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Below is my planned respec for my 50 Fire/Rad. Getting the HOs will be the real challenge- the sets I already have. My original goal was to free up desperately needed slots. With aggressive HO plans, I actually have slots to spare :-D
She's built for recharge and +end, less so for defense. My philosophy is I don't need much defense against a held target, and the -tohit in RI doesn't hurt either.
She is built to team, built to lockdown. I'll miss fireball, and I'm sorely tempted to drop Smoke for Psi Tornado.
Comments/criticisms/cookies of course welcome!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Twicken Sisted: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char- (A) Unbreakable Constraint - Hold
- (3) Unbreakable Constraint - Hold/Recharge
- (5) Unbreakable Constraint - Accuracy/Hold/Recharge
- (15) Unbreakable Constraint - Accuracy/Recharge
- (15) Unbreakable Constraint - Endurance/Hold
- (17) Lockdown - Chance for +2 Mag Hold
- (A) HamiO:Golgi Exposure
- (3) HamiO:Golgi Exposure
- (5) HamiO:Golgi Exposure
- (46) Recharge Reduction IO
- (A) HamiO:Enzyme Exposure
- (7) HamiO:Enzyme Exposure
- (7) HamiO:Enzyme Exposure
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (46) Endurance Modification IO
- (46) Endurance Modification IO
- (50) Endurance Modification IO
- (A) Gravitational Anchor - Immobilize/Recharge
- (11) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (11) Gravitational Anchor - Accuracy/Recharge
- (13) Gravitational Anchor - Immobilize/Endurance
- (13) Gravitational Anchor - Chance for Hold
- (A) Run Speed IO
- (A) Karma - Knockback Protection
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Freebird - +Stealth
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
- (A) Lockdown - Accuracy/Hold
- (19) Lockdown - Accuracy/Recharge
- (19) Lockdown - Recharge/Hold
- (39) Lockdown - Endurance/Recharge/Hold
- (39) Lockdown - Accuracy/Endurance/Recharge/Hold
- (39) Lockdown - Chance for +2 Mag Hold
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (23) Performance Shifter - Chance for +End
- (A) Endurance Reduction IO
- (23) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (27) Recharge Reduction IO
- (31) Accuracy IO
- (A) Absolute Amazement - Stun
- (27) Absolute Amazement - Stun/Recharge
- (29) Absolute Amazement - Accuracy/Stun/Recharge
- (29) Absolute Amazement - Accuracy/Recharge
- (31) Absolute Amazement - Chance for ToHit Debuff
- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
- (33) Endurance Reduction IO
- (33) Hold Duration IO
- (33) Hold Duration IO
- (34) Lockdown - Chance for +2 Mag Hold
- (A) Endurance Reduction IO
- (34) Endurance Reduction IO
- (34) Endurance Reduction IO
- (36) HamiO:Nucleolus Exposure
- (36) Armageddon - Chance for Fire Damage
- (36) Damage Increase IO
- (A) HamiO:Nucleolus Exposure
- (37) Damage Increase IO
- (37) Damage Increase IO
- (37) Soulbound Allegiance - Chance for Build Up
- (43) Edict of the Master - Defense Bonus
- (43) Sovereign Right - Resistance Bonus
- (A) HamiO:Nucleolus Exposure
- (40) Damage Increase IO
- (40) Damage Increase IO
- (A) HamiO:Endoplasm Exposure
- (40) Hold Duration IO
- (42) Hold Duration IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) HamiO:Ribosome Exposure
- (45) HamiO:Ribosome Exposure
- (45) HamiO:Ribosome Exposure
- (A) Coercive Persuasion - Contagious Confusion
- (48) Coercive Persuasion - Confused/Endurance
- (48) Coercive Persuasion - Confused
- (48) Coercive Persuasion - Accuracy/Confused/Recharge
- (50) Coercive Persuasion - Accuracy/Recharge
- (50) Coercive Persuasion - Confused/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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You might also want to look at /therm. Thermal's heals are only a step behind Empathy's, and the shields let you mitigate damage preemptively, which means you spend less time in combat healing others and more time deploying your controls.
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I'd take Fallout over Mutation myself. Especially in the end game, rez's are everywhere. There's dozens of ways to rez, self rez, group rez, etc etc. There's only one way to turn a corpse into a potent nuke/debuff!
It's totally a playstyle thing, but Fallout is a FUN power! -
Good to know about the markets. I'll check the synthetic ones, and see if I can't finally get the three Enzymes I've been craving for so long.
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What do you usually use your Frad for? Teaming, solo, farming, etc?
I purped mine out- it didn't seem that expensive, although I love playing mine, so my flow of influence is pretty steady.
Those HO Enzymes, if you dont have those already, WILL be expensive and hard to come by. I've been on 25+ raids and yet to have one drop >:-( On my server they run close to 100 mill a pop. -
Quote:Yep, you can get your name back, as long as you delete the old toon first.Well now I am torn, do I re-build now and level with my pals or get one more level and have fun that way?
If I deltee and re-create her will I be able to use the same name as before?
Also if someone could tell me about the sidekicking system I would appreciate it as not played in any teams yet and be good for me to know whats what when my mates log tonight!
If you do decide to remake the character, try joining a "sewer team." When you get to Atlas, just broadcast "looking for a sewer team" and hopefully any forming teams will scoop you up. You and 7 other friendly strangers will then hammer your way into the darkest depths of the sewers, and probably end up between level 6 and 10 in an hour or less.
Its a nice quick way to break in your character, make some friends, and ask some more experienced players all kinds of questions.
Sidekicking is much simpler these days. Everyone on the team matches level to the person at the top of the team roster (usually the leader.) Doesn't matter if you're 1 or 50. People that sidekick down usually have the easier time- they keep their powers from the new level +5. So if a 50 sidekicks to a 20 team, they would fight as a 20, but have access to the powers they have up to level 25.
And by the way, welcome to the game! -
I am loving the heck out of my fire blaster (she's 25, atm, and rising fast.) All that AoE goodness can tear aggro away from even the Taunt-iest of Tanks.
What I found to be helpful, especially on larger teams, is to wait 1-2 seconds before uncorking Hell on your targets. Literally, when the tank or lead scrapper charges in, count 1 Mississippi, 2 Mississippi, then unleash everything you got. It gives the Tank a moment to gather the aggro, and gives the controllers and defenders a chance to drop debuffs. That habit keeps my floor-planting to normal blaster levels. -
I would not recommend /storm to anyone new to trollers or /storm. It takes quite a bit of experience and patience to make it shine. /rad is easier to pick up. All of its powers are very useful, work great out of the box, and are useful on teams as well as solo. /kin is good too, and can give you extra oomph if you plan on soloing a lot. While /therm is an amazing Jack of All Trades for teams, it won't help you nearly as much solo.
Fire/Rad is still may favorite troller combo to date, and the only 50 I have really purped out. Great balance of offence/debuff/lockdown, and I frequently dont even bother to throw out the imps. -
Mine is a 38 Emp/NRG defender, my second toon ever. On Triumph. back when there were other people on Triumph. I made her secondary energy because LOLENERGYPRETTY. This was before I discovered how much people hated knockback. Doesn't matter because she only has the one attack, unslotted.
Pre-ED, all SOs. Pre-salvage. Pre-scale slider. She has a cape, so she's not quite that old. Issue 2 I guess? -
I think we were talking about Fire and Ice canceling each other out cosmetically, not actually reversing holds or damage.
...although it could be kinds fun. Ice Storm + Hot Feet = Steamy Mist -
I love Paragon Wiki! It's especially fun and useful when the content of the game sorta blurs by (like on a TF) and you want to go back and figure out what just happened. It's a HUGE resource for the semi-casual player like myself.
Gratz on the nod, thanks for all your hard work, and hang in there! -
Quote:Absolutely, this. 30 might be a bit strong. 5 would be more reasonable, to keep people from min/maxing their origin with whatever damage type is most common. It would be nice if Origin had some greater effect on your character than what store you shop at. Let's face it, unless you're lighting on Oil Slick, those silly Origin powers we all start with are little more than clutter.I'd love to see Origin specific resists.
Robots who are resistance to PSI attacks, at the cost of possibly taking more damage from Electric based Energy attacks.
Stuff like that.
It can be purely optional too. But should also have a corresponding weakness attached.
+30 PSI resist = -30% Electrical Energy Resist (as an example). You could choose to leave the toon as is, or take this option.
I'd also love to see dual origins. -
I had a tech-based Fire/Ice blaster. Her concept was a military-grade fire assault suit that required an equally aggressive cooling system to keep from cooking the user.
Fire and Ice are one of the easier sets to rationalize. They represent absence and abundance of the same quantity. No big deal. Its the nonsequitor combos that seem weird, like a Dark/Rad defender, or a mutant AR/Dev blaster. You're clearly using technology. Those are gadgets. You didn't mutate a gun out of your arm or landmines out your butt. I could buy those were magic gadgets or artifacts way before I could believe those were in some way organic. -
Controllers:
Fire/Rad: My all time fave. It was love at first spawn. Any more than two Frads on a team is pretty much game-breaking. They shouldn't let you do it.
Earth/Storm: Earth has the lockdown to keep Storm's mayhem in check, and there's just so much synergy between the two sets. Stuns, Knockdowns, Slows.
Scrapper:
DM/Shield: it took a little while to blossum, but once you get Soul Drain, it makes Shield Charge a nuke ready for pretty much every mob, with now crash.
I just rolled a BS/Shield, I hope its as much fun.
Tanks:
Dark Armor/EM or WM: havent rolled one, but I've seen quite a few running around. The idea is stacks stuns on stuns on stuns.
MMs:
The only villain class I ever seem to enjoy.
Bots/Dark: low maintenance, high destruction. When Com officer farms were hot, a tried a whole bunc of combos to 32 to test drive them, and none seemed as fun as my Bots/Dark. -
Ill/rad is a pretty nice combo. Pretty much anything with Rad is excellent. Ill/Storm, while also excellent and fun in the right hands, is far from uber. It is extremely chaotic, which is where much of the fun comes from, but lacks real controls or other sets.
My Fire/Rad is a controlling BEAST, and the only toon I ever play past 50. She has such a deep toolbox of tricks and powers, I love pushing her in over her head and digging my way out. Sure, she dies alot, but imho, if you're not coming dangerously close to dying, you're doing it wrong.
I loved playing Bots/Dark. Tough minions + AoE heal + pets that heal + massive tohit debuffs + bodyguard mode = indestructible steamroller. -
I'd like to see more evidence of our attacks on our targets, especially after we've kill- er, arrested them. Ice attacks should leave targets pale and frosted, as well as the enviroment for AoEs. Fire attacks should leave smoke and small fires, and of course, the fire and ice effects should cancel each other out. Electric attacks should leave their targets twitching on the ground. Rad attacks should leave them glowing. Anyone done in by an arrow should be pinned to the wall or nearest object. Sonic attacks should leave them vibrating. Energy attacks should blast them to atoms- um, arrest them to atoms.
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Quote:Smoke is actually pretty handy for this purpose. By the time the -percep breaks, they're already held/stunned. Plus Smoke works great out of the box, and is a welcom relief on slot-hungry builds.AWRocketman may not be using Hot Feet, but there is still value in having Ranged Defense and AOE Defense while also taking Hot Feet. The Ranged/AOE defense lets you establish your lockdown/debuff action as you are moving in. Then, once you are in the risk zone (melee) hopefully everything is locked down and melting. If you also wanted to be safe-ish in melee range, you'd go with the Earth Epic ... if you can stand the awful graphics on the armor. Otherwise, go Ice. If you can't stand Ice Armor (and its bad too) then you'll just have to burn them down fast.
Lewis -
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Doesn't Ranged Defense become less relevant if you're running Hot Feet? or if you are staying at a ranged position, why run Hot Feet?
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Quote:See, I relish the demented weirdness. Occasionally ketchup as well. I'm not into the whole ERP/MRP scene, but I love the fact that people use a superhero game to do it. It's the Human Safari, baby! You only come through once, so see all the sights!The only thing truly scary about Virtue is Pocket D,I was in there the other night for some arena time.(my mistake I'm goin to the arena next time)
By time I got out of there with all the ERP flying around I had to take my tights to the cleaners because of the protein stains.I heard some stuff that just made me cringe,in addition I was getting that creeped out feeling,sorta like when you go into a porn shop and everybodys starin at ya. -
Quote:Heh, this was pretty much exactly my plan too. I could never delete a 50... then again, I could never bring myself to play them again either. Triumph was my home back in the day. Now it will be my rest home.I moved 2 toons to Triumph, cuz they will never be touched again(both 50s)
I moved then 4 50s Freedom, cuz MAYBE I'll play em again.
Basically I just freed up 6 slots on Virtue.
JJ
The one thing I love about Virtue is that people tend to really polish up their characters, their bios, their costumes, their keybinds. There is always tons of great character concepts running around, and it inspires me to step up my game too.
Also, the people in general are pretty chill and helpful. I think the friendly, supportive player base cures rampant n00bness before it can start. -
I always thought O2 boost should give back a chunk of endurance (say 25 points.) It makes sense with the concept, and it would make it hugely helpful in the pre-20 levels when everyone is gasping for blue.
I think Smoke is really under-appreciated. The -tohit is nothing amazing, but the -percep is hugely useful. It keeps the imps out of trouble (mostly) and buys you that precious second or two to drop a stun/hold before the enemy can retaliate. Plus it lets you stealth glowies without breaking cover! -
Before Local Man shows up and answers this definitively, I'll throw in my 2 cents.
It really depends what you want to do. Ill/Rad is prolly the more popular, and more useful. Lots of great powers that can turn mediocre teams into great teams.
Ill/Storm is a whole other beast. It's like trying to bareback ride a rabid lion. If you are fairly new to controllers I would not recommend it, however, if you've played controllers for a while, the wild chaos can be VERY VERY fun. It's probably the controller combo with the least "control" but it still can be extremely powerful in the right hands.
What was it about /therm that turned you off? -
*sigh*
I signed on for a MotST the other night, never having done a Stateman's TF. A couple people on the TF were VERY helpful, and really clued me on what to do, what not to do, and what was coming next.
By the fifth attempt (okay, at least one failure was my fault. I play aggressive, and didnt really understand the "no death" requirement) we got a head of steam and made it to the end of the fourth mission. That includes a Cyst explosion that sent half of the team into the red.
In the fight with Dr. Aion, the tank dies. Then promptly quits. Another player curses, quits. And another and another, without so much as a "bye!" In the span of 20 seconds, 8 players becomes 2- me and a dead blaster. My poor squishy troller lasted longer than she had any right to against Aion and his clones, but down I went.
So I can understand rebooting the TF on the first or second mission, but by the time you mad eit to the end of the fourth, would it not make sense to just follow through for the merits?