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Quote:It's not clear at all!!The Dom do more damage that's clear but this has been my experience with the controllers. In Heroville, I'm always being asked to heal and the controller can do this so well, you'll end up working your tail off. I did the Abandoned Sewer mish a few times and I stopped playing my controller after that. Do Cauterize, Heal, TP, and Shields(thaw, plasma, forge)...its a workout and if you should die...you'll be the last one rezed. But as a Dom...everyone loves you :-) For example, I was asked into an AE farm just to "rain" damage.
When it comes to taking down mobs fast:
Ill/Cold or Ill//Rad will take down a single hard target (AV/GM)faster than any Dominator.
A team of Fire/Rad Controllers with stacked AM will beat any team of Dominators.
A single Fire/Kin compares favourably with any Dominator in farming - not sure who would win this but doubt there would be much in it either way.
Controllers can be very potent both solo or in a team, it depends very much on the Primary/Secondary combination. Also you don't have to be a buff bot, some Secondaries have little or no buffs to push out - Rad/Storm/TA.
You chose a low damage, team orientated combination - that doesn't mean all controllers are the same.
Both can be fun and very potent. -
Quote:Hi I found one in the guides, hope it helps.There are really no guides that I can find for Earth/Earth. After reading the "Dominators are Beasts" thread I thought I would roll one up. Wow. Only level 9 and this toon is just plowing through missions. Just wondering if there is a better secondary to pair with Earth than, well, Earth? Not really looking to use Fire as I have several Fire toons already. Thoughts on Earth Assault?
http://boards.cityofheroes.com/showthread.php?t=216312
It doesn't get the best response from those viewing it but there is good advice in the whole thread. -
Quote:Controllers and Dominators differ greatly in their play style - currently I prefer Doms, however the comments on Controllers being low damage simply aren't true.My Doms are steamrollers! I love 'em!
My Controllers, on the other hand (other than Fire or Plant/Kin)... This is the sort of steamroller that they are, and it sums up my feelings about them: http://www.youtube.com/watch?v=qLlUgilKqms
Edit:
Dominators, for being a 'Villain' AT, at least have the decency to give their opponents a quick arrest. Controllers, on the other hand, seem to be much more sadistic in that they force their opponents to stand around in agony for a small eternity.
There are many good solo/high damage Controllers:
Fire/Kins are among the best Farmers in the game
Ill/Cold is currently top of the pile for soloing pylons (single target damage).
I've got an Ill/Kin/Stone that solos +2/x8 and +3/x8 at a very good rate without massive investment.
There are many other very powerful combos - in general they are just harder to build for damage than Dominators. -
Hi all,
It's only recently that I've started to play Redside and was looking at various AT's to roll. I was wondering from a damage perspective how do these two compare?
I'm only after a general rule of thumb. -
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Thanks for the replies.
What is the relationship with the clones, he seems to regen as he spawns them? I tried taking out the clones first but he just keeps making more. I wondered if there was a limit to the number that he produces so if you left them it would prevent his regen?
Sounds like a team might be the only answer if there is no specific workaround other than DPS.
Oh and do most of the missions have such troublesome foes? -
Hi All,
Simple question, how do you defeat Trapdoor?
I was playing solo yesterday on my SD/SS tank and couldn't take him down as an EB, I've not had any problems with other EB's.
Any help would be appreciated. -
My vote goes to Bots/Traps.
Some builds start off well and fall away end game, some start slow but have massive end game potential.
Bots/Traps is great start to finish. -
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Quote:Hi Carnie,For Controllers I'd rank Grav ahead of Ice Control, Singy and the ranged AOE hold put it ahead for me. I've never found Wormhole any worse than say Telekinesis when teamed with one (TKing mind controllers have annoyed me more in the past in fact, at least with Wormhole I know they're going to be stunned for 30 seconds). Ice Control has too much of reliance on Ice Patch (which can easily be completely negated, unlike Quake which at least does a ToHit debuff too)
I imagine that you'll be in the minority on that one.
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GRRRRRRRRRRRR!!!!!!
I've been having this problem for a few days now and was unable to resolve it so rebuilt my PC believing some files had become corrupted, and then I find this thread.
And no the rebuild hasn't helped.
Is there a fix anywhere for this or at least a comment from a Red Name saying that it's being looked into and some timescales? -
Quote:No idea why you had issues with AV's.I"ll share my experience with Storm and AVs.
Once upon a time I was running Maria's arc with 7 other people. I was the only source of debuff on the team.
To make a long story short, it wasn't until someone brought their Radiation Emission alt that we were able to defeat the AV.
My Storm defender had all the IO bonuses needed for perm Hasten, Achilles yadda yadda yadda.
I may be wrong but the most important debuff to have during a GM or AV fight is -regen.
Since you don't get -regen with Storm I don't see how one can solo an AV with Storm when a team of 8 weren't able to take Chimera down with Storm as the sole debuffer.
I'm sure I'm wrong about this anyway.
I've taken down a number of AV's with my Ill/Storm on small teams when I was the sole debuffer/support - that AT is on standard IO's.
Although Storm has no -regen Tornado and Lightning Storm make up for some of that, add in Freezing Rain and the AV should go down relatively quickly. -
Quote:Although I appreciate your position on this, I feel that you are missing the reasoning behind taking FA.I think "replacement" is a perfectly accurate way to put it, since it allows me to completely skip a power I don't want.
Building for sustained endurance under normal conditions is very different than building for sustained endurance while constantly attacking for extended periods of time. Unless you're planning on soloing AVs or something similar, the later just isn't necessary very often. One reason I like CP is that on the rare occasions I need that sort of end recovery, it is there to help, without having to plan my build around needing additional recovery all the time.
Similarly, IMO normal accuracy enhancement in attacks, plus whatever accuracy set bonuses you happen to get, plus the Kismet +Acc is completely adequate for most circumstances. Unless a player is planning to spend a lot of time fighting hard-to-hit foes, FA is a end-hungry waste of a power pick and slots.
That goes double for the current situation, where the OP is building an /SS tank. How often would any player need the kind of ToHit you'd get from Rage, the Kismet +Acc *and* FA? That's just a ridiculous level of overkill, IMO.
Primarily it's a set mule for the Gaussians - in one set you are able to cap your defense to all positions and as such IMO is too good to pass up. A set of Gaussians allow you to then concentrate on recharge.
You can as you say put Gaussians in Rage - Rage however is stackable and benefits greatly from high recharge which the Gaussians don't have. IMO Rage should simply have 3 standard recharge IO's; Gaussians in Rage will reduce the damage output of the build.
I would expect the Gaussians to be the first set purchased in order to cap defense and as such would use FA as a mule, when all of the other sets are in place and you have alot of Global Recharge you could probably swap Gaussians into Rage due to diminishing returns on recharge. -
I disagree with most of the above build.
If you slot 3 Membranes in Active defense and double stack it you will be at the DDR cap - 95%.
I would use Gaussians in FA, this will cap you to all positions with the unique 3% Def/Res IO and fighting pool.
Go for recharge in Rage - damage.
Slot for recharge in the other sets - this will give you capped DDR, more damage from the recharge and additional mitigation through recharge on Footstamp (KD).
Conserve power and Physical Perfection help negate the End crashes in Hasten and Rage.
Hope this helps.
PS.
I agree strongly with the Force Feedback + Recahrge in Footstomp. If you go against Psi heavy mobs your recharge can go into the red, one Footstomp and you can fully negate this and get your powers coming back up again at a normai rate. -
Quote:I want a Controller, I am craving a Controller, but being mostly a Blaster/Brute/Scrapper player it is pretty difficult to get past level 6, which isn't to say I have not already got one past. I have a level 38 Gravity/Forcefield. I'm sure you can see where I went wrong (I've been kicking myself for ages about it, I was so close to choosing Storm which I'm loving on a Mastermind).
I've tried what is pretty much a pure support character. A slow, boring, little-used support character. Now I want a proper Controller, I want to buff, debuff, control, manipulate!.. But I don't know what sets to choose. I've narrowed it down to Electric/Sonic (faster, short-term control powers to keep me clicking and self/ally buffs and debuffs galore), Earth/Thermal (I like the BAMness of Earth and I've also wanted a healy type for the fast paced nature of it, but Therm also comes with tasty debuffs so trumps out Empathy) or Mind/Kinetics (Fast powers! Wham! Zip! Pow! And teams will love me).
To those who've tried these combos, I'd like to know your thoughts on them. To those that know too many numbers like me, I'd like a fresh opinion on how they'd work together. I KNOW it's all down to personal opinion, but I'm still interested in personal accounts and how they do in the 30+ game especially.
Out of those the Mind/Kin will solo the best.
Other combos worth a try:
Fire/Cold
Plant/Storm
There are plenty of others but those should be good - the main rule of thumb is use Fire/Plant/Illusion/Mind as a primary (these do good damage) and use a secondary that allows you to self buff and/or debuff the mobs. -
Quote:The Epic can have a big influence over how an Ill/Kin is played and how well it performs solo.Ill/Kin plays very much like Ann Heche's relationships: I'm out, I'm in, I'm out! You start off outside of battle, sending in PA and Spooky (thanks for the term, Local) and then run in to cast Fulcrum Shift. You then run out again to hold, blast and debuff as needed.
Recall Friend has always been more helpful to me than Teleport Foe.
May I suggest Power Mastery for this build? Power Mastery has a beefy 42% S/L resist power in Temp Invulnerability, as well as Power Boost (which can turn your heals, endurance changes and recovery boosts into MEGAHEALS/MEGA-ENDURANCE/MEGA-RECOVERY).
Power Mastery is light on damage and has good buffs so is great for teams but I find is the least effective solo.
Stone Mastery is in my opinion the best match with an Ill/Kin as it provides a number of things that Illusion lacks:
AoE damage - Fissure
Containment - Fissure (top of my head a 50% chance to stun) with high recharge the mobs are still stunned when the second application of Fissure hits.
It also provides additional mitigation allowing better survival in melee:
Fissure - regular knockdown and stun.
Siesmic Smash - Great ST damage and a Mag 4 hold
The other Epics sit some where between the 2.
My Ill/Kin has a dual build one with Stone and CJ and the other Psy and Hover, they play very differently.
In regards to Recall Friend I've never found a use for it with a Kin, Dark Miasma and Rad on the other hand......... -
I agree with DSorrow.
I know you said it's an SO only build but I would strongly recommend that you invest in Steadfast Res/Def IO and slot into Tough.
I always get this ASAP on a defense based set and resist for that matter. -
Quote:That depends on the team make up, if they are all melee then yes it can - spamming Transfusion and Transerence to keep both the green and blue bars maxed.I disagree. Some recharge sets are really cheap and easy to get(doctored wounds). It's really not hard to get high recharge on an empath anymore with hero merits and the alpha slot. I found myself actually removing recharge IO sets from my build after I19, and AB is still perma with several seconds to spare.
Even if you can't get AB up full time, it'll be up a large majority of the time at least.
And as for Kin against Empathy, of course Kin gives more offense. But it doesn't compare to Empathy when it comes to keeping a team alive.
With a normal mixed team I agree with you though, the advantage goes to Empathy. -
From a power choice perspective it seems a little confused.
How exactly do you like to play, is this for teaming, solo or both?
Do you want to be up front dealing damage or staying back and buffing?
I find that /Kin works best either with Hover and Siphon Speed allowing you to zip around while buffing and attacking at range or use Combat Jumping for the immob resist and play up front and personall dealing massive damage yourself.
If it's the former I'd drop Stone Mastery and pick up a ranged Epic like Fire or Psi.
If it's the latter I'd get Combat Jumping for the Immob resist and Earths Embrace for the extra survivability it provides.
Also why have you got Recall Friend, you have no rez or such?
Teleport Foe would make more sense as you can teleport a held mob near the squishies and use him to heal them. -
Quote:As stated above most attacks have a positional component and as such will be defended by positional defence.The difference between capped typed defense builds and capped positional defense builds is the inability to softcap Psionic defense(at least without sacrificing a lot) and Toxic defense with a typed defense build.
In regards to survivability I would expect a well built Willpower Tank to out survive a Shield Tank. Once you hit the defence cap with Shields you are looking at recharge and regen. A Willpower Tank will be able to stack a fair amount of defence on top of good resists and high regen. -
Thanks for the reply.
I think I found the issue, my firewall was seeing a reply from the NCSoft server as a port scan and was blocking it under an IDS rule - not sure why it was intermitant. Adding the IP address as trusted and now it seems to work fine. -
Hi all,
I'm having random connection issues with the EU client.
I've clicked on the shortcut and the program is trying to connect to the servers - for example as we speak "connecting #11"; the issue arose about a week ago. It appears to be quite random, sometimes it connects straight away, other times after a reboot and sometimes not at all (leave it a few hours at which point it again may or may not work).
My firewall isn't blocking the program and as it's random it couldn't really be that anyway. Any one else seen this or have any ideas? -
Quote:I agree with all of your comments - Earth/Rad is a very good combo.And you can debuff the foe's ToHit with Radiation Infection. Stone Cages + RI can almost act like an AoE Hold . . . at level 4.
Earth/Rad has so many tools to handle so many situations. Team Heal; Team buff of a bunch of things including Recharge and Recovery; Debuffs to increase team damage and reduce foe's ToHit, Defense, Damage and Regen; two of the three best AoE Holds in the game.
My point is that it pulls a lot of aggro, playing mine in Croatoa emphasised this. Rad Caps hit hard at range and on open maps it's very hard to debuff.
I switched from my Earth/Rad to FF/Dark Defender and suddenly no more deaths - FF is that good. :-) -
If the alt uses weapons based attacks take Kick to prevent re-draw. Don't waste any slots on it but I'd keep it in your power tray in case of -recharge - other than that yeah....not really worth using.