  22. Quote:
    Originally Posted by Unassuming Gentleman View Post
    I got invited to a lvl 30 group last night and fought Rikti for the first time. I used your suggestion and Deceived as many as I could (couldn't remember at the time which ones did the buffing) and I distinctly remember getting some buffs from my Confused minions

    Also, I had the opportunity to group with an elec/rad controller and standing beside him seemed to make my endurance issues vanish!
    Those Guardians usually fire off AM as soon as they are allerted to foes nearby. The best way to get the buff is to sneak up close to them while invisible and then Deceive them. As soon as Deceive hits, they consider other Rikti as foes and fire off AM.

    Electric Control has a power, Static Field, which boosts the Recovery of teammates while the teammates stand in the Field -- the amount of Recovery depends on the number of foes in the Field. Electric Control also has a really interesting chaining Confuse power that does not draw aggro, just like Deceive, Mind's Confuse and Mass Confusion.
  23. OK, here's another plot problem with Superman Returns:

    In Supes II, Lois and Clark "do the deed," while Clark is unpowered. Then he gets his powers back (after being told that he lost them forever, but nevermind about that), and then gives Lois the "Amnesia Kiss" power that came out of nowhere.

    Five years later, he comes back and Lois has a kid. Thanks to the "kiss," Lois has no idea where the Kid came from. During the course of "Superman Returns," she learns that the kid is Superman's . . . which means that they had sex sometime and she doesn't remember it. As far as she knows, Superman ***** her while she was unconscious, and then left the planet. So, as far as Lois is concerned, Supes is a rapist and a deadbeat dad. Don't you think she would be a little upset about that?

    <Hoping that Chris Nolan can make the first Superman film without stupid plot holes big enough to drive a Space Shuttle through. Even the first two "Donner" films had horrible plot holes.>
  24. Quote:
    Originally Posted by Jonas1974 View Post
    I am kinda new to CoH (highest level is 28), and am trying to make a toon that can farm cash to finance further toons. Most of what I have read says that fire/kin trollers are the best at farming.

    Just hoping someone has a good levelling build, because I have no idea where to start.

    If you are looking for Inf, you would do better to play the market than Farm. That way, you can actually have fun playing the game rather than get caught in the grind of farming. Take a look at the guides in the Marketing forum.

    And folks aren't trying to be unhelpful -- there are tons of Fire/Kin threads if you just search.
  25. Quote:
    Originally Posted by Crash Zero View Post
    Im a pretty new player to CoH. What I am looking for is a character build that is good for solo play any ideas?
    Start out by just making a character and playing. Pick anything that looks like fun. Go through the Tutorial and read everything.

    As others have said, a Scrapper or Brute is a good one to start with. But feel free to try out the other ATs. I started with a Katana/Regen scrapper. Then my Ice/Ice Blaster was my first one to get Fly. Then I made an Invuln/Axe tank. Then a Dark Miasma/Elec Defender -- I thought I had found my favorite with the Defender. Then I made an Illusion/Radiation Controller to be a sidekick for the Defender . . . and I liked the Ill/Rad so much, he became my main character and my first one to 50. On the way, I made lots of other characters.

    If you don't like it, delete it and start another. If you like it, keep it around and still start another. Take a look at the Guides for hints on good powers and how to make your character better, but be careful . . . many of the guides are aimed at max, end-game characters instead of leveling up.