Oedipus_Tex

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  1. Hi folks,

    I don't have a lot of experience with Brutes. My highest level made it to about level 26. I'm playing a Kin/Elec right now that I enjoy. He is only 20 but I wanted to map out what the future might hold anyway.

    How does this build look as a goal? It's soft capped to slash/lethal. My main regret is not being able to slot more endurance reduction in Lightning Field, but I'm unsure whether it will actually be a major issue with two endurance management powers at hand. I wanted Taunt but had to drop it due to space issues. I figure Ball Lightning hits more enemies anyway, even if it's not autohit. Is this a mistake?

    I was unsure about Repulsing Torrent. I have it now and it seems ok as a power but fitting in just didn't work. It also seems to be pretty low damage. I assume Focused Burst works like that ranged power in Claws, which I have used and liked.

    P.S. oops I guess Power Sink shouldn't have been slotted with accuracy.


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Guy2K: Level 50 Magic Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(29)
    Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), ResDam-I(11), Aegis-ResDam/EndRdx(39)
    Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), C'ngImp-Acc/Dmg(27)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(40), RctvArm-EndRdx(42)
    Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), Ksmt-ToHit+(17)
    Level 8: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg(29)
    Level 10: Static Shield -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(42)
    Level 12: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
    Level 14: Power Siphon -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(15), HO:Membr(15), RechRdx-I(17)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-%Dam(19), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 20: Lightning Reflexes -- Empty(A)
    Level 22: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(31), AdjTgt-ToHit/EndRdx(31), AdjTgt-ToHit(31)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Focused Burst -- Apoc-Dmg(A), HO:Nucle(27)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(40)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), C'ngImp-Acc/Dmg(37), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43)
    Level 35: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(36), P'Shift-EndMod/Acc(46)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
    Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob(50)
    Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(50)
    Level 49: Power Surge -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
    Level 2: Stamina -- EndMod-I(A)
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 35.81% Defense(Smashing)
    • 35.81% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 27.38% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 4% Enhancement(Heal)
    • 27% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 146.18 HP (9.752%) HitPoints
    • MezResist(Immobilize) 15.95%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 5% (0.084 End/sec) Recovery
    • 20% (1.252 HP/sec) Regeneration
    • 2.835% Resistance(Fire)
    • 2.835% Resistance(Cold)
    • 1.875% Resistance(Negative)



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  2. Keep in mind that part of the reason we're in this boat is that City of Heroes explicitly avoids a unified "armor" system unlike pretty much any other RPG in existence. In most games, armor is armor is armor. The difference between, say, a spell caster and a tank is some sort of "armor rating" that can be directly compared and which more or less maps directly to either CoH's Resistance system* (most online games) or Defense system (most tabletop games). The tank may get a couple of small abilities on top of the armor rating, but its still the driving force of all mechanics. What you don't see in other games is one melee character dodging attacks, another resisting, another doing a combo, another using mezz powers, another trying to outregen the damage. CoH does have that and IMO is better for it.

    However, the cost of this added complexity is a requirement that the game be somewhat easy. If it wasn't, it would be absolutely impossible to balance and some set of factors would quickly rise to the top as "the best." We already get that to some degree, but imagine for a second a scenario where every encounter played like the STF. There would be no reason to play some sets at all.

    *Note about CoH's Resistance system, and to some extent Defense. One place that CoH mechanics are badly flubbed, IMO, is in the use of hard and fast protection ratings instead of competitive values. For example, 10% Resistance in this game literally means 10% Resistance. You get hit and any attack does 10% less damage. What it doesn't mean is "the damage you take is based on a contest between you and the enemy with damage resolved by how much the enemy's attack outclasses your armor." The benefit of a competitive system is players and enemies never become outright immune to all sources of an attack, just possibly immune to an attack from a particular enemy or attack.

    A competitive system technically exists for PvE Defense, but in practice it's not usually used that way. Because so few enemies have any sort of +ToHit, the appearance of a "soft cap" emerged. I have two opinions on this. First, that the way Defense was designed in CoH to be an "all or nothing" system that some tank-type characters would rely on, it HAD to be designed with very predictable dodging ratios. But second, that the flaw is the assumption that defense should be "all or nothing" at all. What the system is missing, that would have made game balance a LOT easier to achieve, are partial dodges that reduce but don't eliminate damage completely. IMO if anything ever does happen to change the way Defense works, moving toward a partial dodge system is by far the most sensical and balanced approach.
  3. Quote:
    Originally Posted by TonyV View Post
    Personally, I think they should program some heuristics to generate a soundtrack on the fly. Every time you go in, the music would be different. It's not only possible, but I saw such a thing being done in a game back in the early 1990s, though which one escapes me right now. Over the course of time, have the programmers add heuristic variances instead of just plopping a new track that will get boring after the tenth time you've heard it.

    That would kick the collective a** of pretty much any soundtrack suggested or posted here.

    Edit: Although the original linked-to article is gone, a description of the technique I'm describing hit Slashdot back in 1998.

    Makes me think of the music they used in the Sims and its expansion packs. Those aren't actually randomized tracks but they are so well done and atmospheric that even this many years later it still brings back fond memories. A lot of hardcore gamers hate on the Sims series, but IMO the composers Maxis used on those earliest games absolutely NAILED the genres they were lampooning. Particularly in the "House Party" expansion pack they did. I also happen to think what's missing from the radios and DJs in this game is the comedy of making your superhero dance to disco or funk and not some "hip" rave stuff (that now sounds incredibly dated anyway). Of course a lot of people are also probably tired of "Sim babble" by now though.

    Anyway a few examples from that series:


    Disco:
    http://www.youtube.com/watch?v=mEB4Wezp1NY
    http://www.youtube.com/watch?v=naQY7pXYL6c

    Rave/Electronic:
    http://www.youtube.com/watch?v=Z-EisdHuloY

    Rap:
    http://www.youtube.com/watch?v=vCOZSyQqgr4
  4. Ice Control/Sonic Resonance Controller unless it makes it all the way to 50 and takes the endurance reduction slot. The base endurance drain of Arctic Air + Sonic Dispersion + Disruption Field is 2.6 end/second! Craptastic resistance based shields (~35% resistance through most of your career, and only when the pet stays within your big bubble), no heal, no endurance management, and a fragile pet combine into a Jack Frost who would have almost been better off with a Dominator trying to protect him, since at least they kill stuff quickly. The added gift at level 50 is that neither set is particularly friendly to IO.
  5. Oedipus_Tex

    Ice/kin advice

    Personal opinion: if you stay Ice/Kin I would switch to the Psi APP, and change focus from Slash/Lethal Defense to Ranged defense with supportive Slash/Lethal Resistance. You will have to be disciplined enough not to close within 8ft range of enemies (this was easier when the range of melee powers was 5ft). My experience with Ice Control is the most dangerous enemies aren't the ones near you, it's the ones that are outside the reach of Arctic Air. With AA up all the time (and since they can't mezz-detoggle you, it should be) you will be quite the stalwart little Controller.

    Solo Strategy: Find a corner out of sight of enemies. Angle the camera around the corner and drop Ice Slick beneath them. Wait about 1 second for enemies to fall. Pop out from behind the corner and throw Shiver at them, then run as far into the group as is safe to do. Some enemies outside range will run toward you--that's fine, even encouraged. Hit Fulcrum Shift, Siphon Speed--hopefully during the cast time for those numerous enemies get confused or fall. Heal yourself if you have to. Then hit Frostbite once. It should be slotted with Immob duration so you don't have to recast; you get Containment bonus for the duration but enemies will begin falling again in 12 seconds. After Frostbite quickly cast Psi Tornado. By this point enemy Recharge is so low and/or so many enemies confused that you should be able to outheal most of the stuff coming at you, and the fight just plays itself out. Make sure to have Ice's single target immob, it makes a huge difference in your ability to kill single targets.

    Team Strategy: Not that different than Fire/Kin actually. Support your team, enter melee when it is safe. Do not be tricked into thinking you need to surround every enemy all of the time with AA. Even if you are hitting only 5 or 6 of them at the edge of the fight, do that and hit the rest with Shiver/Ice Slick. I also recommend using Glacier proactively rather than reactively. In my experience Controllers who save powers for "oh s---" moments create more than they prevent.

    I had a sample build for you but my computer ate it. I can re-do it if there is interest. The gambit I will suggest is planning for the Alpha slot that grants Accuracy/Defense/Confusion/Hold duration. That way you can actually skimp very slightly on Defense (usually getting to around 43%). Extra duration in AAs confuse would be very interesting. It would only be about 1 extra second, but in a power that only confuses for 7.7 seconds at a time anyway should have an interesting layering effect.
  6. Because of the ERP and over the top costumes I picture something more like this:

    http://www.youtube.com/watch?v=bTFCwKvlKZo


    [EDIT: Actually the modern re-do of this is kind of interesting in its own "self consciously unselfconscious" way: http://www.youtube.com/watch?v=iwye0rSLX3w]
  7. Quote:
    Originally Posted by _Zep_ View Post
    I am not so sure you understand the game and class mechanics. The damage cap % will affect brawl and how much each individual hit a character can deal, It does not stop a character from doing very large numbers of small to medium hits that can aggregate higher damage.

    For example, a fire/ kin can walk up to a group with hotfeet going, flash fire, fire cage, fulcrum shift, fire-cage, bonfire, fireball... etc and with damage slotting in the various powers do extream DPS.

    If your trying to say that the fire/kin doesnt do as well for single target damage as opposed to overall damage I might agree.

    Perhaps it is not as you wished to appear, your post struck me as very elitist based on the AT % damage cap.

    Speed boost is a wonderful buff, however as people IO out their characters with more and more +recharge +end it does less and less. I agree that there can come a point where characters really dont need it anymore.

    Further, expecting one person to spend his time running all over the map just to keep up a 2 minute buff with a scattered team is ludicrous.

    Having a fire/kin in the 40's myself I feel safe in saying I understand the basic abilities of this class/build. With post 40 content as nice as speed boost can be, there is a whole lot more the Fire/Kin can be doing that is much more effective then just being a SB FS bot. (Control, healing, dealing damage, protecting squishies, etc)

    I further seem quite appalled that some seem to feel their 'Good Time' playing the game is important enough to take away another persons by relegating them to buff-bot duty and not letting them out of that box.

    I'm sorry my post seemed elitist. I respond a lot, and control of conversational tone doesn't always come through, especially since I often post quickly during lunch breaks. I disagree about my understanding of game mechanics however.

    Hot Feet doesn't do extra damage just because it's a series of low to medium damage attacks. I have no idea what you're talking about there. Hot Feet does do some amount of damage, but not as much as 7 teammates who are dedicated damage dealers.

    I never said anyone should chase people half way down the map to buff them. It is ridiculous, but you are the author of that statement, not I.

    I also never said that using Speed Boost to the exclusion of all else was a goal. You are winning an argument with someone who isn't here. The portion you quoted from me even includes damage in the scope of a Fire/Kin, just not as the primary objective.


    Quote:
    Speed boost is a wonderful buff, however as people IO out their characters with more and more +recharge +end it does less and less. I agree that there can come a point where characters really dont need it anymore.
    "Need" is a very coy word. Nobody "needs" anything. That doesn't mean they don't "benefit." If what you mean is that there is a point where people don't benefit from Speed Boost, I'd like to see specific examples, and also maybe a directory where I can find 7 people with that build.
  8. Quote:
    Originally Posted by Arcanaville View Post
    Put directly, if force multiplication is too high in the end game, then it gets balanced out, period. Whatever anyone paid to have force multiplication in the standard game, their reward was using it in the standard game. Their money is no good in the end game.

    I hope they don't "balance it out" like they did with PVP. That attempt to make us all equal backfired spectacularly. In part because people playing buffers are doing it because they want to be good buffers. Take that away and even if the system works no one cares to play it.

    I'm really not a fear monger, or even particularly worried, but that's mainly because PVP was such an epic disaster that they wouldn't dare pull it into the main game. Having been a volunteer game developer/spell creator before, and simultaneously the author of at least one contender for the "Top 10 worst spells in MMO (or at least MUD) History" list, the devs have my sympathies; things go wrong despite the best intentions. I still think this game has some of the best devs anywhere. But words like "renormalization" are quite scary. I hope it merely means enemies will have more resistance, defense, and better attacks to cope with our newfound capabilities.
  9. Oedipus_Tex

    Electric/???

    Lately I'm of the opinion that Electric Control as a set is in the weird position of being more capable solo than on teams but lacking the damage to really make total use of the situation. Some people will read that as "its better on Doms" but the Controller secondary is so useful to teams that I'd still call it about even regardless. It's my theory that any Elec troller that manages to get his or her damage under wraps should be able to solo at lvl 50 at +0x8 with absolutely no issues. Even my Elec/FF can do it pretty well at level 37 with no actual blasts yet.
  10. Oedipus_Tex

    Ice/kin advice

    From the comments I was expecting a total mess. The build is actually pretty good overall. However I agree that without Frostbite you will be hurting for damage. You're missing a TON of damage by casting your Fulcrum Shifted AoEs without Containment. I would just replace Flash Freeze with Frostbite and slot the purples immob set in Frostbite. There's no point in slotting damage in Frosbite really because you want to minimize casting it often anyway so enemies fall while it's active. If at all possible I'd drop Inertial Reduction as well, replace it with Shiver (1 Accuracy should be fine-ish). Then drop one Recharge from Hasten-its already perma-put it in Weave and get Kismet +ToHit; you'll need it if you really do go up against +4s.

    In terms of killing, you will probably be able to but it will be slow. Your main issue will be that anything that mezzes will wreck you (you'll drop AA and armor suppresses at the same time). For this reason I tend to find the Mind APP superior on Ice trollers... but then again none of my Ice trollers are soft capped or can do very good damage.
  11. Quote:
    Originally Posted by Venture View Post
    And until the devs bite the bullet and do what needs to be done -- which is nerfing buffs and debuffs -- the game is going to continue to not make sense. Designing around a system everyone knows is broken is wagging the dog.

    Inspirations are about 10 thousand times more broken than buffs and debuffs. And now you can just mail them to yourself. I could solo most of the other game if I had 50 potions that I could activate instantly and they cost almost nothing to obtain or replace.

    The buff/debuff thing is much less of a problem. OK, so a bunch of Defenders can beat a couple of Task Forces if they work together. Meanwhile the Scrappers and Brutes cakewalk through the other 90% of the game, and have an easier time even obtaining the resources to run around unchecked. Every Controller is not a Fire/Kin or Ill/something and every Defender is not a... whatever Defender supposedly has an easier time than Scrappers do.
  12. I have a theory that Plant/Cold is a top notch combo. That's because of several things, but in particular the bottomless endurance bar that Heat Loss provides, which enables you to spam Roots and AoEs with no risk of dropping armor toggles. Seeds keeps enemies from striking back and the debuff in Sleet aids your damage. Based on what I've seen my Mind/Cold troller do to spawns I'm almost positive Plant/Cold after IOs should be able to rip through content. The only risk to the character is the lack of a self heal, but as I said my Mind/Cold character deals with that well enough. My Mind troller is a Mind/Cold/Primal, but if I went Plant I'd probably go Plant/Cold/Ice to take full advantage of the two AoE damage powers in Ice.

    One thing about Cold is it sucks until level 35, gets pretty good at 38, and gets really incredible with IOing. The set provides the baseline you need to grab great recharge and ranged defense, and the endurance to run any toggle you want with no risk to your build. Once you play a character with perma endurance boosted Heat Loss you will see why Cold is often ranked alongside Radiation and Kinetics among the top sets. You just probably don't want to exemp with it too often.
  13. Quote:
    Originally Posted by MentalMaden View Post
    Oh, I IO'd the heck out of it. To the absolute most uber effect? No. But it's a rare build, so it's not going to be Ill/Rad. So what? Not everything has to be min/max synergistically super powered. It's a good solid combo, not the best but far far far from the worst. My measuring stick? If I leave the action, what happens to my teammates health bars? And with this combo, it becomes pretty apparent, that it's making a contribution to the team. It's not as sexy as some combos, it's not the most powerful, but like I said: solid.....but clicky.

    I admit to having a certain prejudice against Sonic Resonance. I consider myself a "comfort min-maxer"; I am ok with a set as long as it produces a reasonable level of return on gameplay, but am not willing to play one that is a total dog. The Elec/FF I'm currently running is not going to make the list of amazingly powered. Nor do any of my 50 Controllers (Ice/Therm, Ice/Rad, Mind/Cold, Earth/Storm, with a Dual Pistols/Dark Corruptor and Broadsword/Fire Scrapper thrown in).

    However unlike my Fire/Sonic Controller who is permanently stuck at level 38, none of my characters run out of endurance while failing completely to protect their own pets or teammates. I stopped even bothering to shield my imps as it made almost no difference in their survivability. I tried taking Aid Other and Aid Self--which should always be seen as an act of desperation on a Controller--to no avail because I was still getting hit. Adding more armor wasn't an option because of endurance costs. Now that we can alpha slot at least the character might be able to slot Endurance Reduction if he can actually slog it to 50. I'm a masochist who leveled Ice/Therm and Ice/Rad to 50 using PUGs only, with no vet powers, but even I can't deal with this character. I also have a 35 Sonic/Dark Defender who similarly feels out of control, like the buffing equivalent of an off-tank as I watch the team's HP being chipped away.

    In theory Sonic should work ok. In practice, nothing can make me forget that Sonic's shields are nearly equivalent to Thermal's, but without the heals to back them up, or that all of the actual resistance based armor sets have a built in heal for the reason that resistance means you are still getting hit. I could live with that, if not for the out of control endurance costs Sonic imposes. I suppose it could be weakness of character on my part. I still play the Sonic R Defender for short stints on occasion, but that's mostly just to do something different. I don't have the mettle to pair Sonic with a set like Mind where the synergy is even less apparent, but if you have found a way to make it work I congratulate you.
  14. Quote:
    Originally Posted by ketch View Post
    I'm curious to hear a bit more about Mind/Sonic. On paper I don't see much synergy between the sets and it appears to be a very weak solo'er, though I may be overlooking something. Losing out on its best debuff when solo seems like a pretty significant blow against it. Bear in mind, I have played a mind/emp, which also loses out on a lot solo, but the powers that remain seem more useful than what you would find in mind/sonic. If nothing else, I do like the way the visual from mind and sonic mesh.

    I think it would be ok if you mostly team and don't plan to IO. Mind/Sonic's major un-synergy ("enervy"?) is that Mind Control really wants lots of Recharge, and Sonic benefits very little from that, where most secondaries do. The exception is Force Field, but Force Field provides copious opportunities to grab Recharge at negligible cost to the overall build. The other thing is that Mind Control benefits a whole lot from Power Boost, and Sonic doesn't really at all. I can see maybe turning Villain to go Mind/Sonic/Mu tho, to grab the pet, which you could then put the debuff ring on, use Power Sink to help with your endurance issues, and the lack of the single target blast would effect you less because Mind already has decent ST attacks.

    However, I can't help but feel that sets that lean less heavily on Recharge, like Plant, Elec, or Earth would be stronger pairings. Ice and Fire would also be contenders if Sonic had better endurance management; as it stands I would rate Ice/Sonic as the possibly the single worst Controller powerset combo possible.
  15. I went back and watched the videos posted prior to mine about herding with Mind Control. What I'm seeing in the videos is something I would personally not try. However that's probably because we didn't use to have the ability to set the number of enemies we want to fight, so if you wanted to fight a lot of them you had to go aggro lots of small groups and draw them all back.

    Here is a much superior way I'd do it now: set the mission to +0x4-8 (whatever you can handle). Turn on stealth. If a group looks like it's too much trouble to deal with, run past it. If it's the final group you have to kill to complete the mission and still too dangerous for you, confuse them one by and let them mostly kill each other. Alternatively, sleep the group, confuse the few who are the most trouble, then use Levitate to pull one enemy. You'll end up breaking enemies apart into three waves: the first guy you pulled, the sleepers, and finally the confused guys (who will probably hurt or kill each other badly).

    Mind Control is a trickster. There is little to be gained from charging into every fight. You don't have a pet to alert enemies to your presence; you are self reliant and can strike whichever group happens to give you the biggest advantages; take advantage of that. Try to avoid dragging enemies all over and hit them where they stand. If it's just 1 or 2 enemies separated from the rest, confuse them, and then strike when they run to attack their allies.
  16. Quote:
    Originally Posted by NoirShadow View Post
    How about a plant/sonic controller named "Bloom Box" or "Shrub Woofer".
    Or Sonic Bloom.
  17. Oedipus_Tex

    FF/Dark Duo

    Quote:
    Originally Posted by SuperShamrock View Post
    A friend and I were thinking of trying this combo out to play as a duo. What do you guys think?

    The combo of defense plus -To Hit of the Dark Blast seem to work well together and should make our enemies shoot like Stormtroopers.

    We were thinking of taking Presence Pool, but I've never had any experience with it. I'm thinking double stacking Invoke Panic would work well. Also it fits character concept.

    Any thoughts?

    It would be overkill. Force Field more or less works best as a lone buffer. A pair of Traps would have similar look overall. Paired Cold or Empathy--especially stuff like Empathy/Ice--are known to push the limits of game breaking, would have similar defense if you built for it, and would be a lot more flexible. I believe the aforementioned Empathy/Ice duo can nuke for Blaster level damage without crashing, and get +100% Recharge from each other to make the power come back quickly. So.. yeah.
  18. Quote:
    Originally Posted by StratoNexus View Post
    Drinking and posting do not mix.

    If only.

    One weird thing to note about the build tho. An unorthodox solo method I've never tried would be to stealth to melee and instead of letting WoC tick its course, wait to toggle it on til you get there. If the proc doesn't fire, turn it off again and try a second time. The 33% chance for a 10 second mag 3 confuse is actually much better than the actual power. Can't argue with those set bonuses tho.
  19. Quote:
    Originally Posted by M_Silvia View Post
    Has this this been fixed to no longer affect pets? I respeced into world of confusion an a lark recently with my ill/rad and was thinking of slotting in there...anyone have any luck with it (right now as I redid I only have 2 slots in World of Confusion and it's quite underwhelming.

    Should I put it in deceive instead...I've got the five slots in deceive to get the 10% recharge to help perma phantom army.

    Yep it's been fixed.

    I would put it in Deceive, and dump WoC.
  20. Quote:
    Originally Posted by Griff Mender View Post
    Great video tex! gave me giggles! Hey, do you think a very similar thing could be done with a mind/rad/primal? or does the reason your toon rock the house come from /cold? Im a nutbar about /rad so I was hoping to do something like what you just did there with a mind/rad i've been planning (mainly cuz getting a high recharge build on a mind/rad is pretty easy.)
    Thanks for the compliments.

    Keep in mind that that video only shows about 30 seconds of my fighting. The opener is a lot more spectacular than the closer. That's because it takes about 60 seconds for Total Dom and Mass Confuse to recharge. Early on I made the mistake of thinking I was doomed to fighting small spawns for life. Then it occurred to me that if I fought on 0x8, I could quickly wipe out half the spawn and then let the powers recharge while I handled the rest. A same level enemy hit with Mass Confusion is out of the fight for 112 seconds. It's the 48 second Total Dom that's letting me deal so much contained damage, though.

    Mind Control is not a solo steam roller like some other primaries. However, one plus is the trick you see in the video works against even really hard enemies like Malta with no huge increase in difficulty, which I'm not sure even Earth Control can boast. That's because Power Boosted Mass Confusion lasts a looooong time, and the layered controls mean everything gets hit. I also have 44.4% ranged defense (and yes stuff does still sometimes shoot me through all that control--thanks especially to the DoT in Sleet --but the main risk really comes on teams and from ambushes).

    Compared to Radiation the main thing Cold brings is license to ignore your endurance bar. if you notice, by the time I get to my third power the endurance bar is plunging, and its only rescued by Heat Loss. However you also don't have the conflict I do with Sleet and Mass Hypnosis, and will probably have better recharge to boot. In fact you can just sleep the group discreetly, debuff them all with your toggles, and then pop Total Dom and Mass Confuse by turns. Mass Hyp and Terrify aren't compromised by Sleet, it should be a lot safer even. Endurance, and maybe sometimes stealth, would be the main hinderances. If you can find a way to handle that there's no reason you can't out solo this build. On a team of course both builds are about equal and excel in their own ways.
  21. I wanted to see what I could do with a DP Blaster build. I built a prelim build for DP / Mental and am pretty sure there is no way this character could be all that bad.

    One thing about the Mental secondary vs DP primary I'm not too sure about is which attacks do the best damage overall. I suspect Empty Clips could/should be replaced with Psychic Scream. I dont know anything at all about Soul Tentacles. It was just a generic power that happened to have immob. In the event that it's better than another blast I'd just move the slots around again.

    In terms of strategy, if I was this guy solo I'd stealth in with World of Confusion on and wait for it to hit a few enemies, Drain Psyche, then quickly Hover, Build Up, Hail of Bullets followed by Psychic Shockwave and Bullet Rain. That would deal something like 850 + 266 + 248 = 1364 damage assuming Lethal rounds, more if Incendiary. The problem power is actually Psy Shockwave since it doesn't work as well while hovering. I have lots of experience hover-Hailing on my DP/Dark Corruptor and it works very well.

    I tried two or three different APPs and PPPs for this build. I picked Soul just because I have experience with using it. World of Confusion and Opp Gloom are probably overkill, but Opp Gloom works really well when you're hovering barely overhead (12ft radius). On teams I'd probably leave Opp Gloom running all the time to make surviving close range easier. The main risk again being less Hail of Bullets and more Psy Shockwave and maybe Drain Psyche.

    Single target damage could be a little better, but with Subdual to fill in the attack chain gaps its not quite as bad as some would project. There certainly isn't any dead air time. This is one advantage Blasters have over Defenders and Corruptors.

    [EDIT: Removed the Gravity/Empathy build and replaced it with the correct one. As a point of reference tho, Gravity Control does have significantly worse AoE and single target damage than DP ]

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DP Mental: Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/Rchg(50)
    Level 2: Empty Clips -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39)
    Level 4: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dam%(19), Posi-Dmg/Rchg(40), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg/EndRdx(43)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 12: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(13), BasGaze-Acc/EndRdx/Rchg/Hold(15)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15)
    Level 16: Concentration -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/EndRdx(31), GSFC-Rchg/EndRdx(34), GSFC-Build%(43)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Numna-Heal/Rchg(21), RechRdx-I(39), RechRdx-I(40)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Stun/Rng(23), Stpfy-Acc/EndRdx(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(43)
    Level 24: Hover -- LkGmblr-Rchg+(A)
    Level 26: Piercing Rounds -- Ragnrk-Dmg(A), Dmg-I(27)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(33)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
    Level 32: Hail of Bullets -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 35: Weave -- RedFtn-EndRdx(A), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
    Level 38: Psychic Shockwave -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Acc/Rchg(42), C'ngBlow-Dmg/Rchg(45)
    Level 41: Dark Embrace -- ResDam-I(A)
    Level 44: Oppressive Gloom -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(46), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(48)
    Level 47: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50), BasGaze-Acc/Rchg(50)
    Level 49: Soul Tentacles -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Chemical Ammunition
    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)
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 7.25% Defense(Smashing)
    • 7.25% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 30.69% Defense(Energy)
    • 30.69% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Melee)
    • 34.75% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 83.75% Enhancement(RechargeTime)
    • 69% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 4% Enhancement(Confused)
    • 17% FlySpeed
    • 45.18 HP (3.749%) HitPoints
    • 17% JumpHeight
    • 17% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 2.2%
    • 33% (0.551 End/sec) Recovery
    • 9.45% Resistance(Fire)
    • 9.45% Resistance(Cold)
    • 17% RunSpeed



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  22. I made some further suggested modifications to the build using Ketch's build as a base.

    The biggest one, if you're open to it, is dropping the Psi pool for Primal. Here's the logic: Gravity leans very hard on its few control powers, so you want them to last. Meanwhile you have a pet you can't heal, but you can shield. It turns out that Power Boosted Fortitude will give the pet a TON of defense. Add Maneuvers to the mix, the half bonus from Grant Invisibility, and a +Defense pet IO and suddenly Singularity is at about +42 defense; not capped but very, very good. Anything Wormhole's purple proc triggers on will have floored odds to hit the pet even if its a boss or immune to stuns. Also, with Power Boost teammates end up getting +31 defense from Fort and +39.44 ToHit, which is waaaay more than you can get from just slotting.

    Now, it also happens that Primal contains Conserve Power. So if we take that, we can alternate back and forth between Recovery Aura and Conserve Power. Endurance recovery is now officially taken care of as long as we play at level 41 or higher. So we drop the slots from Health and Stamina and move them.

    In terms of single target attacks, I would drop Propel. It looks neat but on high recharge builds deals awful damage because of its animation time. I didn't take Power Blast, favoring Temp Invul over it, but you could. Crush and Lift spammed back to back do very very fast damage however; not quite as much as Power Blast, but enough that you won't be a total push over. Energy Torrent hits fewer enemies than Psi Tornado and Recharges slightly slower but animates very, very quickly. It also costs a LOT less endurance (dually mitigated by Conserve Power).

    I changed slotting on the pet to net more global recharge. The pet only has one power that really benefits from mezz slotting. I think the global recharge and the defense IO (if you do decide to go Primal) are more important.

    I reslotted Crush as an attack. Slotting for Immob does increase your recharge slightly but this is one of your most damaging powers, and you still get good recharge from it slotted differently.

    Note the swap of the Unbreakable Constraint set from Gravity Distortion to GD Field. You want damage in your single target holds so you can trap things without losing too much DPS.

    You also haven't told us which Alpha slot you're chasing. I would advise you to go Spiritual for even more Recharge, Healing and Stun duration.

    [EDIT: Changed Fortitude slotting in accordance with Auroxis' suggestion, which does increase Fortitude nicely.]


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wildernaught: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Empathy
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Crush -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Healing Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal(25)
    Level 2: Lift -- Apoc-Dmg(A), Apoc-Dmg/Rchg(11), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(13), Apoc-Dam%(13)
    Level 4: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), Dmg-I(9), HO:Perox(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 8: Crushing Field -- Ragnrk-Dmg(A), GravAnch-Hold%(17), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Knock%(21)
    Level 10: Stealth -- LkGmblr-Rchg+(A)
    Level 12: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 14: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31), HO:Enzym(46)
    Level 18: Resurrect -- RechRdx-I(A)
    Level 20: Gravity Distortion Field -- UbrkCons-Hold(A), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(37)
    Level 22: Clear Mind -- EndRdx-I(A)
    Level 24: Fortitude -- HO:Enzym(A), LkGmblr-Rchg+(31), HO:Enzym(42), RechRdx-I(43), RechRdx-I(43)
    Level 26: Wormhole -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-EndRdx/Stun(27), Amaze-ToHitDeb%(29), Amaze-Acc/Stun/Rchg(29)
    Level 28: Recovery Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(31), Efficacy-EndMod(37), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(45), Efficacy-EndMod/Acc(46)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(40), EdctM'r-PetDef(40)
    Level 35: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39)
    Level 38: Adrenalin Boost -- EndMod-I(A), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(48)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- ResDam-I(A), ResDam-I(50)
    ------------
    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 -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 5% Defense
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.25% Max End
    • 128.75% Enhancement(RechargeTime)
    • 54% Enhancement(Accuracy)
    • 16% Enhancement(Heal)
    • 53.41 HP (5.252%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 5.25%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 11.3%
    • 18% (0.301 End/sec) Recovery
    • 26% (1.104 HP/sec) Regeneration
    • 14.18% Resistance(Fire)
    • 14.18% Resistance(Cold)



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  23. I made a brief video of my Mind/Cold troller soloing. Unfortunately I don't know where to get a free program that can record more than about 30 seconds of play. The video shows how I use Power Boost to get around Containment limitations imposed by Mind/Cold (the damage in the rain power cancels the sleep in Mass Hypnosis). The powers, in order, are Power Boost >> Mass Confusion >> Total Domination >> Heat Loss >> Sleet >> Terrify >> Energy Torrent, with a Mass Hyp thrown at the enemies outside the rain to keep them planted.

    http://www.youtube.com/watch?v=hZ3s_wQz26Q

    Note that I messed up, and should have cast Energy Torrent first followed by Terrify rather than the reverse. This is because of how the animations work and because enemies ET knocks down can't shoot back when I Terrify them. Not a big deal here since everything was held and confused, but more important once those wear off and I'm relying mostly on Mass Hyp and previous Terrify-s.

    Your solo chain would obviously be different. Depending on your recharge, I'd suggest alternating between Mass Confusion and Total Dom for each spawn. Then do Mass Hyp. Next cast Energy Torrent >> Terrify. Importantly, make sure to activate Terrify immediately while Energy Torrent is still animating. If you do it right you should get containment bonus damage from both attacks.

    On teams, Power Boost >> Total Dom or Power Boost >> Mass Confus will take care of most enemies. I would definitely not use Force Bubble to gather aggro on teams as that will almost surely backfire.

    You may notice the special bar I have in the lower mid section of the screen. That's my "aggroless bar." When I'm stealthing I use that bar to make sure I never accidentally click anything that could cause aggro, and can jump into intangibility/self heal via temp powers if I get in over my head unexpectedly.

    If you didn't pick the Primal APP... let us know which APP you picked. Other than maybe the villain PPPs (for the pet which you can shield) I have a hard time thinking of a competitive epic set for Mind/FF.
  24. Quote:
    Originally Posted by Elimist View Post
    fire/kin = controller. Fire control = a little less solid control in exchange for some more damage.
    Primary set = control + decent damage
    Secondary set = buffs

    Sure, the firekin isn't going to do the same damage as the broadsword scrapper, but if he's juggling his holds, fulcrum shift, and fireball to hold and kill the enemies before they can kill him, so he can stay alive long enough to SB when he gets the chance, Leave him alone. Control + Damage in lieu of buffs in order to keep your own toon from lying facedown on the ground is a viable tactic if that's what your toon needs to stay alive. If there's one single power that does the least to keep my own firekin alive, it's speed boost. Unless I use it on the emp.

    Kin defender - attacks suck, better off drawing no aggro by not attacking and doing more good buffing
    Firekin troller neglecting holds and damage - dead, doing no good whatsoever because you can't SB when dead.
    Firekin troller keeping himself alive - Balance of holds/damage/buffs, mitigation/clearing mobs/boosting the team. Hmm, isn't this a pretty good addition to a team?

    I didn't see this when it posted in response to something I said about a month ago. I'm not entirely sure what you're arguing. If you are saying a Kinetics character needs to use all of the tools at his disposal, then I agree. If you are saying Speed Boost is less important than doing personal damage, I disagree. In fact, a Fire/Kin Controller on a team who prioritizes his or her own damage over the team is the reason everyone makes fun of Fire/Kin Controllers on teams.

    Speed Boost does a lot more than just boost the team's damage. It boosts everything. Indomitable Will, Mass Confusion, Shield Charge, Footstomp, Liquefy, Hail of Bullets, Benumb, Heat Loss, Melt Armor, Regen Aura, Adrenalin Boost, Oil Slick Arrow, EM Pulse, everything. There is a very good reason Speed Boost is considered one of the best buffs in the game. Not using it on a team because you want to be the prima ballerina may make the Kin feel like a super star, but its a serious misunderstanding of what teammates could do if they had a teammate who actually supported them.

    [EDIT: Now that I've taken time to reread the quoted post, I see it wasn't advocating avoidance of SB altogether. My quoting it probably wasn't appropriate in light of this. My apologies, tho I will let the post stand since its what I wrote, and hopefully be more judicious next time.]