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It's actually easier to post a build than to try to explain piece by piece.
Basically if I were doing it, and not taking the Fighting pool, it would look sort of like this:
Note that I had to overshoot on the defenses because I realized that Group Invisibility suppresses when you attack, I think by 50%.
Going full-out Spiritual with the future edition would let you drop one Recharge from Hasten, and stay perma (I think) and bring Phantom Army even closer to perma, and move the slot to Repulsion Bomb.
There is one other thing. If it's not a matter of concept and you team a lot, you may want to look into the Primal APP. Power Boost is an incredible power for a Force Fielder because it makes your shields go from about +17 Defense to around +31. Needless to say this will soft cap any pet or teammate who stays under your big bubble henceforth. It also gives you 15 seconds of crazy-buffed self-shielding; if you took my build as is and used Power Boost on it it would be capped to everything for 15 seconds. You would have to sacrifice personal Slash/Lethal defense to do it, but would pick up additional Resistance. You can also slot the Recharge proc into Energy Torrent instead of Repulsion Bomb. Rep Bomb has a reaaallly long cast time that drives me kind of crazy, but Energy Torrent animates in just 1.07 seconds, almost as fast as Fireball.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Taek M. Down: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(36)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(7), Dmg-I(13), BasGaze-Acc/Hold(17), Dmg-I(27)
Level 4: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(5), DefBuff-I(9)
Level 6: Deceive -- CoPers-Conf(A), CoPers-Conf/EndRdx(13), CoPers-Conf%(15), CoPers-Conf/Rchg(25), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(34)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(29)
Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), DefBuff-I(11)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), BasGaze-Acc/Rchg(40)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Dmg/EndRdx(19), S'bndAl-Build%(27), C'Arms-Acc/Dmg(36), RechRdx-I(39)
Level 20: Force Bolt -- Acc-I(A)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-EndRdx(40), RedFtn-EndRdx/Rchg(43)
Level 24: Hover -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Repulsion Field -- EndRdx-I(A)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(40)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Repulsion Bomb -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg(42), Posi-Dam%(43)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), RedFtn-Def/EndRdx(45), RedFtn-Def(45), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def/Rchg(50)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
Level 49: Frost Breath -- HO:Nucle(A), Posi-Acc/Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
------------
Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 22.06% Defense(Energy)
- 22.06% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 26.13% Defense(Ranged)
- 3% Defense(AoE)
- 102.5% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 32% Enhancement(Accuracy)
- 8% FlySpeed
- 15.26 HP (1.501%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 19.5% (0.326 End/sec) Recovery
- 30% (1.274 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.93% Resistance(Fire)
- 16.93% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 8% RunSpeed
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Here's a slight mod to your build that caps Ranged defense, increases Recharge slightly so that a full powered Spiritual would give perma-Hasten (or very close) and keeps soft capped Slash/Lethal. This isn't necessarily how I'd slot normally, but it's in keeping with the rest of your build strategy. The only purple set is the Confusion one, which, while sort of expensive, is well worth the investment and is still mmuch cheaper than other purple sets.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Taek M. Down: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 1: Personal Force Field -- Krma-ResKB(A)
Level 2: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(7), Dmg-I(13), BasGaze-Acc/Hold(17), Dmg-I(27)
Level 4: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(5), DefBuff-I(9)
Level 6: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(25), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(36), CoPers-Conf%(39)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(29)
Level 10: Insulation Shield -- GftotA-Def(A), GftotA-Def/EndRdx(11), GftotA-Def/Rchg(11), GftotA-Def/EndRdx/Rchg(43)
Level 12: Group Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), BasGaze-Acc/Rchg(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
Level 20: Force Bolt -- Acc-I(A)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-EndRdx(40), RedFtn-EndRdx/Rchg(43)
Level 24: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Repulsion Field -- EndRdx-I(A)
Level 30: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(36), GftotA-Def/Rchg(40)
Level 32: Phantasm -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-+Def(Pets)(34), C'Arms-EndRdx/Dmg/Rchg(34)
Level 35: Repulsion Bomb -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(42), FrcFbk-Rechg%(46)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), S'fstPrt-ResDam/Def+(45), LkGmblr-Rchg+(46)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
Level 49: Frost Breath -- HO:Nucle(A), Dmg-I(50), Posi-Acc/Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 5% Defense
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 18.31% Defense(Energy)
- 18.31% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 22.38% Defense(Ranged)
- 5.5% Defense(AoE)
- 4.05% Max End
- 82.5% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 4% FlySpeed
- 38.15 HP (3.751%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.65%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 21.5% (0.359 End/sec) Recovery
- 40% (1.698 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 11.89% Resistance(Smashing)
- 11.89% Resistance(Lethal)
- 19.1% Resistance(Fire)
- 14.1% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 4% RunSpeed
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Hi thanks for posting. Sorry to take so long to respond, we work for free around here.
Sometimes to get our attention you have to comment on your own post asking if anyone is able to give advice.
Keep in mind that since none of us who responds has actually played your character or knows how you approach the game, there's a lot of guesswork that goes into our comments.
I feel your build is good but has some opportunities for improvements. I do think slotting Luck of the Gambler in your shields would make you a lot stronger, but you mentioned cost as a deterrent. However, if you bought just one LoTG and slotted it somewhere, and took the Spiritual alpha set to its max (not yet available) level, your total Recharge would be enough to have perma Hasten or very near that. I think earning the 200 merits you need to get 1 LoTG should be easy to earn from Task Forces. Multiple LoTGs would of course greatly assist you.
Aside from that, with Illusion builds I tend to favor Ranged defense with supporting Resistance shields than Slash/Lethal.
There are also a few places you missed getting bonus recharge by just 1 set piece. For example, in Ice Storm.
Also, is there a reason you're slotted with lvl 35 pieces instead of lvl 50? -
PPP Leviathan Mastery does not have a single target blast. In its place it has Water Spout, which is a good damage/control power.
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In that case I would reslot a few powers to make a more deliberate reach for more Recharge. There are a few places it looks like you're slotting for Regen or +HP, which in my mind don't add a lot to your overall build. Here's what you'd look like if you went for perma hasten:
(Note that I really don't like slotting Raganrok into Freezing Rain. I left it that way since that's how it was in your original build, but I probably wouldn't build it this way. Freezing Rain is a utility power that happens to do a small amount of damage, and spending about 1 billion influence to slot it with the most expensive damage set seems excessive, unless you are doing it purely for the bonuses.)
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Master Elemental: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(7), HO:Perox(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Endo(9)
Level 1: Gale -- Empty(A)
Level 2: Stone Cages -- GravAnch-Immob(A), GravAnch-Immob/EndRdx(3), GravAnch-Hold%(3), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(15)
Level 4: Stone Prison -- Apoc-Acc/Rchg(A), Apoc-Dmg(5), Apoc-Dmg/Rchg(17), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/EndRdx(31)
Level 6: Assault -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), Ksmt-ToHit+(31)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), Aegis-ResDam/Rchg(11), TtmC'tng-ResDam/EndRdx(11), S'fstPrt-ResDam/Def+(31)
Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(23)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Freezing Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg(21), Ragnrk-Dmg/Rchg(25), Ragnrk-Dmg/EndRdx(25)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Earthquake -- DarkWD-ToHitDeb/Rchg(A)
Level 22: Snow Storm -- EndRdx-I(A)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 26: Volcanic Gasses -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-Hold(36), UbrkCons-Dam%(37)
Level 28: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(29), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb(46)
Level 30: Thunder Clap -- HO:Endo(A)
Level 32: Animate Stone -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Rchg(34), ExRmnt-Dmg/EndRdx(43)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-Dmg/EndRdx(37), C'Arms-Acc/Dmg(37), HO:Nucle(50)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Apoc-Dam%(43)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42)
Level 44: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(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 -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(29), P'Shift-EndMod(34)
------------
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)
- 8.313% Defense(Energy)
- 8.313% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 9.875% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 69% Enhancement(Accuracy)
- 121.25% Enhancement(RechargeTime)
- 5% FlySpeed
- 83.93 HP (8.253%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 10.2%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 25.5% (0.426 End/sec) Recovery
- 36% (1.529 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 22.92% Resistance(Fire)
- 22.92% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
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First of all, wow that's a cool looking character design.
Now, for the build. Keep in mind before I start talking that anytime any of us comments on a build, we're doing a large amount of guesswork about how you typically play and even how the sets actually work together. While I myself do happen to have an Earth/Storm character, I haven't played him in over a year.
Firstly, your build is expensive. Like way more expensive than any build I've ever successfully completed. I feel like for what you're spending, you can achieve a bit more leverage.
I also feel like Endurance is going to tank you very quickly. Indomitable Will is a great power, but I feel like an endurance recovery power of some kind would benefit you most. There are two ways to go about this in my mind: a very high recharge build that grabs the Cardiac boost, or a moderate Recharge build with decent defense that grabs an endurance power and Spiritual recharge. I built a quick mock up of the latter.
Now, there are some disadvantages to this build. Mainly, your two stun powers have a chance for knockback. How big a deal that is to you depends probably on how much you solo. If it's a serious concern, you can always use cages before your stuns. However, this build is soft capped to ranged, so anything that outside your Hurricane that might have wanted to hit you has a very, very low chance now.
Note that this is definitely a level 50 build; if you were to exemp a lot I'd reconsider how Endurance Recovery is slotted overall.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Master Elemental: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(7), HO:Perox(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), Dmg-I(9)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- GravAnch-Immob(A), GravAnch-Immob/EndRdx(3), GravAnch-Hold%(3), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(15)
Level 4: Stone Prison -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(31)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 10: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx(19), RedFtn-Def(29)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-KB%(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23)
Level 14: Hover -- Zephyr-ResKB(A)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Earthquake -- RechRdx-I(A)
Level 20: Hurricane -- EndRdx-I(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-KB%(31), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(36), BldM'dt-Dmg(43)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Acc/Rchg(43)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), RechRdx-I(42)
Level 44: Ball Lightning -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), Aegis-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 -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(29)
------------
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)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 20.81% Defense(Energy)
- 20.81% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 27.38% Defense(Ranged)
- 7.688% Defense(AoE)
- 2.25% Max End
- 73.75% Enhancement(RechargeTime)
- 31% Enhancement(Accuracy)
- 6% Enhancement(Stun)
- 4% FlySpeed
- 49.6 HP (4.877%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 12.15%
- MezResist(Sleep) 5%
- MezResist(Stun) 6.65%
- MezResist(Terrorized) 5%
- 19% (0.317 End/sec) Recovery
- 30% (1.274 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.62% Resistance(Fire)
- 16.62% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 4% RunSpeed
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A set I consider to be a "gaming experience" rather than an "amazingly powerful" is Ice Control, particularly on a Controller. It combines the insanity of blapping with very low damage. It actually does do pretty good mitigation, especially during extended fights (which you'll have lots of due to low damage). Believe it or not tho by level 50 my Ice/Rad could solo at 0x8.. with no bosses of course.
An Ice/Radiation Controller specifically is a very strange player character completely anything else in this game, or any game I have ever played.
Electric Control I consider to be an entry level course to Ice Control, since it actually does have some pretty good ranged mezzes and somewhat better damage.
[Oops missed the part about "capable in solo play." My Ice Controllers have actually ended up in missions they couldn't complete because they couldn't defeat a door or meteor! But that was a long time ago.] -
I have my thoughts, but am curious about yours. Which of the "flavor of the month" builds do you consider the most overhyped? And are there builds out there better than the FotM that have yet to be discovered/are newly emerging due to recent game updates?
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Tough and Weave from the Fighting pool are a good part of the strategy to soft cap. I wouldn't necessarily take them on all builds, but to a soft-cap a Blaster they can be worth about 14% Ranged Defense on their own, if you follow the slotting strategy below. This strategy does use the outrageously expensive PVP IO, which you can drop and still get 11% Ranged Defense with just 5 spent slots (and the 2 free ones).
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Electricity Manipulation
Power Pool: Fighting
Hero Profile:
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(15)
Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(25)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;875;373;746;HEX;| |78DAA592DB4AC340108677694BB1497AA05AABE88577E245B01EC0C38578A850305| |0AA78A596340DE942D886642BF6CE07F0157C10F1993CBC419CC936525D7A210EE4| |9BD97F677667C25A0F673A218F47841AA7BE1D45DD13A070C39C657BCC217942486| |D22753B36F7DCBE791C3A03371CAFA7F2E5280886A1309BBEEB8890394C8CBB96CD| |5930F26DC186BCD2E290EF7261A681D11E0E7DF39C7903C1B8A74F5682BB51A4C98| |58F7B95246EF17B16B11EF3E1DCA566C01C33BDD8B21D1780F1B80E8DEEC217A3F5| |496AB154A43CD33230A641937C6A2C42B04A8A5B19421A537559C8A9CA9C5CB5407| |1735E934E4F5CCD90AE98B87A89FEACFFBBAD647F4F71A1286D50E844A189B28639| |B2CF7FD98B9EDE35D72900AF106DC435E206718BB843D8881EC241C4AFDFD5A53D6| |C681F718038442C94014F9899D7001A4247188822A2842823AA8865C433229E83E2| |8C9C397E8333289D9EFF5D513E14E5535136953FBBA1280D45D95194EDECEC97F70| |533F65075| |-------------------------------------------------------------------|
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I have two arcs in the system. Neither has been advertised outside of the AE system itself.
241 people have played arc #1. It is one mission long, focused on low level characters (lvl 1-30). It's a thing where Villains go into the Paragon sewers to hunt down a newbie Hero sewer team. 4 stars.
32 ish people have played arc #2. It is 4 missions long, took two weeks or so to write, and because of various changes to the AE system over time due to people exploiting everything they can get their hands on, completely unstable. After the third time I updated it to make it work with the new systems, I gave up on it. Currently sitting at 4 stars, but no one has played it in nearly a year.
I do use the AE system as a sort of "danger room" for creating missions suitable to some of my less durable characters.
I think there ARE ways to get a lot of the system, but players haven't been big on picking it up. I can definitely see the completion of an AE arc being the ticket to admitting a person into a super group for example, with the final pop up window being the "password" the player needs to join the group. I also am surprised we haven't seen the birth of "gauntlet clubs," where players build missions that are intentionally nigh-impossible to compete with each other on who can survive/win the missions, again using the final pop up as a codeword that is "proof" the player completed the task. -
Quote:If it's still impossible with kiting and flying and knocking him in the lava and holding the bifurcations, I think the problem isn't the mission (I hate to say that but... that's the only other conclusion I can come to).
That's a really longwinded way to say "L2P," and unfortunately just as rude.
I did beat him on some characters and lost on others. Unlike you, I tried it on a Force Field Defender. While I'm 100% positive someone is going to say "I did it on FF Defender with both hands tied behind my back while eating pizza and watching Dancing with the Stars" it's still not a sentiment we all need to hear. -
Kinetics is a great set.
I also kind of hate it. So you're not alone.
Speed Boost is an amazing power. Too good to not use. And that's the essence of its problem. Because of that 2 minute duration.
The way I've put it in the past, Speed Boost is a power that is "balanced" by frustration. I am easily frustrated. So I avoid playing my Kinetics characters.
But I am always glad to get one on my team, because the buffs are that good, and I'm not the one being frustrated by them. -
It should be noted that the Dark Miasma "pet" is actually more of a walking debuff/buff/control. It's a great power, but it does no appreciable damage. I understand the concerns about this power, but I think if we ever get it we're destined for the Mastermind version: 500 second recharge, 240 second duration. It's still possible to perma that but it's definitely more annoying. The Mastermind 10 ft radius version of Twilight Grasp seems likely too.
Howling Twilight already stacks for Dark Blast Defenders and Corruptors so I'm not sure how big a deal it would be. Though I can see this power being ported with no stun at all.
Overall, the cleanest set for porting at this point seems to be Pain Domination. The only barrier there is the thematic ridiculousness that Controllers are always heroes. But I also have a very "meh" opinion of Pain Domination and would much prefer Dark, however gutted it is likely to be.
Note that I don't really want to see Dark Control ever. There are so many other concepts the game doesn't touch that I'm not particularly interested in yet another iteration of Dark This is also how I felt (and still feel) about Electric, however fun that set may be. -
Quote:That's the thing. +Recharge doesn't just decrease the Recharge on your mainline powers. It decreases the Recharge on your recovery powers too. Powers that were originally very difficult to perma, like Conserve Power, become more attainable.
Conserve Power is 186.3% endurance reduction to endurance costs. Cardiac is a 30 to 40% reduction (I forget exactly how much) when you reach top level. Which is better?
Responding to myself. Did some checking and it turns out I was wrong on how to calculate Recharge for Conserve Power. The power I'd recommend instead is Power Sink. That one will cost you a single target attack, but you can replace it with another pet if you want instead. -
OK I did some double checking and unfortunately I got the math way wrong on Regen and Recovery aura. Actual down time is like 45 seconds. Bummer. Still pretty powerful, but not what I was hoping for. You CAN get crazy fast auras up if you hit around +200 Recharge.. but I'm not sure how realistic that is, and you probably couldn't do it while keeping defenses up.
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I'm playing a Fire/Empathy character right now. He does "okay" levels of damage. Certainly much better than many other low level character's I've played. Not perfect but so few things are.
The trick, I think, in those early levels is to take the single target immob and slot it as an attack. Same for the hold (but slot recharge and hold duration there too if you can). The cast time on Ring of Fire is really quick- like 1.17 seconds. Air Superiority is an option if you want even more damage and some added control, but it's kind of slow (3.3 seconds). You will likely spec out of both of these powers later on.
As for survival, it is simply the lot of the average Fire/Kin, I think, to faceplant on a regular basis. You will get sturdier later in your career, but compared to some of the safety-specialist builds will always be at comparative risk. Adding armor definitely is an option, but not usually until very high level when you have a full build plan laid out.
In the meantime, you may want to invest in Combat Jumping, mainly for the Immobilize protection. This will at least let you try to run away if you get tagged. -
I like it but I so want a Gravity Blast set first!
I even have a vision of the nuke: suck up all the enemies in a 25 radius and teleport them to a centerpoint where they all collide under massive pressure.
EDIT: I too see no issue with Quicksand. The power originates in Earth Control and is more or less analogous to Shiver from the Ice Control set, which Blasters already have. -
Quote:However, my recommendation would be to drop the entire Leadership pool in favor of more effective powers.
Unless this is a solo-only build or will be relying on Power Boosted shields, a Force Field Defender should never, ever, ever bypass Maneuvers. Like, the game should zap you if you try. Well slotted Maneuvers + Dispersion Bubble + shields = soft capped teammates and pets. This means adding Maneuvers effectively doubles the power of your shields. The situation on Controllers and Masterminds is a bit more ambiguous however. -
I know about the hazards of declaring a set the "worst" of anything, but I'm curious about community opinions about which power sets seem most difficult to IO. I'm asking because there are a few sets that I can never seem to make much progress with. For me, the main one I've always struggled against is Sonic Resonance. I'm posting partially to vent, and partially because I hope someone can show me a build that proves me wrong.
In Sonic Resonance, 4 of 9 powers do not accept IOs of any kind. One power that does (Sonic Repulsion) is so terrible that no one takes it, and the IOs it accepts have little or no effect on the needs of the actual power. Of the remaining 4 powers, 3 are Resistance based shields. Having 1-2 resistance based shield is usually beneficial, but the super important IOs that go there tend to be unique. The final power, Liquefy, fits into no particular category of anything and pretty much forces frankenslotting. Liquefy has the additional problem of having an absurd Recharge time in a set that otherwise benefits not at all from recharge. In fact none of the powers in Sonic Resonance even present even an opportunity to slot for global recharge at all unless you drop into the 10-30 IO range or badly slot the main power in the set that needs recharge in the first place.
I've tried and tried to make a good Sonic Resonance build and been shot down repeatedly. The set is so endurance hungry, so lacking in variety, and so bereft of opportunity to slot enhancements that are practical to its overall needs that I have yet to come up with a single build I'd consider even decent. Is there a worse set out there, or can someone provide some insight into a Sonic Res build that actually competes? -
Yes. Sort of. You'll never be a farmer but if you enjoy the character you should be able to work yourself to the point where you are absolutely unkillable, and able to take down enemies at a decent, if not incredible, rate. You will still be a lowish damage character, but you should be able to solo Hero missions and that kind of thing easily.
I would recommend turning Villain. As a Force Fielder, and a Dark Blast one specifically, you specialize in making sure people never die. Ever. So one approach I'd prescribe is picking up a PPP pet.
From there, depending on how go about things, you'll probably be either be in a damage crunch or an endurance crunch. I assumed a damage crunch. This makes the major option Soul Mastery to get Power Boost and Soul Drain; that option has no +Recovery but has advantages of its own, especially in kill speed. Mu Mastery is the other major option, but other than an excellent endurance tool, it lacks the same damage and utility overall.
I added Provoke [EDIT: Later took it out to replace it with Vengeance for an extra LotG slot] to the mix more because I think it's hilarious than because its practical. But it could be useful to pull enemies off your pet. And the fact is, except for lacking defense debuff resistance, you are extremely survivable, especially if you use Life Drain as part of your attack chain. And with the unkillable pet, plus your added damage powers, you should be able to work enemies down at a reliable, but not amazing, rate that should at least make soloing actual content, as opposed to farming, very easy.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
FF Dark Ranged Def: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), DefBuff-I(3)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), ToHitDeb-I(31)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(11), ToHitDeb-I(36), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40)
Level 4: Force Bolt -- KBDist-I(A)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), DefBuff-I(7)
Level 8: Personal Force Field -- LkGmblr-Rchg+(A)
Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(36)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/Rchg(15), RedFtn-EndRdx(15), RedFtn-Def/EndRdx/Rchg(17)
Level 14: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(19), RedFtn-Def/Rchg(33), RedFtn-EndRdx(33), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23), ToHitDeb-I(23)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), ToHitDeb-I(43)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx(25)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 28: Repulsion Bomb -- HO:Nucle(A), HO:Nucle(39)
Level 30: Assault -- EndRdx-I(A)
Level 32: Repulsion Field -- EndRdx-I(A)
Level 35: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(39), Nictus-Acc/Heal(39), Heal-I(43)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(43)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(46)
Level 47: Summon Mistress -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), RechRdx-I(50), ExRmnt-Dmg/EndRdx(50)
Level 49: Dark Embrace -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(46)
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 10.81% Defense(Energy)
- 10.81% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 14.88% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 27% Enhancement(Accuracy)
- 81.25% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 5% FlySpeed
- 41.97 HP (4.126%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 14.6%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 9.5% (0.159 End/sec) Recovery
- 30% (1.274 HP/sec) Regeneration
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
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Those of you having trouble getting shards may want to try a Hamidon run. In the course of an hour I got at least 7 or 8 shards from my recent run.
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Damage meters are terrible, awful, evil things. More dangerous than trans fat or second hand smoke.
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Quote:Oedipus_Tex: I think adding more recharge will just make things worse for a */Storm, because I already use Hibernate as a +recovery power more than anything, but I'd be so much more tempted to spam my AoEs (FR, LS, Tornado, etc), all of which are end monsters, that I'd be in more trouble than I started. Cardiac is a true lifesaver for this build.
That's the thing. +Recharge doesn't just decrease the Recharge on your mainline powers. It decreases the Recharge on your recovery powers too. Powers that were originally very difficult to perma, like Conserve Power, become more attainable.
Conserve Power is 186.3% endurance reduction to endurance costs. Cardiac is a 30 to 40% reduction (I forget exactly how much) when you reach top level. Which is better? -
Quote:From what I recall the duration got severely curtailed too, on top of added recharge to keep them from being perma cast, which I can understand but I feel the developers went way overboard. A 4 min recharge with a duration of 15 seconds is horrific. They could have left the duration at 30 seconds and just upped the recharge to 4 min like they did but they always overnerf and then years later go...OOPS and un-nerf stuff....way after people stopped playing the AT and said AT then has gotten a bad rap as it were (see electric armor, trick arrow, etc...
).
As you mentioned you can work around it as you did in your build with insane costs in sets, which the game isn't supposed to be balanced around. I DO like how you worked this out and it has given me some ideas for sure!
I just remember some time ago in the controller & corruptor forums people were talking about getting 30%ish defense to specific types for survivability and was wondering if that's still viable, though maybe your idea of mega-massive recharge is the way to go to just perma aoe holds and stuff. I'm thinking more task force oriented then solo here...
Generally speaking, if you're going to invest in a build and not planning to soft cap (hit about 45% defense to a position) it's better to build for Recharge. Arguably, adding Recharge to your build has more effect at low values than at higher. So if you're just looking to purchase some set pieces to make your character better, I would go for Recharge over Defense.
The builds you see that have amazing defenses typically also have a source of +Recovery or endurance to allow them to keep their toggles running without interfering with damage and mezz output. With Radiation you are going to run into endurance issues like a brick wall due to the cost of your running toggles. AM as slotted here is only +.767 end/sec. If you were to try to put Choking Cloud into the mix, combined with your other toggles you'd be running a huge deficit.
I have to admit I have never understood the praise heaped on EM Pulse. It's certainly not a bad power, but it's Recharge-to-up-time combined with its endurance suppression component make it about equal to the standard Controller AoE holds to me. I always take it, and always take the Controller AoE holds. I also think that in general is bad to look at any of the Controller powers as "oh s---" powers. In my experience Controllers who hoard their powers CREATE more "oh s---" moments than the ones who use them liberally and up front.
Here is a possible respec. The build is not perfect; it was made to be (somewhat) cheap. I probably would not build my character this way, because even for being a cheap build, soft capping still always has at least a moderate price tag.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Grav Rad Economy Def: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(36)
Level 2: Gravity Distortion -- Dmg-I(A), BasGaze-Rchg/Hold(9), BasGaze-Acc/Hold(11), Dmg-I(17)
Level 4: Accelerate Metabolism -- RechRdx-I(A), P'Shift-EndMod/Rchg(5), Efficacy-EndMod/Rchg(5), RechRdx-I(36)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/Rchg(9)
Level 8: Crushing Field -- Posi-Dam%(A), EndRdx-I(13), ImpSwft-Dam%(15)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(17)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(25)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Combat Jumping -- DefBuff-I(A), DefBuff-I(31)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 28: Maneuvers -- DefBuff-I(A), EndRdx-I(40), EndRdx-I(50)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(40), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(46)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(46)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Energy Torrent -- HO:Nucle(A), Posi-Dmg/EndRdx(45), Det'tn-Dmg/EndRdx(45)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Power Boost -- RechRdx-I(A)
------------
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 -- EndMod-I(A), P'Shift-End%(3), P'Shift-EndMod(3)
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 24.88% Defense(Energy)
- 24.88% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 31.75% Defense(Ranged)
- 8% Defense(AoE)
- 27.5% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 4% Enhancement(Heal)
- 21% Enhancement(Accuracy)
- 5% Enhancement(Held)
- 17% FlySpeed
- 34.34 HP (3.376%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 6.9%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 11% (0.184 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 12.52% Resistance(Fire)
- 12.52% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 17% RunSpeed
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Quote:Thanks for the ideas behind that build. I was considering stuff like ranged defense or some melee defense for when you don't have time to get off the long cast of RI and are on a faster moving team but you have an interesting strategy here. I just couldn't find any decent sets for melee defense in the ranged damage sets etc..
I do have hasten on Djeannie to go with AM and was looking at some of the recharges you have listed. Purple sets are beyond me currently as they are still too expensive and I'm not filthy rich...yet
I've read by a few people that they say choking cloud isn't good for grav/rad but no reason as to why. I have used that on my test native to decent effect but of course having to get into melee range as a squishy can be fatal even with aoe holds.
Ever since the Devs gutted the aoe holds I find them less then stellar and I hate "oh crap" button powers. EMPulse is like the best aoe hold there is and it's not even in a primary
I hear you. It actually is possible to hit soft cap with a build for Grav/Rad, but the problem I fear you're going to run into is keeping up your endurance. You could consider the Mu PPP for Power Sink or one of the other +Endurance powers.
The Controller AoE holds are not as bad as they may seem. The nerf was to Recharge and Accuracy. Massive recharge and +accuracy powers or IOs make them very accurate and give them good uptime. The build I posted has the Recharge at about 61 seconds; with the highest level Spiritual alpha boost, that becomes about 46 seconds if I'm doing my math right. With Power Boost in play that actually makes your AoE hold figuratively perma (duration 44 seconds) although you would still only use it probably only one per group.