Local_Man

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  1. In general, Controllers control. Seems obvious, I know, but a lot of people miss the point. With good control, you don't really need much Defense. For the most part, the most important stat to build on is Recharge, to get those controls up as often as possible.

    If you are new to controllers, you probably need to focus more on a leveling up build than a final build. Learn what the character can do and your playstyle with it before you worry about a final build.

    In general, a Fire/Rad has some powers that are essential, some that are very good to have, and a few that are skippable. Fire control essentials are: Char, Fire Cages, Hot Feet, Flashfire and Fire Imps. Cinders is highly recommended. Smoke, Bonfire and Ring of Fire are skippable -- I like Bonfire, but it is a situational power and many people skip it. Some like Smoke, but I think it is not that great. (I had it, then dropped it.) Most of those powers should be taken as soon as they are available -- Cinders can wait a little bit.

    On the Rad side, Radiant Aura(no choice), AM, RI, EF, LR and for a Fire/Rad, Choking Cloud are all essential. EM pulse is recommended. Mutation is a nice Rez, but skippable. Fallout is a very situational power and should be skipped unless you really understand it and want to plan to make use of it.

    I like the Psi APP set for Indomitable Will, the armor and Psi Tornado.
  2. I think you have undervalued Invulnerability as a Primary. Take a look at Call Me Awesome's two guides, one for the first 20 levels of an invuln tank, and the other for softcapping an Invuln Tank somewhat inexpensively.

    Invulnerability has a mix of high resist (it is easy to cap Smashing/Lethal Resist at 90%) and Defense (you can easily get softcapped Defense with 1 or 2 foes in range of Invincibility). When built properly, an Invuln tank can rival a Granite Tank for survivability -- with none of the downsides. And that build is not nearly as expensive as softcapping other primaries, and the sets are lower level for easy exemping.
  3. Quote:
    Originally Posted by Ocasta View Post
    I'm not looking at exp per kill, honestly I don't even know what a good number is there anyway. I was more looking at "I just killed 20 minions/lt's and my exp bar barely moved", where several large pulls later, it felt like I should have gained a little more than I did. It's probably because I'm 1 level from SO's and paying too close attention to my level since it's such a jump in efficiency. :P
    Join or start a Synapse or Sister Psyche TF, and that level will come easy.
  4. Quote:
    Originally Posted by Wiggz View Post
    Good advice.

    This is the Plant/Rad build I'm currently working towards (really - is there a better controller?), with just generic SO's for now. Thoughts?

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- Acc(A), RechRdx(3), Hold(15), Hold(15), Acc(36), Hold(36)
    Level 1: Radiant Aura -- Heal(A), Heal(25), Heal(25)
    Level 2: Roots -- Acc(A), Acc(3), Dmg(17), Dmg(17), Dmg(19), EndRdx(19)
    Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5)
    Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
    Level 8: Seeds of Confusion -- Acc(A), Acc(9), Conf(9), Conf(11), RechRdx(13), RechRdx(13)
    Level 10: Enervating Field -- EndRdx(A), EndRdx(11)
    Level 12: Radiation Infection -- EndRdx(A), ToHitDeb(37), ToHitDeb(37)
    Level 14: Stealth -- EndRdx(A)
    Level 16: Swift -- Run(A)
    Level 18: Hurdle -- Jump(A)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21), P'Shift-End%(40)
    Level 22: Lingering Radiation -- Acc(A), Acc(23), RechRdx(23), RechRdx(37)
    Level 24: Teleport -- Range(A), Range(43), Range(46)
    Level 26: Carrion Creepers -- Acc(A), Acc(27), RechRdx(27), Dmg(34), Dmg(34), Dmg(34)
    Level 28: Vines -- Acc(A), Acc(29), Acc(29), Hold(31), Hold(31), RechRdx(31)
    Level 30: Mutation -- EndRdx(A)
    Level 32: Fly Trap -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(36)
    Level 35: Fallout -- Dmg(A)
    Level 38: EM Pulse -- Acc(A), Acc(39), Hold(39), Hold(39), RechRdx(40), RechRdx(40)
    Level 41: Fissure -- Acc(A), Acc(42), Dmg(42), Dmg(42), RechRdx(43), RechRdx(43)
    Level 44: Seismic Smash -- Acc(A), Acc(45), Dmg(45), Dmg(45), Dmg(46), RechRdx(46)
    Level 47: Rock Armor -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
    Level 49: Hurl Boulder -- Acc(A), Acc(50), Dmg(50), Dmg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run
    If you are trying to solo, replace 2 or maybe 3 of the hold enhancements in Strangler with Damage.

    Why take Stealth, when Super Speed does the same thing plus gives you a travel power? You could then drop Teleport for another power. (Vertical issues can be handled with the Raptor Pack, the Jet pack (craftable recipe), the GvE Jump Pack, the Jet Pack from the second Positron TF, or the Raptor Pack you can buy for 10K Infl in the Shadow Shard.)

    Personally, I like to delay EF until after Stamina -- it uses too much endurance before then.

    Vines: 2 Acc is enough.

    Creepers: 1 Acc may be enough, and more Recharge is needed.

    If you are going to take Fallout, slot it up. On those few occasions where you get to use it, it can be a mini-nuke. However, I was able to fit in Assault and Tactics on my Fire/Rad, and skipped Fallout. If you mainly solo, Fallout is useless. And even on teams, Assault and Tactics may provide more long term benefit. (I don't take Leadership on many Controllers, but I did on this one.) With Tactics, you may be able to reduce some of your Accuracy slotting.

    How often do you expect to use EM Pulse? I use it mainly as a "panic button" power or a situational one . . . I'd rather use Vines in most cases. It is still great, but I only gave it 4 slots.
  5. Quote:
    Originally Posted by MaelstromLord View Post
    Can Forcebolt knock flying players/mobs out of the air?
    Holy Necrothread! You had to really search to find this one!

    Force Bolt acts like most knockback -- foes in the air will flip in place, delaying their response a very short time, but not nearly as long as an actual knockdown.
  6. There are a few things you can do to increase the cost . . . but the performance will only show small increases. Mainly, you can increase the Regen quite a bit. Put the ranged purple set, Armageddon, in Spectral Wounds -- use the Damage one, and you can free up one slot for Health. Put a Numina's Heal in Health for a lot more Regen. Or a Miracle Health for a little more Recovery and more Regen.

    Put the purple Targetted AoE damage set, (Ragnarok?) into Fire Ball. That will free up a 6.25% Recharge slot, so you can replace the set in Spectral Terror with the Malaise set. The damage proc will add a small amount of damage.

    Replace one of the Blessing of the Zephyr with the knockback protection proc for more knockback protection. Or you could use the Fly set that gives some Regen.

    To do much else would require a significant change, like changing the APP set, and the focus of slotting to get a Softcapped to Smash/Lethal build. I don't know that you really need that.

    I did an ITF at +2 on a PUG with my Ill/Rad yesterday. Only died once when there was an over-aggro on a spawn. I think there were about 25 deaths overall, but only one was me. I use the Fire Armor to reduce incoming damage a little. That plus my heal and an occasional Insp keeps me alive most of the time, so I don't feel I need Rise of the Phoenix.
  7. Quote:
    Originally Posted by Peacemoon View Post
    Thank you everyone, very clear and precise, has helped me a lot. :-)

    It also means that earthquakes -hit will help a lot as well, at least until you are fighting very high level mobs or AV's.
    Yes, it is somewhat helpful, but the knockdown is far more helpful. In general, I would slot Recharge over -ToHit, but once you have enough Recharge for your needs, then adding some ToHit Debuff is nice.
  8. Local_Man

    Grav / ????

    Quote:
    Originally Posted by Hazygreys View Post
    Local Man, do you have a grav/storm leveling build?
    Although this is built as a final build, you can use the same powers and slotting concepts for leveling up. I made a number of choices based upon my own preferences. For example, I like Super Speed on a Stormie. The stealth combines with Steamy Mist for full invis, and I find it easy to "Hurdicane" and get in position for Lightning Storm and other positional powers with Super Speed.

    I picked the Ice APP because (a) Hibernate provides both an emergency heal and emergency endurance recovery, both of which are missing in Storm, (b) Grav has no AoE damage powers (other than Crushing Field, minimal), so Ice adds two AoE damage powers, (c) The shield is Defense based.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Grav-Storm: Level 50 Technology Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Crush -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(31)
    Level 1: Gale -- Acc-I(A)
    Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5), HO:Perox(11)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Propel -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
    Level 8: Crushing Field -- Enf'dOp-Acc/EndRdx(A), TotHntr-Dam%(15), TotHntr-Acc/Immob/Rchg(15), TotHntr-Acc/Rchg(46), TotHntr-Acc/EndRdx(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(46)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(17), LdyGrey-Rchg/EndRdx(17), Achilles-ResDeb%(19)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(21)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(42), P'Shift-End%(42)
    Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(23), DarkWD-Slow%(42)
    Level 24: Steamy Mist -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx/Rchg(31)
    Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), RechRdx-I(31)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40)
    Level 30: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 32: Singularity -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg(33), S'bndAl-Acc/Rchg(33), ExRmnt-+Res(Pets)(33), HO:Endo(34), HO:Perox(34)
    Level 35: Tornado -- HO:Perox(A), HO:Perox(36), HO:Perox(36), UndDef-Rchg/EndRdx(36), LdyGrey-Rchg/EndRdx(37)
    Level 38: Lightning Storm -- Entrpc-Dmg/Rchg(A), Entrpc-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(43)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48)
    Level 49: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-Def(50), GftotA-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 6: Ninja Run



  9. There seems to be something going on over the last several weeks. There have been a lot of outages of the Forums -- more than I recall there ever being before . . . in some cases they seem to be at the same time as other global systems.
  10. Quote:
    Originally Posted by Bad_Dog View Post
    Here is why it is a bad idea and a no-win situation:

    Your friend may own the copyright but I'm positive that NCSoft is sure to change its name to GenericHero----- as soon as someone reports it. Even if it is obscure, even if your friend claims to own the character. I'm sure they will attempt to verify if it is copywritten and if they can, regardless of ownership, will perform an exorcism on the offending account. Why? The same reason they have the ToS agreement. They are protecting themselves from lawsuits.

    After the Marvel lawsuit, they are fairly quick to respond to any reports of copywritten characters. And anyone who has been the focus of a player report will tell you that they don't just rename the one character, they go through all your characters. When NCSoft saw that their ToS couldn't protect them from the Marvel lawsuit, I believe they saw how easy it would be for some organization to set NCSoft up FOR a lawsuit. Afterall, how do they know that a hundred Marvel employees didn't subscribe to CoH just to make Dr-Doom, Wolverine, Captain America, Black Panther, etc and then claim multi-million dollar copyright infringement when the characters weren't promptly removed when reported? I think we all know that Marvel is too big and profitable to resort to tactics like these, but what about a small time operation.... like your friends?
    It has been a while since I read the court decision, but from what I recall, the case was settled because NC Soft won a preliminary Injunction hearing that made it very, very likely that NC Soft would win the case. In fact, the EULA worked and protected NC Soft because it prohibited copies of trademarked characters. Marvel was trying to shut down the game completely, and the Court said "No" at a preliminary hearing. In most cases, whoever wins the preliminary hearing will very likely win the case.

    And I seem to recall (but I may be mistaken) that some of the Marvel people actually logged onto CoH and recreated some of the Marvel characters to prove that it could be done . . . and the judge cited this as a basis to say that the Marvel people were causing CoH to violate the trademarks by creating their own violations in the game. So Marvel DID resort to those tactics, kind of.

    In effect, as long as NC Soft agreed to make "reasonable efforts" to get rid of trademark violations, CoH itself did not cause a trademark violation. It would be like Crayola being sued because you can draw Wolverine with Crayons. In the "settlement," CoH really didn't give up anything from what I recall.

    Edit: Oh, I see others kind of addressed the same points.
  11. Quote:
    Originally Posted by Hippaforalkus View Post
    First and for all I want to thank you all for your input, you all came with valuable advice. And sure bows would be great for a trickster sort of magician, but I was going for a less martial character to relies more on magic than... Well anything else really. As for thermal radiation many of the skills seem useful for a healer, and I already have an empath def, so I wanted a powerset which is not really healing at all.

    The description of the "Merlin" archetype was good. Think at this point I will go for either Radiation Emission or Storm Summoning. Though I heard Storm can be hard to use without getting verbally abused in a team :P

    At the end I just wanna say that while I greatly appreciate all of you guys input, I am particularly happy to see Local Man giving his opinion on the matter. Even being undecided on a secondary I have been using Local's guide on the Ill/Rad troller to learn more about Illusion, so another thanks for that.

    PS. I don't mind buffing, just the healing aspect I would rather leave to my def.
    PSS. I thought of force field, but after reading a bit everyone pretty much seems to agree it's good, but boring :P

    I will take to heart what all of you guys have said and make the coolest character ever. Thanks a bunch!
    I'm glad you are enjoying the guide. Most of what I did in it was compile the information I received from a lot of discussions, similar to this one, here on the forums, then tried to confirm much of it with my own experience. Plus I grabbed the details of powers from City of Data and Paragonwiki. So, a lot of these folks on the Forums were part of that guide.

    A nice thing about */Rad over Therm -- you have one team buff and a PB AoE heal, and that's it -- no need to individually shield your teammates or individually heal them. Plus, you get your debuffs early, which really helps get you through those low levels.

    Once you roll the caracter, if you want some tips on using Teleport for travel, let me know. I have had lots of practice. It is easy to hate Teleport until you learn its quirks. My original Ill/Rad still has Teleport on one build, plus I use it on two Stone tanks and several Warshades.
  12. I don't currently have access to Mids, so I can't check your bonuses. I generally wait until 50 for my final build, but I know a lot of folks who make Exemp-friendly builds with lower level IOs that will let them keep their bonuses when they exemp.

    Strangler: If you mostly solo, then you may want to fit some damage in here. 4 Bas Gaz, then some additional Acc/Dam and Dam/Rech instead of the last two. I have seen some people who mostly solo slot this as a damage power, too.

    Seeds: I don't know how fast it is recharging, but it never recharges fast enough. put in a 6th slot with a common Recharge?

    Spirit Tree: If you can find a 5th slot for this, a fifth Doctored Wounds will give you another 5% recharge.

    Steamy Mist will also take a LotG Recharge -- can you skip Hover?

    Carrion Creepers: This power is complex due to the multiple pseudopets. My understanding is that procs only fire when that particular power is used . . . so an Immob proc only works when Creepers uses the Immob power. In general, you will get more damage overall using common Damage IOs, since they will work for all of the various powers. The one exception may be the Slow, since several of the powers have Slow, so the Slow proc works most of the time.

    Lightning Storm: If you can fit it in, the Devastation Chance for Hold proc is great in this power. You can 6-frankenslot it with Dam/Rech and Dam/EndRdx/Rech from Thunderstrike and Entropic Chaos, Dam/Rech and Chance for Hold from Devastation. Some nice Regen and Recovery, plus capped Rech and Damage and the hold proc.
  13. Quote:
    Originally Posted by Tired Angel View Post
    Off topic but this has to be one of the funniest things Ive read for a while
    And completely true. I got the game Christmas 2004. After a couple of months, I let my wife try it out on my account . . . and then I had trouble getting to play, myself. So, three months after I got the game, I got her her own account, with the idea that we could team up most nights.

    . . . but she had a tendency to get lost, while I conceptualize 3-d environments pretty well. So I would get to a mission door or find my way around a mission easily, and she would get lost. Of course, I couldn't help blerting out an "occasional" statement of "Oh, come on . . . I'm waiting here . . ." Not the best thing to say to a frustrated lady.

    Recall Friend to the rescue! She often gave up trying to find her way around, and just let me get there and Recall her.

    Of course, Recall Friend is wonderful for an Illusionist with Invisibility. It makes you the team spy, perfect for stealthing missions. And I learned to live with Teleport . . . I got so much practice with it that I actually came to like it as a travel power once I learned how to use "the bind."

    Wife really got into the game for a while -- because I had to go off to work and she stayed home with the kids, she ended up getting a level 50 before I did (which irritated me substantially) even though I had a 3 month head start. She no longer plays, but I have kept her account as a second account.
  14. Quote:
    Originally Posted by Hippaforalkus View Post
    Hi guys I have been playing CoX on and for very casually, now I wanna get more into it, and seeing as I haven't played controller at all before I thought I'd give it a go.

    I'm looking to make a wizard type character, which is perfect since trollers can chose Ill as prim power, however I can't really make up my mind as to which secondary I should pick. My initial thoughts would be Storm or Cold, then Fire as ancillery (no way a wizard who can't cast fireballs would ever be taken serious by me). That said the build should also be useful in a team. In regards to "what I want to do with this build" I can only say that I never played troller, but I have a def with empathy, so I feel no great need to get another toon with a heavy healing set, such as emp or TR, but open for suggestions all the same

    I see that a lot of ppl pretty much worship Thermal Rad and Rad Emish on these forums, but they don't really seem to fit the wizard concept too well. Regardless I'm very interested to hear what people think a wizard should be getting for secondaries and why, and how this pwr set may or may not be useful in a group.

    Oh and also for travel teleportation seems to fit, but I don't think I ever heard anyone discuss it as an actual travel power, so if anyone has any ideas about that, they're most welcome too.

    - Thanks in advance
    Frankly, with power customization, anything can be adjusted to look like a Magic set. Rad could be a variety of magical auras, and any of the powers could be deemed to have a magical basis. Storm certainly could fit, and Ill/Storm is a very powerful character -- but on teams, you generally need to limit the chaos -- still great, but you have to be careful of the knockback since there are no -knockback powers. Even Ill/Trick Arrow could be applied to a magic concept . . . the wizard puts spells on the arrows.

    Personally, I rank Rad, Storm and Trick Arrow as the three best sets with Illusion. Cold may be up there, too, but blooms late. Therm is good, Kin is good but has some synergy issues. I would rank Empathy, Sonic and FF last, but anything works with Illusion. Each one has its strengths and weaknesses.

    Frankly, maybe you should try the Ill/Rad. It is a wonderful combo, with a recharge buff to help get PA out more often, and AoE debuffs to help PA hit harder. (My guide goes into the details.) Ill/Rad is also a great "first controller," as it is easy to solo or team, and it is fairly easy to play moderately well. Just use the custom colors to keep it from looking like Radiation. For some of my */Rad characters, I change EF to red (red is the color for damage), RI to purple (defense), AM to Blue (because of the endurance boost), and LR to pink (just to make it different). EM Pulse becomes white, to somewhat match Flash and Blind as a hold. Radiant Aura stayed green for healing. It certainly could be a concept with Magic that you are casting spells to weaken your foes by throwing potions or amulets that stick onto the anchor.

    My first Ill/Rad used teleport leveling up, and still has it in one of his two builds. My wife had trouble getting lost, so I had to take Recall Friend for domestic tranquility. Teleport works fine for an Illusionist, especially if you use "the bind." (Somewhere in my Ill/Rad guide, I think where I discuss travel powers, I have it written out. My Ill/Rad guide discusses some of the benefits of Teleport -- yes, there are some.)

    Adding some kind of Hover or fly power makes Teleport much better. I didn't add Hover until level 41, and it was a huge relief.
  15. Quote:
    Originally Posted by MaHaBone23 View Post
    Glad I'm not the only one with a Rad addiction...

    I also have Plant/Rad and Fire/Rad at 50, a second Ill/Rad at 44, a second Fire/Rad who just hit 45. My Ice/Rad, Mind/Rad and Grav/Rads are all low level, and on servers I don't go to very often . . .

    . . . I got it bad . . .
  16. Quote:
    Originally Posted by TFury View Post
    Very true. I usually slot a mez resist proc (like Aegis or Impervious Skin) somewhere in the build of my controllers. But mainly, it's about locking down mobs before they can get you. Lead with a Cinders or Flashfire, then hit them with Fire Cages (especially if you lead with Flashfire).

    If you play in melee, especially with Hot Feet, you may want to slot for at least 25% smashing/lethal defense. Otherwise if you play at range, you may want to slot for at least 25% ranged defense. Slotting for to hit debuff in your Radiation Infection should help you there too.

    Playing a controller can take some skill, but I find it a rewarding experience and a lot of fun!
    The Mez Resist procs only shorten the time of the mez . . . they do nothing to prevent you from being mezzed. Defense will keep the mez power from hitting some of the time, and Indomidible Will is protection when it is up. It takes a HUGE amount of Recharge to make IW permanent, and I've never tried.

    I generally don't worry about mez protection on Controllers . . . I carry some break frees and rely upon my ability to mez them before they mez me. Fire/Rad is one of the few exceptions . . . because I rely so much on Choking Cloud+Hot Feet, that mez protection makes a difference.

    Adding Defense is nice . . . except that I don't like to sacrifice the effectiveness of my build to get IO bonuses most of the time. It is pretty difficult to get a bunch of Defense on a Fire/Rad if you take the Psi APP pool, since the shield is Resistance-based. I generally find that trying to get Recharge as an IO bonus is more effective than Defense for most controllers. Some Stealth helps avoid the Mez in the first place, letting you get your mez in first.
  17. Quote:
    Originally Posted by Danzini View Post
    It is possible that I just have bad luck or most of the players in the game at this time have moved on beyond the SFs I am capable of running. I guess the long and short of it is trying to decide whether leaving the Champion server is a good idea and, ultimately, trying to network and meet people via these forums. Anyone have an alt crew that loves to go through all the old stuff again? ;-)

    Thank you PhroX for the insight :-)
    My group is mostly on Guardian, and there is a pretty active core community on Guardian -- but all the servers have a core group of players. If you are looking for quantity over quality, Freedom and Virtue have the highest populations, with Virtue being more into role-playing. Freedom seems to be the main magnet for obnoxious players, clueless players and power-gamers who care more about leveling than playing. But there are a lot of good players on Freedom, too.
  18. Quote:
    Originally Posted by Danzini View Post
    I recently returned to this game after a 2+ year absence. Why the long absence? WoW but in my heart I always had high hopes for CoH (loved superhero stories most of my life). Anyways back to the point of the post, I have a few questions regarding where I should be playing to get what I would like out of the game:

    One of the aspects of the game I always enjoyed but also always found it difficult to get together were Strike Force and Task Force groups. Any server particularly prone to these types of endeavors?
    Each server has one or more global channels used by many of the active players. Usually, when somebody is going to run a TF or SF, that leader will get on those channels and ask for people showing an interest. That is usually the best way to get into TFs and SFs.

    Being willing to join other people's teams will get you some TFs and SFs, but being willing to form the team and recruit members will usually let you do as many TFs and SFs as you want. So, you can get on those channels to recruit members. Another way is to use the team search function and set up a macro asking anybody high enough level if they would be interested. I use something like:
    /macro Join, /tell $target, Interested in joining a team doing a <name> <Task or Strike> Force? Reply only if you are interested!

    Be prepared to explain the level requirements of the TF/SF.


    Quote:
    It seems some large volume, raid-style content has been added to the game (I have seen the name Hamidon thrown around a lot, not entirely sure what that is all I can really tell is it requires a large number of high level heroes). I'm assuming the highest population servers would have the easiest time with this type encounter. What are the highest population servers?
    The Hami Raid has been around for a long time, but was substantially changed a while ago. It offers a special reward enhancement generally referred to as "Hami-Os." As others said, it is limited to 50 characters at a time. Generally, you can find when Raids are scheduled on the forum specific boards below. Hamidon Raids require a lot of coordination and organization.

    Rikti Mothership raids are also scheduled. The main reward for those is lots of Rikti Merits. The Raid starts with taking down the pylons in an organized fashion, but overall, Mothership raids tend to be a lot more chaotic than Hami Raids.

    Quote:
    I've always been on the lookout for a large population Supergroup or Villiangroup to experience the multi-player aspects of the game but always seem to fall into groups that just have a quantity of players that run around soloing. Any ideas as far as Supergroups / Villiangroups that I should be looking into?

    Last time around I didn't put the effort in to get the total experience out of this game and I decided to try again. Any help you all can provide would be much appreciated. Currently all of my characters are on Champion but I have no problem starting over anywhere. Thank you in advance to whoever takes the time to respond to this post. Looking forward to possibly playing with some of you.
    The best thing to do in this game is find a group of regular buddies who team on a regular basis. I found that Voice Chat really adds to that, and my usual group use Ventrilo. Our 4 core guys have been teaming together for about 4 years, with a few others joining periodically. It is the main reason I have been in this game for so long.
  19. Hmmm, would I qualify for this? This is an amazingly generous offer. I would love to "purple out" my warshade, as she is one of my favorites even though she's only been 50 for about 9 months. It took me about 3 years to finally level her up to 50. At this point, she has a mix of various levels of mostly common IOs and a few odd frankenslot pieces here and there.

    I'm a long time player, but work keeps me from spending huge amounts of time in game. The most Infl any of my characters has ever had is 650 mil . . . but that was only because the one time I had stepped into a PvP area in about 3 years, I happened to have a PvP recipe drop that sold for 450 mil Inf. I used that Infl to fully IO my Ill/Rad with a perma-PA build . . . but he only has 7 purple enhancements (5 Confuse, 2 pet) -- he got most of the expensive IOs needed for his build through drops, random rolls or merits. I only have one character with more than 200 Mil -- that Ill/Rad who still has about 400 mil, since he only spent about 250 mil to get that perma-PA build. I tend to be a bit on the frugel side, even with fictional money.

    That group of purple enhancements you posted as the prize is probably 4 times the number of purple IOs I have on all my characters combined -- and the ones I have are all from the cheap sets (confuse, hold, sleep, immobilize). I know I could earn a lot more through marketeering and farming . . . but I'd rather level up characters and experience new powersets. The times I get in game, my usual group of buddies are already on, and I get about 1.5 to 2 hours to do stuff with them before having to take care of things at home (4 kids).

    I have been a long time contributer to the community, mostly on the Controller boards. (My Ill/Rad guide is one of the most popular guides on the forums.) The main reason I don't play my Warshade more is that she really needs a team to shine. Without maximum Recharge, playing solo is just not as good. But on a large team, that tri-former really shines. I use a full set of binds from CitiBinder, the outdated bind creation program. It allows me to easily form-change for mires and the huge variety of options on a warshade. Controlling, tanking and blasting, being the team "spy" with invis (Shadow Cloak + Super Speed) and Shadow Recall, my 'shade can fill whatever need the team has.

    My warshade's name is a bit of a pun (like most of my characters). She exists to "shade" the citizens from the dangers around them and the wars suffered in Paragon City, and her name is taken from her powerset . . . "Umbral-La." As you can see from her picture, Lani was a huge fan of "The Dark Watcher" after he saved her from from some CoT once when she was a young girl. When she had the opportunity to join with a Kheldian, Lani jumped at the chance to be a hero to the community like her idol. She has a sister Warshade (on another server) who is only 31 . . . that one was created when a little girl named Sue Sherman decided to merge with a dying nictus named Shee D'Tahka. Together, they became "Sue-Shee." <yes, you may groan now.>

  20. It is a matter of choices. Psi Tornado is OK . . . but I wouldn't build major strategy around it. And I explain in my Ill/Rad guide why I prefer NOT to use the Psi APP set . . . by using a different damage type, you have a better way to handle psi-resistant foes, like Robots. I picked Fire because (a) it is a different, rarely resisted damage type and not resisted by foes who resist Psi, (b) it is the highest damage blast, (c) I really didn't need Imdomidible Will because the PA are taking the aggro so I'm rarely mezzed, (d) Fire Blast and Fire Ball are mostly up-front damage, letting me take advantage of spectral damage, (e) Fire Blast is fast, letting it fit into the Blind-SW-Blast-SW chain perfectly. Ice works, too, with slightly less damage, but the AoE damage attack is DoT.

    It somewhat depends on your playstyle. I tend to hang back, staying out of melee and letting PA and Phanty's decoy take the aggro. I only use the AoE damage attack when my PA or a teammate have the aggro of the group. With Invisibility and concentrating on taking out single targets, other foes usually don't notice me, and when they do, Deceive gets them to change their mind. I can blast and control from range with little danger to myself. That is how I play my Ill/Rads and my Ill/TA . . . Ill/Storm is a little more aggressive. Ill/Kin is substantially different, of course, and uses Fisure for his APP attack. Ill/Therm is more active buffing, but the same ranged playstyle should work most of the time.

    Of course, that doesn't mean that you need to adapt my playstyle . . .
  21. Quote:
    Originally Posted by UnicyclePeon View Post
    I agreed with your entire post except this one. I rate Earth Control the #1 or maybe #2 set at worst, whereas I consider Electric Control to be blandly in the middle of the pack, and occasionally unreliable.

    Basically, I think Electric Control is a fine and interesting set, but equal to Earth Control? No Way. Then again, the things I like about Earth Control are woefully absent from Electric Control; whereas you may not care about them.

    But great overall synopsis.

    Lewis
    I would agree with Lewis, but add one more thing . . . I think there is a strong synergy with Rad as a secondary. I rolled up a Elec/Rad and was pretty happy with its ability to use the sleep patch or confuse as an opener, run in with the aura and Choking Cloud running, pop a AoE Immob, and then stand there while the Gremlins killed off the foes. What makes it work so well is that foes not held by Choking Cloud will mostly be out of endurance and unable to attack. Plus, the Recovery boost helps to make up for the endurance cost of Choking Cloud.

    In low levels, the AoE Immob+Radiation Infection+Jolting Chains will go a long way to making up for the lack of AoE control. The Rad Debuffs also work well with the Sleep Patch to set up debuffing before the foes realize you are there.

    I tried an Elec/Kin, and wasn't nearly as happy with it as the Elec/Rad. I also tried an Elec/Fire Dom in Praetoria, and in low levels, it was a pretty tough road.
  22. There used to be separate types of enhancements for Endurance Drain and Endurance Recovery . . . before they were combined as Endurance Modification.

    The only way to get knockback protection for most characters was to take Super Jump and then Acrobatics. Fire Tanks and Dark Shield Scrappers were virtually REQUIRED to use the Jumping Pool for travel.

    Spectral Terror used to make most of the foes run away in terror -- it was considered to be a really bad power. And each casting of Phantom Army would bring 2-5 Phantoms. Six-Slotting Hasten to make it permanent was common.

    Joe Chott created everyone's favorite character builder.

    Level 50 characters had nothing to do with the 2-3 Million Influence they had since they had a full set of SO's, so they would give it away to low level characters in maximum amounts of 9,999.

    Hami-O's were worth about 1.5 times a standard SO.
  23. Quote:
    Originally Posted by StormyDarkness View Post
    My main problem with this was a lack of wanting to get rid of any of the powers that I already have.
    I would take Spectral Wounds over most other powers. The net damage from Blind-SW (with containment) really adds up . . . Once you throw out your controls, you can stay at range and blast away. Once you get to the APP levels (41+), you can pick up one of the blast powers from the APP sets to have a great attack chain of Blind-SW-Blast-SW to take individual foes down pretty quickly. One chain will often take down a minion . . . freeing your PA and Phanty to focus on the tougher foes.

    (My Illusion/Radiation guide has a discussion about how to take advantage of Spectral Damage.)

    Quote:
    Interesting, it actually ends up being a bit better recharge (by a whole .3) with better damage. Even without the build up proc, that's a very viable thing to do. Thanks.
    The Chance for Build-up proc has a chance to proc for each attack by any of the three Phantom Army guys, and then the Build Up effect applies to all three and Phanty. It is one of the few ways you can buff PA's damage.

    Quote:
    It's just as situational as Venge, but this way it's offering a set accuracy, recharge, and a hella nuke after using Venge (over 850 damage!) Plus, it'd be a viable tactic for speed runs to nuke a final boss room, then everyone has Venge and the venge bait is actually invulnerable for a while we mop up the rest of the room leaving (ideally) only the AV.

    Mostly it's the reason for feeling justified taking Venge as it'll do tons of damage if/when someone dies, regardless of if it's planned. And if the person doesn't die in a mob? I got recall friend for that.
    It is pretty much the same concept as using Radiation's Fallout, Vengence and Mutation. A few people like it as a strategy -- but it really depends on your teammates. If you have a regular group of teammates and communicate well (using some kind of voice chat, for example), then the Suicide Blast concept can be quite effective and very funny -- not exactly an every-group kind of strategy, but it can work for really tough foes. But I find that for normal play, most players don't have the patience to wait around while you set up their dead body as a bomb -- they want to rez and get back into the fight.

    Personally, I'd rather have something that works all the time rather than once in a while. In the long term, Spectral Wounds and a single target blast will add up to a lot more damage than your Rise of the Phoenix/Vengence combo. But those times that you use that combo, it will be effective.
  24. The one thing that jumps out is the lack of Spectral Wounds . . . I would never, ever build an Illusion Controller without my main source of damage. I take Blind at 1, SW at 2 and Deceive at 4. You are missing out on one of the main strengths of an Illusion Controller without Spectral Wounds.

    Phantom Army: Try 4 Expediant Reinforcement (all but Dam/End and the Resistance proc), plus Dam/Rech and Chance for Build Up from Soulbound. That slotting caps Damage and Recharge with good Accuracy.

    Phantasm: get an extra slot in there for an Acc/Dam Hami-O to cap out the damage.

    Hasten: The 4th Recharge is wasted.

    Power of the Phoenix: That's a lot of slots for a situational power. Unless you have a teammate who likes to sacrifice himself to be a body bomb, you should not have enough deaths to merit that many slots in a power you rarely use.