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Quote:It seems to me almost more like a Spectral Terror . . . . the foes are controlled until you hit them with something, then they can hit back until the next sleep pulse when they go back under. Compare that to a Fear aura, where the foes cower unless they are hit with something, and then they can take one shot at you before going back into a cower.Looking at how it's {Static Field} designed it seems to me that it'll be something between Earthquake and Volcanic Gases in terms of how it will work. For Alpha mitegation it looks pretty good, after that on teams it may work a bit like a Fall Over patch where things are out of commission for a few seconds. And like Fall over patches there will be some powers which will nullify it if you're not careful (like DoT or Rains). Static Field -> Synaptic Overload looks like a nice opening combo too.
The 40 second base recharge is nice though, being able to lay fresh ones almost On Demand is pretty useful, especially when you consider things like Add groups and incoming ambushes.
In terms of mechanics I'm delighted that the Chaining mechanic has been reused for a control set.*
I plan to roll up an Elec/Rad as a new combo that can take advantage of Choking Cloud. An Elec/Rad seems to have a lot of similarities to an Ice/Rad, with EndDrain replacing the Slow and -Recharge. -
Quote:Arguments aside, Warshades are amazingly fun . . . you can run into tough foes, but it really is nothing to worry about, as there are ways to handle them. I have a level 50 Warshade . . . and a level 35 Warshade . . . and a level 27 Warshade, all on different servers. I love playing a Warshade on a big team . . . lots of dead bodies everywhere.I am kinda new to CoH, and want to make a Warshade, but posts I have read say that some of the random encounters can kill you in one shot at 50. Is this true??? Has there been a patch to help with this?? I mean, whats the point of working to 50 to make a "powerful" toon, if you can still be one shotted??
However, Warshades are complex compared to many other characters. To play a Warshade well, you generally need a good understanding of how the game works and how "binds" work. Binds are important to make changing forms and the resultant tray switching easier. Therefore, if you are new to the game, you might not want to start with a Warshade. Try some other characters first to learn some basics, and try to learn about binds. Once you have a decent idea of how you like to play characters and how binds can be used, they try a Warshade. -
Quote:I was just on my second Fire/Rad last night . . . with Indomidible Will used for mez protection. (My first one sits at 50 on another server, but I wanted this one to join with my usual group of buddies when we want a full team of Fire/Rads -- the second one just hit 43.) I didn't bother with Combat Jumping or Acro, as I use both Air Sup/Fly and Hasten/Super Speed on this character. (I don't need both, but I love having both. Hasten is needed, and SS with a stealth IO gives full invisibility. Air Sup gives me a nice single target melee attack with knockdown, and Fly is just handy.)Hi all, I was wondering what kind of mez protection you all use for your controllers? I have a Fire/Rad, and its pretty smooth sailing except when I get mezzed...then i have to wait for all my toggles to recharge & put them all back up.
I've heard good things about Indomitable Will, and plan to take it, but would Combat jumping & Acrobatics be a good addition? Or are they just overkill?
Any thoughts would be much appreciated!
I find that I don't have Immobilize problems very often, and even if I do get Immobilized, anything in melee will die pretty quickly. Anything attacking me from range can be held with Char, and then the Fire Imps usually find them.
As for the limited hold protection in Acro -- it does so little. Either IW works or it doesn't. I have knockback protection with a Zephyr in Fly, so I don't really need Acro. -
Quote:I believe the OP intended it to be actually taking things in the surrounding area to be the propelled items . . . kind of like a Jedi using "mind fling." However, even if it was limited to items in the surrounding map . . . there are some maps with no items. What are you going to throw if you are in a cave map populated by DE? No "stuff" around at all. The only thing to throw might be boulders . . . in which case, the power might as well be "Hurl Boulder."Actually it might be possible. Just have the game look at the map you are on and choose from a list of items available from that specific map. Its not all that much different from choosing a pool of items to toss.. you just refine that pool a bit.
But having said that.. I think time could be better spent on other things.
It certainly is not worth the Devs spending time on it in any case. -
Quote:The problem is that in order to be effective, you have to completely drain foes for endurance drain to work as a mitigation/control power. It takes two shots of Short Circuit to drain minions. A Kin/Elec can easily drain a single target quickly with Transference+Short Circuit, but it is a bit tougher to drain a group. Once you get into the APP powers, Power Boost + Short Circuit will do it. Power Boost + Thunderous Blast will kill a bunch and drain anybody left standing. However, you need to pop a blue, run in, hit Transference (to refill your blue bar) and then hit Short Circuit to keep the foes drained for any period of time.This hasn't been updated in a while and I was wondering with ED and IO's is the enderance drain tactic still viable?
However, you might want to wait and see the effect of Electric Control. -
Patricia Neal was also married to Roald Dahl, the author of "Charlie and the Chocolate Factory." He was also the screenwriter for two Ian Fleming novels made into film, "You Only Live Twice" (James Bond) and "Chitty Chitty Bang Bang."
What is really amazing is if you look at his biography, he helped to pioneer new medical treatments after his son suffered a brain injury, and then after his wife, Patricia Neal, suffered her somewhat famous strokes (which was itself the subject of a TV movie, "The Patricia Neal Story.") -
Quote:With only a few exceptions, Stamina is virtually required on all characters. The exceptions are characters that may have another way to recover endurance (such as Kinetic Defenders with Transference, or Warshades with Stygian Circle), or characters who have lower endurance usage and are built with lots and lots of Endurance reduction and recovery bonuses. (An Archery Blaster can be made without Stamina.) There are a small number of people who pride themselves on avoiding Stamina, but the vast majority of players find it indispensible.i found a plant/thermal build as shown here
does this build really need the power pools as shown? would i be botching the build if i took the power pools for flight instead of the health and stamina?
Level 1: Strangler
Level 1: Warmth
Level 2: thermal shield
Level 4: cauterize
Level 6: Roots
Level 8: Seeds of Confusion
Level 10: plasmas shield
Level 12: combat jump
Level 14: super jump
Level 16: swift
Level 18: health
Level 20: stamina
Level 22: power of the phoenix
Level 24: forge
Level 26: carrion creepers
Level 28: vines
Level 30: thaw
Level 32: Fly Trap
Level 35: Heat exhaustion
Level 38: melt armor
Level 41: fire ball
Level 44: fire blast
Level 47: Spirit Tree
Level 49: Recall Friend
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Level 1: Brawl -- Empty (A)
Level 1: Sprint -- Empty (A)
Level 2: Rest -- Empty (A)
Level 1: Containment
Dropping Combat Jumping and Super Jump would make more sense if you want Fly. You can either take Air Superiority (a nice melee attack that flips foes and knocks down fliers) or Hover, to get to Fly. A Plant Controller is somewhat lacking in single target damage, so Air Superiority might be a good choice for you.
And by the way, it would generally be better to take Hurdle rather than Swift if you are going to use Super Jump for travel. Hurdle+Combat Jumping is good enough to get you around short distances, so that you don't even have to turn on Super Jump, and Hurdle makes Super Jump better. Hurdle is also better with Super Speed. Swift is fine if you go with Fly.
As for your power choices: you did a pretty nice job. I personally would probably go with Air Sup/Fly over CJ/SJ, but that is a matter of taste. You took all the key Plant powers when you needed to (I might have moved Roots up a slot, but no big thing). The only powerchoice that some people might question is Rise of the Phoenix . . . rez powers are nice to have but fairly optional, since there are quite a few other ways to rez people. But especially on some types of teams, like Pick-Up Groups, having a Rez power is nice. Your last two powerchoices are entirely optional -- some folks might choose differently, but the two you picked are reasonable.
At least you got Seeds of Confusion at level 8 . . . I teamed with a Plant/Rad this weekend who was in the mid 30's and did not have Seeds. I tried to nicely explain that it is a key power of the set, and he/she made it clear that he/she does not like confuse powers and won't take them. I let the issue drop, but I don't really see the purpose of a Plant Controller without Seeds of Confusion. -
My Traps/Rad is the ultimate gadget guy. He has a series of macros with lines from infomercials, and he is trying to demonstrate how effective the gadgets are. His name? "Ron Popiel."
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The Vidiotmaps maps overlay and Herostats have been used by the CoH community for years . . . Vidiotmaps actually won a player's favorite website award. Both of those are certainly safe and highly recommended.
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I seriously doubt that the current game engine would allow that. As it is, each person sees a different item being thrown. The item is created on your computer, not in game.
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Frankly, for a 60 month vet I see no good reason to take Stealth when Super Speed provides travel + stealth. Even for anybody not at the 60 month point, Hasten is such a help in most builds that Hasten+Super Speed is better than taking Stealth.
Plus, you have the option of getting a Celerity +Stealth IO in Super Speed (but they are expensive) to turn it into full invisibility. Or, you can stack Super Speed with any other kind of stealth (Cloaking Device, Steamy Mist, Arctic Mist, Shadowfall, Shadow Cloak, etc.) to get full invisibility.
With the availability of other options for vertical travel available to everyone (Raptor Pack, Zero-G Pack, Jet Pack, GvE Jump Jet, etc.), Super Speed is a far better travel power than it used to be. -
Quote:Which ones are you stuck on? A lot depends on your playstyle. Teams or solo? Aggressive or more support?Looking for a second opinion, trying to come up with my own build but im kinda stuck on certain powers, which to take and which not to take. Lets see what you guys got!
For the most part, Dimension Shift should be skipped. If the build is tight, then you may want to choose Propel for solo or small teams, or Lift for larger teams. If you have room, take both. Everything else in Grav is worth taking.
From Kinetics, the most commonly skipped powers are Repel and, if you have a different travel power, Inertial Reduction. Speed Boost and Increase Density are ally-only powers, useless solo but especially SB is very valuable on teams (but a minority of people seem to dislike it). Some people skip Siphon Power once they have Fulcrum Shift, but Siphon Power is nice when up against a single tough foe (like an AV). Some people skip Increase Density due to its short duration, but it is nice as a way to break stuns and other mez or prevent knockback on teammates. (It is also a nice place to put a Steadfast -Knockback IO.) -
In Gravity, Dimension Shift is generally considered to be a sure skip. If the build is tight, the you may need to choose between Propel (Slow, hard hitting power that is fun to watch) and Lift (Levitate power that is a little low on damage). Propel is so slow that on teams, the target may be dead before the power finishes animating, but it is so much fun. Lift is weak on damage (Crush does more), but may be better on teams because it animates faster.
As for Force Field, the only essential powers are Personal Force Field (no choice), the two ally shields and Dispersion Bubble, the big bubble that grants defense and some mez protection. Everything else is optional, depending upon your playstyle.
A travel power will take two powerpicks . . . Combat Jumping adds a little more defense, so it is common, but Hover does too. The Fitness Pool with Stamina is pretty much essential. -
Quote:Earth is an obvious choice. Seismic Smash adds that single target damage that Plant lacks, and the short-range AoE of Fissure is less of a problem when your Seed+Roots combo has them all held. But, yeah, the armor is butt-ugly. And you don't need the heal as much as other builds. But I would say that Earth is better for a more solo-oriented or melee-oriented build. (Good for a Plant/Kin, for example -- that's what I have on mine.)Thanks for the replies. I'll probably go with rad since I'll spend a lot of my time grouped with a few friends (elec/cold troller and not sure what else yet). From what I gather, /rad still kills plenty well, just not as fast as storm, which is fine with me.
What APP would you recommend? I was looking at ice and earth. Ice has powerful aoe options, whereas earth has a strong single target option, something I've seen mentioned plant lacks. Only real downside to earth is the armor is so obstructive.
Ice is a nice choice. You get a good single target blast, TWO AoE damage powers, a nice defense-based shield and a great panic button power in Hibernate, which lets you recover both health and endurance. On a team-based character, Ice might be a better choice since you will have teammates handling the single target damage. (This is what I have on my Plant/Rad.)
If you have having a lot of problems getting mezzed while leveling up, then I would go with Psi with Indomidible Will. Otherwise, it is probably not the best choice, but if you need that mez protection, it is definitely worth it.
The one thing that make primal attractive is Power Boost. Boosted Seeds of Confusion will last a long time. On a decent team, however, everything should be dead pretty quickly. Conserve Power is nice, but the only AoE damage is a cone.
Fire has more damage in its blast, and Fireball has good front-loaded AoE damage. It has the only self-rez available to Controllers, if that is something you want. -
Slotting Fortunata Hypnosis in Blind is a mistake. This is a Hold and Damage power, and slotting it for sleep, a rarely seen side effect of the power, is wasting a power that should be one of the most frequently used powers you have. Blind sets up containment for Spectral Wounds and any other direct damage powers you may have. Consider 4 Basilisk, an acc/Dam Hami-O and a Dam/Mez Hami-O.
For an Illusion Controller, a single target Blast adds a lot to your ability to do damage. You can have a very powerful attack chain of Blind-SW-Blast-SW. I prefer Fire, then Ice, because they are fast-activating (1 sec.), but Psi and Primal have OK blasts, too (1.67 sec). Fire does the most damage. Personally, I don't feel a need for the Psi Pool since PA are drawing most of the aggro so I rarely have a mez come my way. My Ill/Rad guide explains why I prefer the Fire APP, but if you need a place for a LotG Recharge, then the Ice set works, too.
There are some other points, but I don't have time right now. -
Just seeing a data chunk and a "please look at my build" message often does not make me want to load up Mids, copy the data chunk into it, just so I can spend 20 min critiquing your build. I suggest you post the build itself (some of us don't have access to Mids 24/7) and give a little bit of explanation about your play style and what you are hoping to achieve.
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Take a look at my Illusion/Radiation guide. It has several builds, including several Perma-PA builds. Near the end of the thread, you will see my current perma-PA build. That should give you most of the help you need.
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Quote:I wrote the guide so that I didn't have to keep saying the same thing over and over and over again. It is a heck of a lot easier to say, "read my guide," than to explain the nature of specral damage for the 15th time.I think Local Man is just trying to get his guide to be the most read thread on the forums... "I have a question about illu/rad" "read my guide"
"I have a question about Phantom army..." "Read my guide"
"I'm a Defender rolling a Rad/ , any advice?" "Read my guide"
"Hey, I have a Fire/Storm..." "Roll an Ill/Rad and read my guide!"
=P
I can't help it if it is so darn popular. I'm not really all that bad . . .
Am I?
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I took a Plant/Rad to 50. I have a low level Plant/Storm, and the only reason I haven't tried to level him up more is because I already have Ice/Storm, Ill/Storm at 50, and Grav/Storm and Earth/Storm in the 40's. I'm becoming my own La Nina.
Both are great combos. Plant/Rad is predictable and team friendly, but still able to be soloed. Rad works well with any and all primaries. Plant's major holes are lack of single target damage and lack of a back-up control when Seeds is recharging. Rad fills the second one with the Roots+RI combo, letting you immobilize a group, and then drop their ToHit.
Plant/Storm is flashy and chaotic, not as team friendly but probably better to solo. Storm's back-up control is less reliable and has a good chance to throw foes around. But Storm helps with Plant's other weakness, single target damage, with Lightning Storm and Tornado. -
Quote:Take a look at my Illusion/Radiation guide. The link to it is in my signature below. Near the end of the thread, you'll find my current Perma-PA build. I avoided using many of the most expensive sets, trying to keep the price reasonable without sacrificing performance at all.Hi all, dusting off my old Ill/Rad, the build is quite old, can anyone post a good build with IOs etc for me to peruse?
I've been away some time, so I know my 38 ill/rad is way out of date. Perma PA if possible would be cool, but if anyone could provide their "best" build i'd appreciate it.
Welcome back. That guide should give you all the information you need. -
Quote:Nothing wrong with wanting your characters to be, well, "characters." I generally decide on a powerset I want to play, then come up with a name. I love puns in my character names, so if I can come up with a good pun, that makes the character more appealing to me. But there are plenty of people who are more interested in the fun of characters than the mechanics of the game. (I was just on my Dual Pistols Blaster, "Pepe LePewPew.")I'm can not play sets. I've tried, multiple times, multiple builds with every archetype in the game. If I try to play sets, I'll get to like level 5 and get bored. I've done it dozens of times. No ammount of "But just wait till you get <Insert power name>" has ever changed that. Telling me to Play a Set A/Set B archetype is like telling a blind person how to paint a picture. Sure, they can take your directions and put the paint on the paper. But it's not their picture.
In order for me to play a toon, I have to have a fairly solid character concept behind them. If I don't have that, then all the numbers and advice and suggestions and build directions don't make the slightest bit of difference.
In fact, you may prefer Virtue as a server. That is known as the "role-play" server. And finding teams on Virtue is just about as easy as Freedom. -
Quote:Well Ive started an illusion/rad controller, got him to level 10 so far. not much for group holds except for flash and that has a very long recharge time even with two recharge enhancments on it.
i got invited into a team and they said "just heal" acting as that was my only power useful for the team.
so when does illusion/rad get good? what level and what powers make it worth sticking with?
Did you take a look at my Illusion/Radiation Guide? I have recommended builds for leveling. I hope you took Deceive . . . use it a lot in low levels. I suggest you skip Flash until later in the build . . . in low levels, it is not all that useful. In low levels, you almost act more as a defender, using your debuffs and blast powers. But once you get Phantom Army at 18, things change.
As for the team saying "Just heal"? That is not a team you want to be on. Unfortunately, you run into teams like that, mostly on Freedom. -
Quote:I'd roll a new alt, IMO that combo won't give you the damage or survivability.
I'd go with one of these:
Plant/Kin
Plant/Storm
Plant/Rad
Fire/Kin
Fire/Rad
Fire/Storm
There is nothing wrong with Gravity as a damage dealing controller . . . it is more single-target focused, but it probably does more single target damage than any other controller. With Containment, the combo of GD-Crush-Propel does a huge amount of damage. Some of that damage is Damage over Time (DoT), so you need to learn that when a foe has a sliver of health left, that there are times that you can let the DoT finish him off. It is not fast, but it all adds up. When you start to add the Sonic Resistance Debuffs, the amount of damage done by a Grav/Sonic will add up to a ton.
As for survivability, a Grav/Sonic will have some challenges but not too difficult ones. Sonic is really one of the team-focused secondaries with ally-only shields and some other ally-only powers. So, being on a team leveling up is probably a good idea. But it has the big bubble (I forget its name) that provides mez protection. It also has buffs to resistance to make its pet, Singularity, virtually unkillable by making its already high Resistance go to the cap. Once he gets Singularity, the pet can tank and draw aggro better than any other pet (other than maybe Animate Stone). There are no heals in the set, so it may be worth considering the Medicine Pool for Aid Other and Aid Self, but it is certainly not too tough to get by without heals. Secondaries without a self-heal are Storm, Trick Arrow, Sonic and Force Field, and they all do fine, especially if they buff up their Regen.
And that list of Controllers provided is very limited to those focused on AoE damage. I would put an Illusion or Mind above any of them for survivability, since they have Confuse powers that do not draw aggro. It is easy to take foes out of the fight before it begins. My low level Illusion controllers can go through battles using Deceive and not take a single hit. -
Debt Magnet, with a name like yours, you should team with my Earth/Kin controller named "Dirt Napper."
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Quote:Agree. And if at all possible, be the team leader. That's the only way you get to read all the content from the contacts. (Tell the team that it may take you a little bit longer because you are reading stuff.)What you must do: NOT GET ON SPEEDRUNNING TEAMS For any of the above.
I love the Eden trial. People skip through damn near all of it. What do people possibly have to do that's more fun than Eden? I don't know.
Imperious TF: They've got a checklist. Boom, boom, go here and beat 180 of these guys, skip to the end and do that thing. Everything's out of order, maximum efficiency, minimum coherence.
I don't have nearly as much experience Red side, but I really like the Wretch story arc you get in the 20's -- I got it from contact Willie Wheeler. I thought it was one of the best written stories in the game.
