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:O ice kin corrs are awesome once you get to SO level, mine is 30 and scourge storm has given me a glimpse on how awesome scourgezard will be. Then you add fulcrum, mmmmmm.
Anyway Psiphon i wasnt talking about solo play i was talking about being difficult to play in teams which they arent if you make a small effort.
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My apologies I misunderstood you. -
What I'm saying is what I said from the start - that a /Rad will have more End issues than a /Kin if played the same way.
Rad is a fine set and the majority of my Controllers have been Rad for that reason, however they do consume more End than a Kin due to the toggles - even with AM.
My comments are pased on extensive experience with both sets across a number of primaries, if you've found this not to be the case then I can only imagine that your willing to play more passively than myself.
In order of End consumption from worst to best are - Storm, Rad and then Kin; all have their pros and cons and all are fine sets but in regards to Endurance the above is true. -
RI is available early and is relatively light on End considering the effects that it gives. On all my /Rad Controllers I get it and use it all the time for the -def and -tohit (especialy usefull on a farming Fire/Rad at the low levels).
In regards to an Ill/Rad solo it is still usefull for the -tohit, so in real play an Ill/Rad would be running both toggles as well as attacking and healing - the same goes in normal team play.
Maybe it's a playstyle thing, I'm aggressive in my play and as such I'm spamming attacks as well as running the toggles as such my End bar suffers.
Playing the same way with my Ill/Kin I have fewer issues - no toggles and the ability to heal back most of my health for a relativley small cost. -
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In 'a' mob or a group of 12 minions?
Totaly depends on the mobs. If you have 12, big chance WP will win (pretty sure he will). Put them against 1 warrior, dark will win (they have higher SL, while WP wont have enough regen to counter). Dark would hopefully be good enough with only his natural regen.
For anything that can survive kinda anything without doing anything (plain toggles), that would be granite.
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If it was 12 minions I'd say the Dark as they'de be stunned, feared or both. -
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, Storm will be harder particuarly in the low levels (no self heal) and is less team friendly if played incorrectly.
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Its really not hard if you know how to use your powers, dont spam gale every second, run into mobs with hurricane on
and dont spam tornados.
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I've found my Ill/Storm alot harder to solo than either Ill/Rad or Ill/Kin due to the lack of a self heal and damage mitigation in the secondary. The Ill/storm is only L12 at the moment so there's a long way to go and I know that it will get better.
The other 2 though are excellent soloers from L1. -
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For the record, Ill/Rad has its own source of extra End - Accelerate Metabolism adds more recovery than Stamina when it's up. I rarely have problems on mine except when I've left Superspeed running.
The advantage /kin has (and /storm really doesn't) is more recharge speed, hence less downtime with Phantom Army.
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In order to get the full benefit out of PA an Ill/Rad will need to run RI -Def and EF for -Res as such will have more End issues than a /Kin which is in itself very light on End.
A /Kin is not without End issues itself though as Siphon Speed increases the recharge of all powers allowing a faster attack chain - that is where an Ill/Kin will burn it's End. -
Hi,
If you go with Illusion there are a number of secondaries that are percieved as a good match.
The main two are /Rad and /Storm, Rad is probably the easiest to level and use, Storm will be harder particuarly in the low levels (no self heal) and is less team friendly if played incorrectly.
My personal reccomendation is to go with /Kin, its a pretty easy ride from 1 to 50 and you wont have the End issues of the other two. Most people will say that there's no synergy between the two (referring to the fact that /Kin cant buff Phantom Army and the knockback issue).
I'm currently putting together a guide to show how a well built Ill/Kin can excel in PVE. -
For the most part the build looks good.
The only changes I'd make is:
Swap out Hover for Combat Jumping. Using Siphon Speed and Hover is quite nice to avoid ground based effects but I find that Combat Jumping is better for the immob resist.
Drop Fly altogether you have IR and SS for travel powers.
From the Epics I'd pick up Stone Mastery, as an Ice/Kin running Arctic Air you should be playing in melee.
I play a similar way on my Ill/Kin - very aggressive in the middle of mobs - while my pets keep me safe I spam Fissure and Fulcrum Shift for major damage - I can solo 8 man unyielding spawns this way.
Arctic Air and Fissure should allow you to do the same thing - any damage that does come in gets healed back with Transfusion.
Stone is defence based so it takes LoTG +recharge as well.
In regards to going without Stamina, I'm going to respec and try that soon. As suggested above tactics would seem wise if you go this route - I'd also suggest a fair amount of Global recharge 1st as well. -
Thanks for the replies; sounds like it might be possible with a high defence or -tohit build that can negate her big hitter and hit based regen.
Probably means the usual /SR or maybe /Shields Scrapper or an Ill/Rad Controller - not sure Red side as the depressing maps have always prevented me getting an alt past 10.
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Playing on my Ill/Kin Controller the other day I did the defeat Ghost Widow mission with a team of 6.
She was absolute nightmare to take down due to her self heal.
Now I know that certain builds can take down AV's so the question is can Ghost Widow be soloed? -
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I chose Ice Melee for concept and the Hold. Plus, the attack form the primary fills the gap of a decent Tier 9 in the Secondary.
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Their's nothing wrong with the Tier 9 in Ice Melee - Frozen Aura does the same damage as Footstomp and its all Cold which is less resisted than most damage types.
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Footstomp with or without rage active?
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Without, the base damage is the same.
As a Tier9 power it's good; obviously SS has the advantage of Rage but I wasn't comparing Sets. -
IR works the same as SJ, the feel is the same.
If someone casts IR when the new mission is put up then it shouldn't really have an adverse effect on anyone.
Flyers and TP'ers wont notice it.
Superjumpers will jump much higher/further - cant see them complaining.
SuperSpeeders will get a vertical travel power - again no complaints.
If however you mean that you've had Kins using it in missions then that's another story; I've never had that but it would certainly annoy the hell out of me! -
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I chose Ice Melee for concept and the Hold. Plus, the attack form the primary fills the gap of a decent Tier 9 in the Secondary.
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Their's nothing wrong with the Tier 9 in Ice Melee - Frozen Aura does the same damage as Footstomp and its all Cold which is less resisted than most damage types. -
I've never had anyone get annoyed by me firing off IR.
The only downside I've found is having to recast it and the fact that the animation grounds you. Recasting at the top of a jump causes the minimum of hassle - still annoying though.
On the plus side it allows you to run CJ at the same time (SJ will de-toggle CJ) so you can keep the immob resist, increased mobility and KB resist if you have the IO slotted. -
Hi Carni,
Sorry to hear that you're not feeling very well, nothing serious I hope.
I dont follow your logic on Pet Damage though; how is slotting Damage IO's in a Pet any different to slotting them in any other attack.
Attacks have a base damage and you slot an enhancement in it that increase the damage of that power by X amount. In the case of pet damage, all attacks will now deal base damage plus X.
In regards to the +recharge in pet attacks increasing attack rate it's not something that I've heard about prior to this thread and I've been reading the forums since i3.
Must have slipped under the radar if its true. -
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Americans are wrong then? (continues on page 4)
And I'm still 99.99% sure the FF +rech proc affects the pet when the pet uses attacks with knockback components and the proc rolls successfully. It only affects you, the summoner, when you use the pet summon power, upon which a roll is triggered as well on the summoner. More linky that I found.
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Looks like there was a bug; from todays patch.
"Fixed a bug that caused the +recharge components from Recharge Intensive Pet enhancements to carry over to the pet attack speed. These enhancement sets are designed to speed up the powers recharge time, not the pets attacks." -
That's very interesting, my Phanstasms got an FF +Rechange for the melee bug (Ilusion/Kinetic). I can see when it fires so I'll keep an eye on him.
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The general consensus seems to be that it's worth it in multiple pets like Imps and PA because if one pet fires it they all get the B/U also with multiple pets there's a higher likelihood that it will fire.
As you said though if you dont notice the differance you might as well use the slot else where. -
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Except that there are definite IOs that trigger when a pet uses a power. My Audrey has a Lady Grey: Proc for negative damage, and that thing fires off often enough. But only from the attacks that do defence debuffs.
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I'm not saying that a +rechange wont work whether it's a proc or in an IO. What I'm saying is that the +recharge in whatever form IO, Proc, Global is applied to the power itself (or all or your alts powers if proc or global); it wont however increase the recharge on the pets own powers.
For example until recently Force Feedback +recharge was bugged and used to give 100% recharge when it fired this allowed Perma PA relativley easily as the +recharge was applied to all of the alts powers and not super recharging the Phantasm if the FF proc was slotted in it.
Having said that I did read on the US forums recently that +rechage in PET specific IO Sets do seem to be effecting the Pets own rechange as well as the alts although I've not tested this and I assume its a bug.
Simply slotting Pet specific IO's might be all that you need to do.
If you do test this I'd be very interested to know. -
If you are choosing between the two I'd go for Combat Jumping, the Def isn't as high but the end cost is lower.
The main reason for taking CJ though is the immob resist; as a kin the biggest killer is not being able to move into range of a mob to fire off a heal.
IMO CJ on a kin is a must have.
Hope this helps. -
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+ Recharge Enh/IO's dont effect pet attack speed only how quickly you can respawn them.
The only way to increase attack speed is through buffs such as Speed Boost and Accelerate Metabolism.
[/ QUOTE ]And I'm still pretty sure multi-aspect IOs that affect one property of a pet's attack apply their other effects to the pet's attacks as well. I'm never 100% sure of anything but I could swear slotting stuff like Heal/Rech into Dark Servant, for example, would make it cast Twilight Grasp with a shorter recharge.
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I think you'll find that it doesn't.
What you're forgetting is that IO's affect the power that they're slotted into, the pet is the power not the power that the pet is using. -
Hit L30 and run a mish to unlock them.
If you've done that they will be at the bottom of the character design. -
+ Recharge Enh/IO's dont effect pet attack speed only how quickly you can respawn them.
The only way to increase attack speed is through buffs such as Speed Boost and Accelerate Metabolism. -
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Outleveled arcs give full merits.
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Indeed they do, just finished one.
2 missions left, completed it against greys and got the merits.