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Quote:I've been working on my Ice/Storm also (only 2 more shards to go!) and I'm also hoping that Cardiac will do a lot for my end issues. I've got all the Accolades and I'm HEAVILY IOed (including the recovery specials) and my end still stinks. I run out of END really quickly. I' hoping Cardiac will really help.
My general feeling is that nearly all characters with major endurance issues will be better off skipping the Cardiac, going Spiritual, and selecting an APP that has an endurance recovery power. Even the 360 second recharge on Dark Consumption or Consume, which was ridiculous before, can be whittled down to something semi-reasonable. But Conserve Power, Power Sink and maybe Hibernate seem like the major winners. Maybe I'll be proven wrong the long run, and there will always be outliers, but I can't think of any Controller build that isn't much better off with powers available more often. For one thing, if we go villain, we can now get a second pet more or less permanently, and I understand the Mu pet will even heal you (no promises tho since I havent actually seen it first hand). -
I am far from an expert on Gravity. However I have tried to throw something together to show what my basic strategy might be.
My assumption is that Radiation can be used to handle most of your defense woes. To that end, I've focused on Recharge everywhere I can grab it. That's stacking with AM's +30 Recharge and +70 in Hasten to get you around 211 Recharge. If you hit these numbers, and take the Spiritual Alpha slot to its fullest, Conserve Power from the Primal APP drops to having a very low downtime--about 15 seconds or so by my reckoning.
I'm also basing this build on the assumption that Gravity has somewhat weak controls overall. To compensate, you're slotting a knockdown and hold proc into the immobilize cages, slotting the heck out of Wormhole to enhance its stun duration. You should also use Power Boost to enhance the duration of Gravity Distortion. I've added Tactics to make sure the AoEs rarely miss since the build overall lacks +Accuracy. The knockdown in Energy Torrent will also add to your control capabilities, since your cages don't prevent knockdown.
This build is expensive. The purple sets slotted here may be too much for you at first unless you have a lot of cash or time to spend on hero missions--you should be able to exchange them for similar sets that feature +recharge (Positron's Blast and Decimation) for much cheaper if you decide to go that route.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush -- Apoc-Dmg(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(25), Apoc-Dam%(31), Apoc-Acc/Rchg(34), Apoc-Dmg/EndRdx(43)
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 -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(11), Dmg-I(17), HO:Perox(21), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(43), Efficacy-EndMod/EndRdx(46)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/Rchg(9), Achilles-ResDeb%(17)
Level 8: Crushing Field -- GravAnch-Hold%(A), EndRdx-I(13), ImpSwft-Dam%(15), Posi-Dam%(15), TotHntr-Dam%(25), Ragnrk-Knock%(31)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(23)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Super Speed -- Zephyr-ResKB(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
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 -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
Level 30: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
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: Vengeance -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Energy Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg(46), FrcFbk-Rechg%(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(3), P'Shift-EndMod(3)
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 10.63% Defense(Energy)
- 10.63% Defense(Negative)
- 5% Defense(Psionic)
- 10% Defense(Ranged)
- 2.25% Max End
- 111.25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 3% Enhancement(Stun)
- 24% Enhancement(Accuracy)
- 5% FlySpeed
- 87.75 HP (8.628%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 16.5% (0.276 End/sec) Recovery
- 46% (1.953 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 13.78% Resistance(Fire)
- 13.78% Resistance(Cold)
- 11.26% Resistance(Energy)
- 11.26% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
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I got bored and decided to mock up Mind/Empathy too. By now you're probably noticing some trends in the way I slot certain powers. Note that this is definitely a end-game build and not a leveling build.
I had to make two powers into sacrificial lambs here: Resurrect, and Temp Invulnerability. Of the two I miss Temp Invuln more. But this character, if slotted with Spiritual alphas would have insane regen most of the time, and a self heal, so I'm not sure its worth fretting about.
The collision of Mind and Empathy makes me feel like each side is sacrificing a bit, even with inherent Stamina freeing up a few powers. Make no mistake that this is still a very powerful character tho.
Note that I'm not sure how much of Stealth's +Defense disappears when you initiate combat. I have heard it is 1/2. If that's the case I think this build stays capped during combat. If not. Stealth needs to be swapped for Super Speed +2 Blessing of the Zephyrs to regain invisibility and the extra defense. [EDIT: Also assuming you can run Stealth with Sprint.]
You'll notice I've included the ability for all of these builds to become invisible by stacking some form of Stealth power with a Celerity +Stealth in Sprint. That's because in my experience Mind Control benefits a lot from being hidden, because of the sheer number of non-notify powers you have at your disposal. Note that the Empathy and FF builds would partially reveal you if you take damage (since stealth IOs suppress on damage) and completely reveal you when you attack. The Mind/Cold build stays invisible when taking damage, and becomes partially visible on attacking, because Arctic Fog does not suppress during combat.
I also took a stab at Mind/Sonic and managed to make nothing except a mess. I can't figure out how to make that build cap and still get decent recharge. Some folks will say I'm a little too obsessed with soft capping, and that may be true. But I'd also be misleading you if I didn't say respecing my builds to the Ranged soft cap didn't increase the survivability of the character by a factor of 10 on Task Forces, mainly because everyone just assumes you can take care of yourself I guess.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(21)
Level 1: Healing Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
Level 2: Dominate -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(13), BasGaze-Acc/Hold(13), BasGaze-Acc/EndRdx/Rchg/Hold(15), HO:Perox(15), Dmg-I(48)
Level 4: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(23), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(39), FtnHyp-Plct%(39)
Level 10: Heal Other -- Heal-I(A)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), DefBuff-I(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 16: Clear Mind -- Range-I(A)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 20: Fortitude -- LkGmblr-Rchg+(A)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(37)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(37)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(29), RechRdx-I(48)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31), S'fstPrt-ResKB(45)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-Conf/Rng(34), RechRdx-I(34)
Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(37)
Level 38: Adrenalin Boost -- RechRdx-I(A)
Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(48)
Level 44: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Energy Torrent -- Posi-Dmg/Rchg(A), Ragnrk-Dmg(50)
Level 49: Power Boost -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
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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)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 28.19% Defense(Energy)
- 28.19% Defense(Negative)
- 6% Defense(Psionic)
- 6% Defense(Melee)
- 31.63% Defense(Ranged)
- 6% Defense(AoE)
- 44% Enhancement(Accuracy)
- 90% Enhancement(RechargeTime)
- 10% Enhancement(Heal)
- 3% Enhancement(Stun)
- 6.5% Enhancement(Confused)
- 8% FlySpeed
- 38.15 HP (3.751%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 2.2%
- MezResist(Terrorized) 2.2%
- 28.5% (0.476 End/sec) Recovery
- 22% (0.934 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 8% RunSpeed
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As promised, this is one version of my Mind/Cold. Not quite soft capped but so close I'm not sure it matters. Keep in mind this isn't the "perfected" build. It's the moderately expensive version. I have another, much more expensive one that I'm gradually working toward. I'm posting this one because it compares in price more or less to the previously posted Mind/FF build, except that Terrify is slotted with Ragnaroks here instead of much cheaper Posi Blast.
This build is meant to be played with the Spiritual Alpha slot.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
11-21-10 Cold Reader NO STAM2: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(39)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Ice Shield -- LkGmblr-Rchg+(A)
Level 6: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf(9), CoPers-Conf%(13), CoPers-Acc/Rchg(15)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Plct%(9), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(33)
Level 10: Glacial Shield -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(21)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(46)
Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(48), Stpfy-KB%(50)
Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(23), UbrkCons-EndRdx/Hold(25)
Level 20: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def(21), RedFtn-EndRdx(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(31)
Level 28: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(39)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(40), RedFtn-EndRdx(43), RedFtn-Def/EndRdx/Rchg(46)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(34), RechRdx(34)
Level 35: Sleet -- LdyGrey-%Dam(A), LdyGrey-DefDeb/EndRdx(36), Achilles-ResDeb%(37)
Level 38: Heat Loss -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod(43)
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(50)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Temp Invulnerability -- ResDam-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 -- Empty(A)
------------
Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 21.44% Defense(Energy)
- 21.44% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 28.63% Defense(Ranged)
- 3% Defense(AoE)
- 91.25% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 75% Enhancement(Accuracy)
- 6.5% Enhancement(Confused)
- 12% FlySpeed
- 45.78 HP (4.502%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 4.4%
- 31% (0.518 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 11.66% Resistance(Fire)
- 11.66% Resistance(Cold)
- 12% RunSpeed
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The difficult thing about Sonic is really the same thing that afflicts Force Field, but in different ways. Both sets are kind of watered down by the IO system in their own way. In tthe case of FF its because team mates can use the IO system to IO themselves to the point your shields become less (never totally) irrelevant.
What frustrates me about Sonic is that getting loads of Recharge that make a Controller build strong is difficult to get. The main +Recharge available comes from a level 30 I0 that requires you to 5 slot it. Force Field has 4 slots where you can put either Luck of the Gambler, or Red Fortune. The miracle of LotG is already well known. Less discussed is the incredible Red Fortune, which results in +2% damage, +5 Recharge, and an additional +2.5 Ranged Defense. This double-dipping along with natively strong defense makes achieving the soft cap much easier for Force Field characters, so they can in turn slot their single target damage powers for Recharge instead of Ranged defense.
The set we haven't mentioned yet is Cold. I'll post my Mind/Cold build in a moment for comparison with Force Field. -
Literally running to work right now, but here's a quick Mind/FF build showing off some of the synergies we talked about. I think if this grabbed the highest level Spiritual Alpha it would be have perma-Hasten. I built this very quickly so chances are there are some holes in it still. Let me know if you have questions about power selections.
If you decide to really spend some money, reslot Terrify with Ragnarok (the knockdown proc is awesome here) and Levitate with Apocalypse.
PS if you're ever playing this build and something startles you, hit Power Boost. Instant near-soft cap to all for 15 seconds. Almost like a PFF you can shoot through.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A), Ksmt-ToHit+(3)
Level 2: Mesmerize -- HO:Nucle(A), HO:Nucle(7)
Level 4: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(13), CoPers-Conf%(13)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(37), FtnHyp-Plct%(39)
Level 10: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 12: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 14: Boxing -- Acc-I(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(17), RctvArm-ResDam(17), S'fstPrt-ResDam/Def+(50)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(27)
Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Dam%(33)
Level 28: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(36)
Level 30: Repulsion Field -- EndRdx-I(A)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(40), Mlais-Acc/EndRdx(42), Mlais-Conf/Rng(42), Mlais-Acc/Conf/Rchg(42), RechRdx-I(43)
Level 35: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(37), RedFtn-EndRdx(37), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(48)
Level 38: Telekinesis -- EndRdx-I(A)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Temp Invulnerability -- 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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(48), P'Shift-End%(48)
------------
Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 22.38% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 40% Enhancement(Accuracy)
- 96.25% Enhancement(RechargeTime)
- 6.5% Enhancement(Confused)
- 9% FlySpeed
- 22.89 HP (2.251%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 13.2%
- 19.5% (0.326 End/sec) Recovery
- 20% (0.849 HP/sec) Regeneration
- 9.45% Resistance(Fire)
- 9.45% Resistance(Cold)
- 9% RunSpeed
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Quote:Mind/Sonic
1) there are not enough sonics in the world
2) you can reach very impressive survivability levels with /Sonic. capped s/l resist and softcapped ranged/en/ne defense +mez protection means you can be very aggressive.
I have a mind/ff softcapped to s/l and ranged and an earth/sonic with the above stats. Both are fun, both play very aggressively, but I find that having resist to back up the defense makes for a much sturdier toon.
The problem I have always had with soft capping Sonic is the extreme endurance costs that make running other toggles a challenge. A Force Fielder who is dedicated to it should have few problems hitting ~60% slash/lethal resistance.
(I notice we didn't bring up Cold Domination in this discussion. My Mind/Cold is my favorite character, but has his ups and downs as well.) -
Oh, I didn't read that you weren't yet 50. Well, frankenslot for now, but start looking toward the build I posted as you approach end game. Note that it will require you to do a temporary switch to villainhood, but in the case of a bubbler who wants more solo action, crime definitely pays!
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I didn't read the whole thread.
I will start off by saying that I appreciate your frustration. Force Field is a very difficult set to play at higher levels in my experience without consulting help from other forum posters. My FF/Ice is constantly out of endurance due to the low damage of his attacks, and his shields are much better at keeping team mates alive than him. Folks who haven't tried to succeed with one of these characters probably don't understand just how difficult it can be.
I'm not sure this is really what you're looking for folks to do, but I built you a new spec to shoot for.
To start, I want you to take note of 2 critical places you can spend a couple of million and make your build shine like a new baby: Dispersion Bubble and Weave. You see, if you 6 slot these powers with the only moderately expensive Red Fortune set, you net ridiculously awesome defense from the power itself, and +2% damage, +5 recharge, and an additional +2.5 ranged defense! You simply cannot pass this up on a set like Force Field that has so many other places to slip Luck of the Gamblers. I feel this should be your next purchase. You will feel the difference immediately.
Next, reconsider your APP. Specifically, what you want to think about are the Villain PPPs. Why? Because what you're really good is making people invincible, and it turns out the PPPs offer you a pet to do just that. And since as a +Defense set you're really good at getting extra recharge, with time you'll be able to drop the recharge time on the pet to something extremely reasonable. And with a pet running around attacking, you'll save some endurance.
I selected the Soul Mastery PPP for this build example. It offers a Fortunata pet (with knockback of her own), a Resistance based shield to minimize what damage does get past your Defense, Soul Drain to boost your offenses, and POWER BOOST. Power Boost will allow you to nearly soft cap your pet when you cast a shield on her (or a player character), even when she's OUTSIDE your big bubble (she's already capped when she's inside it). It will also cause your bubble toggle to go into overdrive mode, capping you to everything with room to spare for 15 seconds. Feeling threatened? Hit Power Boost, and you're practically inside a PFF.
Now, in terms of acquiring the pieces you need for your build, you will need to take some time. I always shoot for the cheapest pieces first. In this case, that will be the Red Fortune set most likely, and possibly Positron's Blast. Go to Steel Canyon to buy the recipes and supplies and craft them there. If you can't find a piece immediately, don't panic and overpay. Place a bid and wait. The epic builds you see walking around don't happen overnight. They take time.
To make money to fund your future purchases, I recommend finding or building a simple AE map with an enemy you can defeat (Axis Americans are a good one to try). Earn 300 or 400 tickets, then go to the reward guy and do random rolls. For starting out, random bronze class rolls in the 35-39 range seem to do pretty well. Carry your random recipes to the auction house, and find out the prices of the crafted enhancements. For any selling for more than about 3 million (if yellow) or 5 -6 million (if orange), buy the components you need and craft the enhancement. Put the enhancement on the auction block at around the price they've been selling at or a little higher. Then be patient. It usually takes about a week for my sales to turn around (it mostly happens over weekends) but it does happen. And it only takes a few good sales in the 40 mil range to really get your finances cranking. Meanwhile, run Task Forces and Hero missions to build up merits for the Luck of the Gamblers you will want.
Here is the build. Note that it's defnitely not perfect and may even have some glaring errors. It's late here (early really) but hopefully this is a good start. Also note that when you get to 50, if you take the Spiritual alpha route you can crank the recharge down on the pet so that it becomes close to perma. This also makes Aim come back faster as well as Soul Drain. You will notice extreme improvements in performance if you take this route, IMO.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Ultimo Stage 1: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), DefBuff-I(3)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(42)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), DefBuff-I(7)
Level 8: Personal Force Field -- LkGmblr-Rchg+(A), Ksmt-ToHit+(11)
Level 10: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
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: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 18: Repulsion Field -- EndRdx-I(A)
Level 20: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(31)
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 -- Posi-Acc/Dmg(A), Posi-Dam%(37), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(43)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dam%(39), Posi-Acc/Dmg/EndRdx(39)
Level 38: Hover -- LkGmblr-Rchg+(A)
Level 41: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(45)
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 -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(50)
------------
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 -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(46)
------------
Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 13% Defense(Ranged)
- 5.5% Defense(AoE)
- 6.75% Max End
- 81.25% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 10% FlySpeed
- 53.41 HP (5.252%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 17.35%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 10% (0.167 End/sec) Recovery
- 30% (1.274 HP/sec) Regeneration
- 8.505% Resistance(Fire)
- 8.505% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
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I can see why Defense Debuff Protection wasn't included in the original version of Force Field. In the game we have today, though, its absence is glaring.
I also think Repulsion Bomb's cast time needs either a serious reduction, or the damage and stun chances upped to compensate for its glacial pace. I'd also accept the power creating a mini knockdown-field after landing, with a chance to continue knocking enemies over for a period of time after the "bomb" lands in place of a change to animation speed. -
Quote:Thanks again for the replies!
Oedipus_Tex, great info for Sonic, I can see why you shy away from it.
BlissfulChaos, my personal defenses are certainly a main component of going with FF. My concern, as stated, is that it seems almost like too much mitigation with a control set, but I like your take on it as well in that it allows more controlling. The LoTGs don't hurt.
Tough call now between FF and Empathy. So many choices, so little time to play them all!
I forgot to add a final reason I don't particularly like Mind/Sonic. I feel that Mind Control benefits a lot from taking Power Boost from the Primal APP. None of the powers in Sonic benefit from Power Boost, while Empathy and Force Field both benefit heavily. While you don't have to take it, I always aim for it with my Controller Mind builds. Power Boost, like the rest of Mind Control, also benefits heavily from +Recharge, so there is unity of build purpose.
As far as being too protected: IMO this doesn't really happen with Mind Control. Solo, maybe. But I assume a character like this is being built to mostly team. This means you will find yourself casting Terrify into crowds (we all have to eventually) with all of the attendant return fire that entails. Incidentally, this is another reason why I like the Primal APP for Mind Control. Energy Torrent has a 60% chance for knockdown, so if you fire it just before Terrify, a good number of mobs miss their chance to shoot back at you (because a Fear'ed enemy that's knocked down doesn't get to return fire, and will be frozen in place when it stands back up).
One final trick to keep in mind. To maximize you solo damage, it turns out if you've got a group slept with Mass Hypnosis, and queue your two AoEs (Terrify and your APP blast) quickly together, that you get Containment for BOTH even though the first blast technically wakes them up. This is a small part of why +Recharge is so critical to Mind Controllers. When soloing you want to be able to cycle Mass Hypnosis quickly.
The reason Power Boost might also be helpful is it extends the duration of your other Containment power Total Domination. Thus in a weird way powers and abilities that don't seem to contribute damage make night and day changes in your solo performance. -
I'm glad you asked. As it happens, I've been eyeing Fire/Empathy for the past few days and rolled one up last night. My plan, if I stick with the character, is to eventually spec into the Spiritial Alpha tree for the +Recharge, Stun, and Healing. That should eventually net +30 Recharge unaffected by ED.
I've been playing around with the build since last night, and I'm not 100% finished, but I have something which on paper would deliver nearly soft-capped Lethal, Slashing, and Ranged Defense. Endurance management looks terrible just looking at the build at first, but if the Spiritual alpha really does provide +30 Recharge unaffected by ED, and I did my math right, the recharge on Recovery Aura will be just 19 seconds from perma (144 / (1 +.32) = 109 second recharge, versus the power's duration of 90 seconds)! That font of endless endurance in turn hopefully provides enough uptime for the build to run these expensive toggles. Regardless, I may not run Tough anyway.
My only major regret right now is not having room for Resurrect or Bonfire. Such are the hazards of min-maxing. There is also no ranged blast power, but luckily the single-target hold/punch in Seismic Smash hits like a freight train.
Also note the presence of one extremely expensive IO (the PVP +3% Defense IO slotted in Tough)
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Fedora Borealis: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(11), Dmg-I(40), Dmg-I(43)
Level 1: Healing Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal(21), Numna-Heal/Rchg(23), Numna-Regen/Rcvry+(23), Numna-Heal/EndRdx/Rchg(40)
Level 2: Fire Cages -- Acc-I(A)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(9)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(11), Sciroc-Dmg/EndRdx(17)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(19), HO:Enzym(43)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(15), Stpfy-KB%(15), Stpfy-Stun/Rng(21)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(27), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-Build%(39), GSFC-ToHit/Rchg(40)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27)
Level 20: Fortitude -- LkGmblr-Rchg+(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), S'fstPrt-ResKB(46)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(50)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(29), RechRdx-I(31)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx/Rchg(37), RedFtn-EndRdx(39), RedFtn-Def/EndRdx/Rchg(39)
Level 32: Fire Imps -- 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: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(37)
Level 38: Adrenalin Boost -- RechRdx-I(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 47: Rock Armor -- RedFtn-Def(A), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
------------
Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 7.25% Defense(Smashing)
- 7.25% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 21.63% Defense(Energy)
- 21.63% Defense(Negative)
- 6% Defense(Psionic)
- 8.5% Defense(Melee)
- 29.75% Defense(Ranged)
- 8.5% Defense(AoE)
- 9% Enhancement(Accuracy)
- 14% Enhancement(Heal)
- 83.75% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 5% FlySpeed
- 72.49 HP (7.127%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 9.1%
- MezResist(Immobilize) 10.2%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 6.9%
- 13% (0.217 End/sec) Recovery
- 22% (0.934 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)
- 5% RunSpeed
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Quote:Oedipus_Tex, why no Sonic? Just curious. As to Thermal, I have done that before, looking for something I have not done and it does not really fit the character concept.
Personal opinion here, but Sonic Resonance is not a set that I feel delivers as much as it could, especially when it enters the end game. That may not bother some people, but I never could take a liking to it. Key issues for me include:
- 4 of 9 powers accept no IOs at all. One power that DOES accept IOs (Sonic Repulsion) is awful, and the available IOs are subpar for the power/powerset's needs. This leaves just 4 powers from the entire set with which to try to derrive set bonuses.
- IO slotting options for Resistance-based shields are much weaker than for Defense shields in general. Multiple Defense-based shields (in actuality FF offers 4 and Empathy 1) end up granting very large doses of +Recharge, which is important (probably THE most important thing) to Mind Control.
- Resistance-based shields do not aid you or teammates in dodging secondary effects of powers.
- The main slotting strategy for Mind Control, +Recharge, benefits Sonic Resonance very little. (It also benefits Force Field little, but at least FF offers places to score +Recharge slotting in the first place, where Sonic really does not)
- The endurance cost to run Sonic's 2 main toggles is a brutal base 1.56 end/second. This cost, and a lack of endurance recovery tools, make adding additional toggles to the mix a challenge. Force Field squeaks by with somewhat more manageable toggles. Empathy has a very good Endurance recovery power built in, that gets better alongside Mind Control if you IO for Recharge.
- The power Clarity is more or less redundant with your big bubble.
Overall, because of these issues, Sonic Resonance is my least favorite of the buff sets. -
Quote:Inspirations are part of our abilities. Have been since the game launched. Managing your inspiration load is a skill. Look how many people express consternation that the 4-luck strategy didn't work all the time here.
Potions have been part of Diablo for like 15 years. The fact that's it's gone on for a long time doesn't mean it's not what's not working(altho rumors suggest the next iteration won't have them). -
Please do not look at this post too long, for if you do, the level 38 Fire/Sonic Resonance Controller who has taken up residence on my account may become aware of you, and if he wills it, suck you into regions of undefined space at the speed of his plummeting endurance bar, the screams of his barely-protected Fire Imps masking your death rattle.
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Quote:As I have explained on multiple occasions, the Ramiel arc, and the new TFs are not made significantly more difficult by upping the difficulty. It just changes the DPS and mitigation you need to win. People have to understand this as we move forward. We're moving away from this tank and spank BS. You might see encounters someday where playing it on -1/x1 will lead to insta-fail if you don't handle the encounter properly.
Trapdoor is a very simplistic version of this. You can have all the IOs in the world, but if you just stand there and try to beat him down, only the top DPS builds in the game might have a chance. Upping the difficulty doesn't change the need to use some strategy in that fight. I greatly hope the devs realize that they have to hold the line here on the endgame content or don't bother.
What I actually hope they realize is that they are effectively building encounters balanced for inspirations rather than for player characters. It reminds me quite a bit of Diablo. The "strategy" is knowing how to micromanage your potion bar. These new missions do involve a little bit of extra thinking, but elite bosses and especially AVs are still not very engaging opponents when the strategy (for squishies in particular) is basically "eat a bunch of potions/inspirations, without having specifically selected you are going to die in a few hits." I'd much rather weaker inspirations and more reasonable bosses than this mess we've ended up with. -
We need more info.
First question: were you fighting War Wolves? -
Cold Domination due to the -Special.
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Either is good. In the scheme of things the Dominator is possibly safer due to Domination and Power Boost in the Ice set. The Dominator definitely has much much better single target attacks. But the Controller's limitless endurance may make it eventually the better "farmer" if that is an important factor to you, and have more overall impact against AVs and so on.
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Either or Empathy or Force Field. Mind/Empathy/Primal with the Spirit Alpha slot would have excellent recharge and healing, access to Power Boost to buff heals and Fortitude, and pretty good endurance because of Recovery Aura. Mind Control with access to Power Boost is beastly.
Force Field makes it easier to get defenses and provides you mezz protection. You can also Power Boost Force Fields. However, if you plan to IO, adding lots of Recharge (like you will want with Mind Control) doesn't add a lot to Force Field.
Sonic would be my last pick.
You didn't mention Thermal. IMO it would be a tradeoff between Empathy and Sonic. -
Quote:Yes. Group Invis will provide a tiny bit more +Defense to your teammates and pet, and cost you much less endurance than a toggle.
- Is there a compelling reason (beyond the end cost) for choosing group invis over superior invis?
Quote:How important is it to take the fighting tree? With dispersion bubble and superior invis, the toggle endurance cost is already *really* high.
Quote:(I'm trying to keep to the psychic epic due to character concepts). -
Quote:That was actually my problem with the example. It would be the exception rather than the rule for me to find myself facing 6 enemies I could kill with exactly one final AoE, and be completely done with the encounter.Well they had enough AoE to get them down that far. Unless the procs themselves start saving you casts all you get is a very small marginal faster kill time on individual mobs. Yes killing mobs faster is always good but in general characters tend to dish out a lot more damage then they take.
Quote:When AoEing, most enemies don't take a huge amount of AoEs to kill (not to many people would attack a large group of powerful enemies recklessly).
12 Enemies
1st AoE- down to 66% health
2 procs- 2 enemies down to 33%
2nd AoE- down to 33% health, 2 low health enemies die
2 procs kill 2 enemies
3rd AoE- kill the last 8
In terms of cranking out the AoEs back-to-back, Plant Control can sort of do it, and Fire Control gets AoE equivalent damage from Hot Feet. The rest of the sets would probably be forced to wait out the recharge between AoE 2 and 3 unless they happen to have a /Storm secondary or took both AoEs from the Ice APP. That's assuming we can call a power like Frostbite or Stone Cages an AoE. Stone Cages does deliver decent-ish damage--but it's usually due to procs. Meanwhile, all sets except Mind Control are likely to have a pet out, dealing what is more or less single target damage to random targets in the same fashion the procs in Freezing Rain basically function. The difference is that pets eventually focus-fire on the few remaining enemies left over as the fight winds down, and procs do not.
We also have to consider that many sets have also thrown a Confusion power in there. This virtually guarantees the enemies will have uneven hit point levels as the fight progresses.
Quote:For example to have some form of decent single target I often put a Armageddon proc in the ST root. Most single target roots hit for 100-110 (with damage slotting and containment) so each Armageddon proc just about saves me a single cast. (since i'm getting effectively double damage 1/3 of time) There tends to be far less overkill and 'wasted' procs.
There really is no such thing as a "wasted" proc. There is no cost for using a proc. If it happens to fire when the enemy is low on HP but the enemy would have died anyway, you are no worse for wear. If it happens to proc and actually kill the enemy, it can only put you in a better position. If overkill were a major issue, the Corruptor Scourge ability, which mostly works when enemies are low on HP, would be a lot worse than it is. As it turns out, this argument sometimes comes up on the boards, but I won't dig into that within this discussion. -
I for one want something "thrilling" not "hard." Apex was definitely thrilling. I'm not sure I'd call it hard yet. My team's experience went smoothly but I can see how a different group could have wiped out.
Truly "hard" content just puts pressure on less optimal powersets and sends everyone scurrying for the "most powerful" sets. One the best things they've done for this game is avoiding this trap. If you want "hard," try a 'suboptimal' powerset combo. -
Force Bubble is a Repel power that does not take any speciality IOs at all (sadly).
The power you're thinking of is probably Repulsion Field. Repulsion Field is a power that affects enemy, so the way the proc works is it fires upon activation and every 10 seconds thereafter for every enemy that happens to be in the field. Because the power is knockback though, this basically means "very, very rarely."
An interesting note about Repulsion Field, by the way, that I just learned. The power is specially flagged so that any enemy knocked back by it always flies backward the same distance. You can slot knockback IO sets in it which result in making it easier to overcome enemy Knockback Protection without actually increasing the distance the enemy flies.