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Quote:Nice build, Oedipus. I think the Hold is a little bit low in Choking Cloud, but other than that, pretty sweet. Now, if you replaced the Unbreakable Hold in Glacier with the Chance for Smashing, you could put the Unbreakable Hold in Choking Cloud for the Lockdown quad, capping your Hold in CC. I would also replace the Confuse/Rech in AA for the pure Confuse to cap the Confuse in AA.
You could also cap Jack's Damage with one more slot . . . either the Recharge in LR or one of the Range from Ice Slick. Putting a Dam/Mez Hami-O in that slot would help Jack's Hold and his damage.
Great points. I ended up dropping the Endurance slot from Psi Tornado, because I forgot that alpha slotting plugs that hole, and moving that slot to Jack Frost. I'd forgotten about gaming the system by slotting damage-mezz Hamis in him, because he doesn't take normal mezz IOs. Well played.
For AA, I moved slots around and the difference is about 0.1 seconds of Confusion. I kept the current slotting on the theory that when exemped below mezz protection, having Recharge in AA is really helpful.
I'm so torn on Choking Cloud. This is one of those powers I'm very Veruca Salt about... I need space for 8 slots in order to be able to balance everything I want! I need accuracy, hold duration, endurance, and, ideally, procs. I'm fairly adamant about keeping the set bonus and the chance for +2 hold proc. Endurance has always been a big problem for me with this power. I decided to swap out the Lockdown 4-set for the Unbreakable Endurance/Hold. But what I really want (don't care how, I want it now) is the Unbreakable damage proc in Choking. I just can't figure out how to get it without sacrificing my precious global recharge. -
Quote:Illusion/FF gets an AoE attack in it's secondary. So AoE Containment comes in handy before APPs for that particular build.
Actually you don't get Containment damage from powers in your secondary.But luckily the power you're talking about does create Containment, however limited.
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Well keep in mind that I may also be the only psycho who plays the game with a laptop thumb pad instead of a mouse.
I got used to it while playing during a long term business trip and it kind of stuck.
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Quote:Does that actually work? I wasn't sure since Mids will only let you triple stack it. Boxing recharging in .5 seconds is ubes.If you use the leftover slot to put a level 50 Recharge IO in Siphon Speed, you can quad-stack SS for another 20% recharge, putting your total at 316.6% (and putting some individual powers over the 400% recharge cap).
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And here is the highest I could hit in an hour or so of plugging at it: 297% Recharge on a TERRIBLE Elec/Kinetics Controller build with x3 stacked Siphon Speed. Hasten is perma with 1 recharge IO even without Siphon. It may be possible to squeeze a little more recharge in some other build, but this one is probably close to to the top given that it uses 5 purples, 5 LotGs, 5 +7.5%, 5 +6.5s, and 2 +5s.
Like I said though this build is terrible. Just looking at it might make you sterile. Read with caution.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Presence
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(50)
Level 1: Transfusion -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(40), Panac-Heal/EndRedux/Rchg(43), Panac-Heal(43)
Level 2: Chain Fences -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 4: Electric Fence -- GravAnch-Immob/Rchg(A), GravAnch-Immob/EndRdx(5), GravAnch-Hold%(5), GravAnch-Acc/Rchg(46), GravAnch-Acc/Immob/Rchg(50)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 8: Conductive Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 10: Siphon Speed -- RechRdx-I(A)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Sleep/EndRdx(13), FtnHyp-Plct%(15), FtnHyp-Acc/Rchg(15)
Level 14: Provoke -- Zinger-Taunt/Rchg(A), Zinger-Acc/Rchg(29), Zinger-Taunt/Rchg/Rng(34), Zinger-Taunt(34)
Level 16: Boxing -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/EndRdx(27), Stpfy-KB%(27), Stpfy-Stun/Rng(37), Stpfy-Acc/Rchg(46)
Level 18: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(19), KinCrsh-Acc/KB(19), KinCrsh-Dmg/EndRdx/KB(21), KinCrsh-Rechg/EndRdx(21), KinCrsh-Acc/Dmg/KB(23)
Level 20: Weave -- LkGmblr-Rchg+(A)
Level 22: Paralyzing Blast -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/Hold(25)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 28: Invisibility -- LkGmblr-Rchg+(A)
Level 30: Synaptic Overload -- CoPers-Conf(A), CoPers-Acc/Conf/Rchg(31), CoPers-Conf/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Acc/Rchg(34)
Level 32: Gremlins -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33)
Level 35: Hasten -- RechRdx-I(A)
Level 38: Repel -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(40)
Level 41: Ice Blast -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
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What everyone else said, plus one addition.
-ToHit is type unspecific. It not only helps you cap off whatever your highest defenses are, it supports your weakest ones too.
The only thing I'm unsure of whether it also helps against attacks that are truly of type Untyped that no defense exists for. -
Kept playing with the Mind/Kin and found a way to hit 276 global recharge while coming very close to soft capping Slash/Lethal (enough that I'd let it slide). The sacrifice is stealth ability and Siphon Power. In real life I'd let the recharge drop just a little and buy back super speed somewhere but the point of this challenge was a bit different
.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Levitate -- Apoc-Dmg/Rchg(A), Apoc-Dam%(11), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(17)
Level 4: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Conf/Rng(7), Mlais-Acc/EndRdx(13), Mlais-Acc/Conf/Rchg(15)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(11), FtnHyp-Plct%(13)
Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(34)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 14: Boxing -- Acc-I(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A)
Level 18: Total Domination -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(21), UbrkCons-Hold(21)
Level 20: Speed Boost -- Zephyr-ResKB(A)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), RedFtn-Def(36), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(34), RedFtn-EndRdx(39), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def/EndRdx(50)
Level 32: Mass Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(34)
Level 35: Transference -- EndMod-I(A), P'Shift-EndMod/Rchg(43)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
Level 47: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A), Rec'dRet-Pcptn(50), Rec'dRet-ToHit(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A) -
If we're allowed to triple stack Siphon Speed, then this Mind/Kinetics Controller build has 268% Recharge. I could do a lot better I think if I made the build unplayable. What sets this build apart to me though is benefits a lot from having so much recharge. Would you like your Mass Confusion served every 52 seconds? I'm sure other combos could hit higher numbers, but I'm not sure how many would benefit from it like this one does.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Levitate -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31), Apoc-Dam%(34)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(17)
Level 4: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17)
Level 6: Confuse -- CoPers-Acc/Rchg(A), CoPers-Conf/EndRdx(7), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(13), CoPers-Conf%(15)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(11), FtnHyp-Plct%(13)
Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(40), RedFtn-Def(43), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(46)
Level 18: Total Domination -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(21), UbrkCons-Hold(21)
Level 20: Speed Boost -- Zephyr-ResKB(A)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40)
Level 24: Vengeance -- LkGmblr-Rchg+(A)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(39)
Level 30: Siphon Power -- Acc-I(A)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), FrcFbk-Rechg%(50)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
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Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 2.25% Max End
- 4% Enhancement(Heal)
- 138.75% Enhancement(RechargeTime)
- 6.5% Enhancement(Confused)
- 70% Enhancement(Accuracy)
- 64.86 HP (6.377%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 9.35%
- MezResist(Terrorized) 2.2%
- 24.5% (0.409 End/sec) Recovery
- 26% (1.104 HP/sec) Regeneration
- 12.92% Resistance(Fire)
- 12.92% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1588;731;1462;HEX;| |78DAA594594F135114C7EFD0D6DABDA5961D11944596D206109707135904A14AC4B| |8B30CED009334D3A6AD46DE7CF10DB727B7B8F1E4163551A3C6AFA1D1073F82A871| |4B7C1ACF725B48E6D149FBFFCDFCE7DC73EEBD676612E706BD429CDF2B94E0405AC| |DE767063246219749A7B59C23A12EE849E1144234ACB9C58068423752C58BAA75F7| |F79D999F8F8EE98656D093F9D0A8B1A8E534A3102D9EB82732307832AB69A9109D8| |E1A67F5BC3EA7A7F5C252809C714D4D69B9FCA29EF516AFB3BAB1503E94D593D1C9| |42C6D066126ABEA0E596AA606E7DF07FA808799876D15526445C6C8E32BA1931426| |39C30B43E7C4C41AB629C9120541D641C223C02E511A64D790F19EA45D907C64742| |F013E10104D9645ADB3540ABB05F67DC20F86F1282B7088F21DC21C31D3334B10DB| |38C2982779AE057094F20DC29C39DC7C8DA789C7182E03EC9A34E114620DCA5E074| |4CC5D52128A086D004593CB41E53F1F09D38C307777C5C42F822B4F61058010E760| |4D86AF530DC84763F2340E8F2129E8286E45C4343349FF261C67EC2A611C620E100| |848765DDF067B2C25037C275ED913B646DBB4B68B9C7B84F685DE144105E293354F| |2349F8156CB3954F750544D2FA38F50B783D14FA8800CB572576A39434B3F5CD96D| |6258C1EE2A94BC9EF7F0395C35707247C30F8ADEF293F18BF19BD0F887C1FB8BCF5| |8931CD5B44C65B75E645C625CE6955E615C25E023D92CCB3773F92FD0D73699A8ED| |0559DB5F325E315E13DADF707B2F50A25518D5217BD9C14BECE4267672133B6513B| |9C15D3EC25FF83E44E53E4667295FB7CA4831E6B84892E0877D8CC94EC4B8489DBD| |F4BAC10F0E316E7126ECA5774C28E4D4AFC5FCD7F1D65BCCE33AEC063D823281721| |4E534CA14CA348A8A3287924431DF95460776E28476A1EC46D9831209822C63A4D3| |03E241F1A2F850FC280194204A18A506E5368AE90A96BE17E62AE45094F5EBFF6A7| |1BE599CEF162766D9D9768B13B738BD16A7C7E2ACEDE83F16B03C6A| |-------------------------------------------------------------------|
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Ice/Rad is a combo that absolutely screams for the Psi APP, so much so that I can't imagine it with anything else. With 4 aggressive toggles, the difference between being mezz protected and not is night and day. Even a micro-sleep from a lvl 1 enemy will cause you to drop AA, Choking Cloud, Radiation Infection, and Enervating Field.
My own Ice/Rad is built as a sort of PBAoE mezzing psychopath. Alpha slotting has carried him a lot further than I thought would be possible. His main issue is basically endurance, and with alpha slotting that's basically fixed. He's not the fastest soloist but he stands his ground, and did beat the level 50 alpha arc elite bosses solo without inspirations.
I built for recharge above all else so that I can pop Glacier and EM Pulse back and forth. On a typical team the pattern ends up being Glacier >> EM Pulse >> Glacier >> Ice Slick.
The Stealth pool is there for the recharge bonuses but also because normal Super Speed + Stealth IO is impractical thanks to AA and Choking aggroing stuff as you run by. Invisibility suppresses AA and Choking without making you turn them off. I experimented with walking into melee range and dropping Invis to jump stuff, but the 1 second delay in AA prevents that from being as effective as it could be.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Radio Iceotope UPGRADE: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(11), HO:Perox(13), Dmg-I(25)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 2: Radiation Infection -- Achilles-ResDeb%(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb(17)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), EndMod-I(21), Efficacy-EndMod/Rchg(34)
Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), EndRdx-I(13)
Level 8: Frostbite -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/Rchg(31), GravAnch-Acc/Rchg(36), GravAnch-Hold%(37), GravAnch-Immob/EndRdx(40)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 12: Ice Slick -- Range-I(A), Range-I(46)
Level 14: Chilblain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(43)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(37)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Lingering Radiation -- RechRdx-I(A), Acc-I(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(25)
Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Hold(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-EndRdx/Hold(36), UbrkCons-Acc/Rchg(36)
Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(34)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Jack Frost -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Flash Freeze -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(40), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Plct%(46)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42)
Level 44: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50), EndRdx-I(50)
Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)
------------
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 4.5% Max End
- 4% Enhancement(Heal)
- 127.5% Enhancement(RechargeTime)
- 54% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 38.15 HP (3.751%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 27% (0.451 End/sec) Recovery
- 10.4% Resistance(Fire)
- 10.4% Resistance(Cold)
- 5% RunSpeed
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I would slot Contagious Confusion just because it can hit things that are outside the cone. The help with confusing bosses helps too.
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In addition to what Local Man said, Flash is also the only AoE Containment some Illusion trollers have. Illusionists with the Primal APP can Power Boost Flash to quite decent hold durations. With lots of Recharge you can do that about once every 70 seconds.
In any case, a 360 degree radial power with 30ft range like Flash (or Cinders or Glacier) is actually kind of huge. It's 5ft bigger than a Force Fielder's Dispersion Bubble. You don't need to be in the smack middle of enemies for it to hit.
Brief video of how I do something kind of similar with a Mind troller, although his AoE hold is ranged: http://www.youtube.com/watch?v=hZ3s_wQz26Q -
I click powers with the mouse. It's slower but in a game where one mistyped command could blow a power on a 2 minute cooldown or spin me around backwards to aggro a group of 16, precision outweighs speed for me in this case. I keep powers grouped according to need. Some characters also get special layouts. E.g. my Mind troller has a separate power tray apart from the others filled only with powers that don't cause aggro (Confuse, Mass Confusion, Mass Hypnosis, and temp power self heals and intangs in case I mess up). That's to make sure I don't misclick and alert enemies while trying to stealth. Those some powers are also on my other bars, mixed among the various powers.
The lone exceptions to clicking are the various buff powers, which I always bind to the same set of keys for every character (g, h, j, k, l). Shields are always on g and h for example so I can just type "gh" quickly for each team member. -
Quote:I have seen people rave about this power, but it hasn't seemed to help my ice/troller at all. I am lvl 48 and the only thing Arctic Air seems to do is drain my endurance. I don't see a noticeable slow and I have never seen anything confused. I am slotted with end. reduction and slow.
Is it just me? Help?
What is your secondary and what are you fighting?
FYI Nemesis have built in Confusion protection. They are a case where you may want to lay off AA a little. The exception is if you're teamed with another character with an AoE Confuse or another Ice troller, because the Confusions stack. That is the only reason I can think of for not noticing enemies being confused. Even at low levels, where in the past I've 6 slotted AA with endurance reduction I still see enemies getting confused.
FYI AA does not work on bosses, but again it stacks with other Controllers.
Anyway I feel your pain. For a short time back when I was new to Ice Control I thought AA didn't do a lot. I recommend doing two things:
1) Turn on your combat log view. Watch for text that says "So and so is confused by AA!" Back before we could recolor powers, you couldn't see the confusion affect at all. A lot of people thought AA was comparable to Shiver. It's not, and when you see how fast the combat log fills up with confusion text you'll see the power is carrying a lot of impact.
2) Find a group of enemies a few levels lower than you and try this experiment. The enemies need to be something you can survive against. Jump into the middle of them with AA on and nothing else. Watch the number of attacks they direct at you. Now turn AA off, wait abot 10 seconds and watch. That is what AA is doing for you. Try it a few times and if you're not converted then I will be surprised. AA is very impressive mitigation. It's basically a version of Earth Control's Volcanic Gasses that is always up and moves with you. The only major downsides are the end cost and its toggle dependency, both of which are fixable. -
Quote:And this isn't to mean Ice/therm is a bad pairing. It's just much more on the passive/support side that isn't as sexy in the eyes of a min/max player base. My Earth/storm didn't slot for damage until level 32. It's still one of the most fun rides I had to 50. Ice/therm will come into it's own much quicker as well. Fire/cold is near on the level of Fire/kin in terms of late blooming for both sets. Yes, Fire/cold is one of maybe the top 3 Fire combos. Just be glad you are already sitting down when you are playing the set because it's going to be awhile. I would at least give Ice/thermal a trial run and see how much you do, or don't like it. You can always switch and roll Fire/cold later on if you like.
I agree with this. In fact you may want to play both sets and see what you think. The switch from Ice/Therm to Fire/Cold is a little like a suggestion to a character who wants to play an Empathy Defender to switch to Traps because it's "better." -
Fire/Cold is a very good character. Like I said before though, its not directly comparable to Ice/Therm. Controllers are weird like that. In some cases the only relationship two combos (sometimes even for the same primary!) have to each other is the purple icon. This is also probably why those of us who are Controller fans are so rabid about them.
Cold is a great set. My "main" character is a Mind/Cold so I have a lot of respect for the set. Unfortunately its open secret that for its first 35 levels it more or less completely sucks. The glowing reviews you hear of Cold really come after you are into the 40s, have Sleet and Heat Loss, and especially after you are heavily slotted. Also, because at high levels you spend a lot more time facing AVs, who are more rare early on. Prior to those developments, Cold is inferior to Force Field... and actually, almost everything else... with no personal mezz protection, no heal, and very few tools for turning a battle around. I'm not calling it a bad set, but "better" than other sets is definitely a relative term here.
The reason I mention the self heal or mezz protection is that Fire has a tendency to drag aggro back to you. Even at 50, Cold's shields are going to do very little for your imps. Even if you manage everything perfectly, the imp's tendency to die and drag aggro back to you and Fire's burst-based control mean you will be under a lot of fire. The imps are -1 to your level, so the shields just barely put them over what an unprotected pet would have. And then there's you, who will be taking a lot of incoming damage too, and outside of Flashfire and Cinders have little in the way of reacting. Luckily after heavy IOing, the endless endurance of Heat Loss lets you run shields all of the time.
The other hazard of rolling Fire/Cold purely for the damage is that you could build a Fire/.../Ice Dominator and do a lot lot lot more damage (outside of AVs). You'd still have the debuff of one of Cold's best powers, Sleet, pick up mezz protection, and get Domination for better hard controls. If you go Controller, make sure its the buffs and debuffs in combo with damage you are after and not the damage by itself. Cold Domination really is a great set, but since one of its best debuffs is available more or less unchanged in a Dominator APP, you really have to think carefully about what you are looking for. -
Whatever everyone else said, with some caveats.
- If you've slotted the the chance for +Recharge somewhere, particularly an AoE that you cast a lot, you are probably covering the gap most of the time.
- However, one mistake people sometimes make in Mids is viewing Recharge with the +Recharge proc turned on. If you've slotted it somewhere, make sure its turned off for globals.
- You haven't indicated which alpha slot you picked. If you slot Alpha Spirituals, at the top your Global Recharge can actually be thought of as about +30 higher than it actually is. (It's actually more than that, but that's my rule of thumb. Weirdly, powers you skimp on slotting for Recharge benefit slightly more than those you heavily slot.) -
My first 50 was an Ice/Therm. It's an interesting combo. Nothing at all like Fire/Cold, and not really any better or worse.
Compared to a Dominator, this character will do a lot lot lot less damage. The first 32 levels you pretty much have to team through. This is a true support character, and not bad at it. Ice as a set is low in hard control but surprisingly good at handling mezz protected enemies. My Ice/Therms heyday was when people farmed all-boss AE missions, and he was pretty much the only Controller whose primary was even worth bringing into that scenario.
Power selections are going to be tight. I would skip the rezz in Thermal.
In terms of pure power gaming, in retrospect Ice/Empathy has a very similar playstyle to Ice/Thermal but is probably more powerful, at least solo. Empathy has better endurance recovery, bursts of huge regen, a defense-based shield for poor squishy Jack, and Adrenalin Boost. However, you lose Thermal's debuffs. It's just that I can't help noticing that with the right alpha slotting and IO/power selections I suspect its possible for Empathy to make Jack Frost damn near invincible. He'll never be the tank the Earth pet is... which is lame actually, because Ice needs it more... but he will put a serious hurt on the enemies. The only major downside to Empathy is eventually someone will notice that is your secondary and try to tell you what powers they want you to use, like you are a buffing drive thru. This has never happened to me on a Thermal.
[EDIT: Nevermind, I forgot that softcapping Jack with Adrenalin Boost requires Power Boost, which isn't a practical power for Ice because Indom Will is better. Forget what I said about making Jack invincible.]
In any case my Ice/Therm at 50 easily beats my lone 50 Ice/FF Defender in soloability. Not that that's a major accomplishment. But he is much, much safer and despite the slow start at low levels isn't nearly as bad off later on as many people imagine Ice to be. Ample use of Indom Will from the Psi APP and a strategy of casting Ice Slick around corners makes the character suprisingly safe. But again I sort of wish I'd done Ice/Empathy for the amazing auras. -
Here is one fairly expensive possibility. I believe this build has perma hasten once built to the full Spiritual alpha recharge rate (which you currently cant do but will be able to soon). But you could also get away with the damage or endurance alpha slotting.
This build is soft capped to ranged. Solo, this character is built to open with Synaptic Overload, then do damage with Oil Slick Arrow and Fireball. You can operate from melee range when its helpful.
Investing several billion more to buy the PVP +Defense IO would let you change slotting in Jolting Chain to add damage procs. Right now its slotted mostly for bonuses.
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Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Tesla Cage -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(46), UbrkCons-Hold(48)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Chain Fences -- Ragnrk-Knock%(A), GravAnch-Hold%(50), Enf'dOp-Acc/EndRdx(50)
Level 4: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 6: Jolting Chain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(23), Thundr-Acc/Dmg/Rchg(43)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(9)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Sleep(13), FtnHyp-Sleep/EndRdx(17), FtnHyp-Acc/Rchg(17)
Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/Stun/Rchg(15), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(40), Stpfy-KB%(40)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 18: Paralyzing Blast -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(21), UbrkCons-Dam%(36)
Level 20: Acid Arrow -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(25), RedFtn-EndRdx(25), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/EndRdx(27), CoPers-Conf/Rchg(27), CoPers-Conf%(29), CoPers-Acc/Rchg(29), CoPers-Acc/Conf/Rchg(31)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Oil Slick Arrow -- JavVoll-Dam/Rech(A), Posi-Dmg/Rchg(36), Det'tn-Dmg/Rchg(40)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(48)
Level 49: Fire Shield -- Aegis-ResDam/EndRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(45)
------------
Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 26.13% Defense(Energy)
- 26.13% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 30.5% Defense(Ranged)
- 3% Defense(AoE)
- 73% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 87.5% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 12% FlySpeed
- 19.08 HP (1.876%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 28.5% (0.476 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 18.82% Resistance(Fire)
- 18.82% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 12% RunSpeed
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Rereading the original post, I have a hard time believing this guy/girl was a real newbie and not someone trying to win some recurring board argument with a throwaway account. One of the most ridiculous endeavors of the boards are trying to lay claim to what "new players want." I mean, who really talks like this:
Quote:It took all of my energy not to reply "Well, I do say, my dear sir, perhaps tea and scones with the madame would unnettle the disquiet of your indecorous accostation at the hands of the local chimneysweeps."The final straw for me may have been the exchange I had last night with a "50" where I sent hir a message that sie had a few typos in hir background, and helpfully provided the corrections. Sie replied that if sie wanted someone to edit hir background text sie would ask over Global, and that I was now welcomed to (and I quote) "iggy." I was taken aback by the sheer sour rudeness, and it ruined all my sense of enjoyment for the evening. -
Not quite the same thing, but I have seen that if you give mobs in the AE a Confusion power and open with Jolting Chain, the chain hits the first of them, and when they confuse you in return JC comes back and hits you because it believes you are now a valid target.
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Just double checked it. I am indeed able to use Repulsion Field to KB an enemy I just Freeze Ray'ed. Freeze Ray has mag 100 KB Protection and -10000% KB Resistance for 10 seconds.
However, if I stack Freeze Ray on itself, it seems like enemies don't get KBed for a little while. Looking into it further on RedTomax, the -kb in Freeze Ray is labeled with an extra tag that says "if enemy is held." Does this mean you only get -kb if you Freeze someone who is already held...? It is very weird and not like comparable powers in the Controller sets.
Anyway here's a grainy screenshot of the kb action.
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I have long puzzled over this question.
I can tell you that knockdown of the sort that appears in powers like Ice Slick appears to simply play an animation named SWEEP_LOW. In demorecord files, it appears to function completely differently from knockback. It just functions like a Hold that lasts perhaps 1 or 2 seconds and happens to have an animation of the character falling.
[Weirdly, if you go into the AE, switch on Invisible mode, and drop an Ice Slick, SWEEP_LOW alternates with SWEEP_HIGH, which is the animation where enemies flip once in the air before crashing to the floor. I have no idea why it functions this way.]
Demorecord files where the enemy gets knocked back are very difficult for me to interpret. I haven't been able to find a name for the animation that plays when you get knocked back, or an indicator of how the game client knows that's what's happening.
What I can say is that, ancedotally, the distance between a mag 1 knockback and mag 6 or so is not very big. To me it feels like there is base distance of about 10-15 feet that any knockback always starts at. Each mag of knockback beyond that extends this distance minimally. I have a FF Defender with Force Bolt slotted for knockback, with a total mag of 58 or so. I was expecting enemies to fly a long distance. I actually can barely tell the difference between slotted and unslotted. I need to test it more closely to see if it changes anything at all.
FYI be careful testing knockback with Repel and Repulsion Field. Both powers have constant knockback mags that never change. I have only known this for a short time, so I haven't done a lot of testing with them. I'm not actually sure if knockback enhancements do anything for these powers. Nor am I sure whether Knockback protection/resistance applies to these powers at all. It seems like--but I'm not 100% sure--I have been able to knockback enemies even after freezing them in place with powers that do -kb.
In terms of measuring distance, again anecdotally, Mag 6 knockback feels to me like it throws enemies approximately 20-25ft. I'm guessing this based on noticing enemies seem to land right about on the edge of Dispersion Bubble, which has a 25ft radius. -
For now his damage is probably going to stay weak. Good news is once you get the pet at 32 it gets a lot better. Heat Loss will help a lot with endurance costs. Your 4 power picks starting at lvl 32--Jack Frost, Sleet, Heat Loss, blast, will be total game changers. The character will never be a damage power house but basic missions will no longer be an issue.
There is an "Iron Blade" temp power you can get around level 30 from a contact in Crotoa. The power has unlimited uses for 3 days of game time. According to ParagonWiki, the contact is Buck Salinger. It may help some with damage. I had the power once and it seemed like it hit pretty hard. If nothing else, the damage is up front, unlike DOTs like your cages. Info is here: http://paragonwiki.com/wiki/Iron_Blade
Meanwhile, if you have the cash, you may want to drop some damage procs into Frostbite. I generally don't proc Frostbite because I don't like recasting it a lot. But IMO it really doesn't do enough damage to warrant slotting with regular damage IOs. -
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I would build for capped Ranged defense, Psi APP for Indom Will, as much as resistance as you can get (probably around 50% after Tough/Weave). As long as you don't stand directly on top of enemies you should be able to heal through most of what they throw at you. Importantly, if you are solo, don't charge in. cast Ice Slick around a corner, let them fall once, then jump in nearby.
The reason for Ranged defense is because 1) its doable and 2) enemies outside AA are where I, at least, always have the biggest problems.