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Posts
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Hey All,
So a friend of mine just made herself a forum name and posted on a few threads, so since I agreed with what she said I tossed her a rep point and her icon went from grey to green with one +rep.
Mine however, regardless of the one she gave back is still grey? do I need a certain ratio of Rep/posts or something? -
Quote:Actually I found that alot of the debuff powers for Rad were not necessary when solo'ing all that much (ie, I would only need one every 10 mish's or so), ITF/STF wise however, it's needed bad and you will likly be rejected if you don't have it.RI is a pretty vital component for soloing and for teams, just so you know. About the only time RI isn't useful is when you have a team steamrolling "easy" groups so fast that most of the spawn is dead before the cast animation for RI is complete. On any challenging team content, RI is invaluable. On most solo stuff, it is great as well.
Lewis -
I would roll a Grav/TA or Earth/TA for all the control you'll ever need, AND IF the Oil Slick actually lights, not a bad bit of damage output either.
I would go with Grav/TA myself, but I'm trying to ring in my altitus ATM and get my Fire/Kin's going.
Oh, and Plant/anything rules! -
Quote:I do belive your right about the ToHit being unresitable, same as Flash Arrow from Trick Arrow. I was considering taking it in my build somewhere, as I am considering skipping Hasten since with 2X SB And Siphon speed and 3x of every power I don't think I need MORE recharge so I'll have room for something else, hell I might take Stimulant
I have it on my Fire/Kin because she mainly solos. I'm still not all that thrilled with Smoke and will probably replace it with Super Speed + Stealth IO. On a small team that moves a bit cautiously, I can see it being useful. It could allow you to pause to buff the team before a battle without drawing aggro. It really depends on your playstyle.
One interesting aspect of Smoke is that I believe that the ToHitDebuff is unresistable, so even AVs get its full effect without the debuff modifier that most debuffs get. If three of you used it, it would add up to a decent amount of ToHit Debuff.
/ducks! -
Quote:That is a good idea, and a few others have suggested a few other combinations, problem is, I really perfer everyone to have the same powers/timers/ect.With three Fire/X controllers, I'd go with 1 Fire/Kin, 1 Fire/Rad and 1 Fire/FF. Everyone runs maneuvers and you'll get some good defense plus some mez protection. One speed boost plus one fulcrum shift is really enough...
I know I should DIVERSIFY, but I can't. -
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Quote:Sorry MM, it's not going to happen, I'll have perma SB x2 on every toon with my new setup, so I don't need it, even with Manouvers/assasut/tough/weave/APP shield going, hello Transference.It is kind of a running joke on these Controller boards. MM is the Chief Priestess of the Church of the Blue Bar because she believes that every character MUST have Stamina at level 20 -- no exceptions.
Quote:I'm willing to delay Stamina to 22 on a few builds, but not many. But I actually have a small number of characters without the fitness pool, like my Warshade and my Kin/Elec Defender. So I'm not quite a "true believer." There are some people who think that Stamina is optional on any build -- those people are complete heathens.
Quote:On Ring of Fire: If you were going to mostly solo, then I would say definitely take it for single target damage. On a small team of Fire Controllers, you might want it in low levels, but by the time you hit the upper levels, you won't need it for damage. Late in the game, it can be somewhat useful for immobilizing AVs, but whether it is worth a power pick for that is questionable.
Quote:With three Fire/* controllers, you can spread around some of the situational utility powers -- one of you could take Smoke, another take Bonfire, and let the Rad have Mutation.
Quote:Oh, I certainly see the benefits of Recall Friend, but I question whether Teleport Foe is needed for your build. The only character I use that power on is my Warshade . . . to grab Voids and Quants and dispose of them before fighting the rest. The team you are putting together should be mostly steamrolling through most missions, and you really won't need Teleport Foe. I think other powers will provide more benefit. -
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Quote:Opps my bad, they are ALL fire trollers, 2 are Fire/Kin and 1 is Fire/Rad, mind you, I might get rid of the /rad and get another Kin, Perma 2X SB sounds niceYou have a kind of specialized build for a team like that. You didn't explain the make up of the rest of the team other than their secondaries.
Quote:Char is a single target hold with some damage. Default slotting for mez powers including Flashfire, Cinders and single target holds is 2 Acc, 2 Rech, 2 Hold. However, if you need to use Char as a damage power, then you can replace 1 or 2 Hold with Damage. Or you could go with other variations like 1 Acc, 1 Rech, 1 Hold, 3 Damage.
Quote:Transfusion: I like 2 Acc, 2 Heal, 2 Rech, with 2 Acc most important.
Fire Cages: Basic slotting is 2 Acc, 1-2 EndRdx. The damage in Fire Cages isn't very high, so those slots can do more elsewhere. I suggest damage procs over slotting for Damage.Quote:Ring of Fire: (you don't have it in your build, but you mentioned it.) Slot is as a basic damage power - 1 Acc, 3 Damage. Its best use in low levels is as a single target damage power.
All execellent suggestions Local, thanks!
Quote:Siphon Speed: I wouldn't skip this, as the Recharge buff will help Flashfire and other long recharge powers come back faster. I would take Siphon Speed over Siphon Power. 2 Acc, 3 Rech with Acc having higher importance.
Quote:Hot Feet: Maximize EndRdx and Damage, with a little accuracy. This power really benefits from "frankenslotting" with IOs. 2-3 EndRdx, 2-3 Damage and 1 Accuracy depending upon your endurance needs. You might be able to get away with 2 EndRdx, 1 Acc, 3 damage.
Flashfire and Cinders each have a 20% Accuracy penalty, so you need 2 Accuracy first. Then 2 Recharge and 2 Hold (for Cinders) or 2 Stun (for Flashfire).
Speed Boost: 1 EndMod should be sufficient.
IR: 2 Jump should be enough.
Assault: 2 EndRedx is enough.
Fire Imps: Minimum slotting should be 1 Acc, 3 Damage, but more Accuracy and some Recharge (for when they die) is nice.
My fault for not explaining this, I will have recall friend so that I run One toon to the mish and then teleport the others in, sorry I wasn't clear. -
Hey everyone!
Ok, so before I can afford all those great sets, or Purples or anything else for that matter and I am using only DO/SO/IO ect. ect. how would you slot your powers?
I have posted a sample build up to 32 (imps), could anyone give me some pointers?
Note: Did not take Siphon Speed as my Rad will handle the debuff's
Note: Before anyone posts about not having Stamina I don't need it with my builds because I used 3 characters at once, 2 of them Are Kins (so Perma SB on every toon) and the other is a Rad who will have perma 2X SB and with the recharge from that (100%) and the recharge from her own AM, AM will also be perma so hence, I do not require Stamina.
So, how should I slot my attacks (char,Ring of fire, ect. ect. ect.)?
Note: I'm using Teleport as my power so I only have to run 1 person to a spot and get the rest of the team there quickly
Thanks guys
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 33 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Hero Profile:
Level 1: Char -- Empty(A), Empty(7), Empty(17), Empty(17)
Level 1: Transfusion -- Empty(A), Empty(7)
Level 2: Fire Cages -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(11), Empty(11)
Level 4: Siphon Power -- Empty(A), Empty(5)
Level 6: Hasten -- Empty(A), Empty(9), Empty(9)
Level 8: Hot Feet -- Empty(A), Empty(31)
Level 10: Boxing -- Empty(A)
Level 12: Flashfire -- Empty(A), Empty(13), Empty(13)
Level 14: Tough -- Empty(A), Empty(15), Empty(15)
Level 16: Recall Friend -- Empty(A)
Level 18: Cinders -- Empty(A), Empty(19), Empty(19)
Level 20: Speed Boost -- Empty(A), Empty(21), Empty(21)
Level 22: Weave -- Empty(A), Empty(23), Empty(23)
Level 24: Maneuvers -- Empty(A), Empty(25), Empty(25)
Level 26: Assault -- Empty(A), Empty(27), Empty(27)
Level 28: Inertial Reduction -- Empty(A), Empty(29), Empty(29)
Level 30: Teleport Foe -- Empty(A), Empty(31), Empty(31)
Level 32: Fire Imps -- Empty(A), Empty(33), Empty(33)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
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I'm stoked, can't wait for it.
Wonder if there will be any sapping? -
Quote:I assume you mean fire kills faster post 32 (with your pets)?Plant is a fun set that gets the best early AoE control of any primary. To me, Plant is a bit of a one-trick pony. It relies heavily on Seeds + Roots. Everything else in the set leverages off of that combo. It has weak single target damage but pretty good AoE damage over time. Generally, you can kill groups of foes just as fast as single targets . . . it takes a little while, though. And if you run into foes who resist Confuse (Nemesis) or Immobs (Council Wolves), you are not very effective. The pet is a little bit weak, but combined with Carrion Creepers, it compares to the pets for other sets. However, Twoey (for Audrey II) is the coolest looking pet available to controllers.
Fire kills faster, but Plant is a good set.
I think that Plant is a great starter set for the OP to try as the early controls really give a feel for the whole "Controller" idea.
Yes you do rely on Seeds alot, but since it works so well with the exception of the two types of enemy's that you mentioned I would not really consider that a weakness, espically when you pair it with Rad, if they resist your Immob or Seeds you can still debuff and use your 2x damage AoE and Vines and Creepers to do the job, and you still have the sleep if you took it.
The pet is not that weak IMHO, again debuff whatever it's fighting and it will be fine.
PLANT..
Besides, nothing is better then confusing a pile of mobs and then rooting them to death -
Quote:and I can't belive that a page of posts in that NO ONE has mentioned, IMHO the best 'troller set of them all....PLANT.wow..i am really impressed with all the feedback i have recieved. last night i rolled a fire/rad a ill/rad and a earth/storm. I will play all 3 for a while to see what i like best. I may hold off on the earth/storm until GR goes live because earth/storm powers just seem really villianous to me. All that property damage isnt very hero like. LOL
Thank you all again for your awesome feedback
It starts off great, the level 4 AoE immob does 2X the damage of any of the other sets (including the much bally-hoo'ed Fire set), after that, you get a AoE Sleep and then, the best power of the set, at level 8, Seeds of Confusion, an AoE confuse, which you can easily with just store bought enhancer's get to recharge long before the effect wares off. Pair this with Rad and your pretty unstopable, and thats not counting the AoE Hold, AoE creepers, which has damage and -fly and knockdown.
Yes, some folks do not like the pet, I actually do, cast that into a pile of mobs + an AV, hit the AV with the rad debuffs and seeds on the rest and all of a sudden the AV is the one out numbered.
PLANT..... -
Quote:Congrats on new computer.
I would also advise using game booster software application.
It temporally shuts off certain windows services which do not need to be run when gaming to save cpu an memory usage.
First Gratz!
Also, Janel can you linky some of this software? sounds like a great idea. -
Thanks everyone, I am changing my attack sequence a little, hitting the RIs (2 of them) FIRST then tossing out seeds, I'll give it a shot.!
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Quote:No, heh, if they don't fall under it's spell they know who did it....Is spore burst non-aggro like mass hypnosis? If so, you can consider opening with it. That will let you lay down debuffs and seeds without getting hammered. Then when you start with the aoe damage, and everything wakes up, they will already be debuffed, confused, etc.
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I don't think I explained myself very well so to make sure that I'm clear.
When I toss Seeds I am tossing RI and LR at the same time... but I find that if the seeds is resisted and my target happens to be the one that doesn't move...
In Honesty I don't know why I am having such issues against the Tsoo, they are orange (the spirits) and red (The Sorc).
Should I toss the Immob first with a RI or two then seeds? The Alpha more often then not can really kill a toon (since it might be 3-4 shots at one time). -
I don't think I explained myself very well so to make sure that I'm clear.
When I toss Seeds I am tossing RI and LR at the same time... but I find that if the seeds is resisted and my target happens to be the one that doesn't move...
In Honesty I don't know why I am having such issues against the Tsoo, they are orange (the spirits) and red (The Sorc).
Should I toss the Immob first with a RI or two then seeds? The Alpha more often then not can really kill a toon (since it might be 3-4 shots at one time). -
Hello All.
Sorry in advance for the long/cross post.
Ok, so here is the situation, I have a team with a a Rad Troller and 2 Rad Fender's. They are in their late 20's ATM.
What I am finding is that if Seeds of Confusion does not land well, the battle is usually lost, with at least a toon or two (or all of them) faceplanting.
My opening combo of attacks (again I have 3 toons) is the Troller tosses Seeds, with one of the Defenders hitting Lingering Radation and the other Radation Infection, after that the next round is the Troller using the AoE Immob and the two Fenders launching some AoE attcks.
If the seeds takes hold it's no problem, but the last mission that I did I faced off against the Tsoo, and I died 3 or 4 times against similar groups of 1 Sorceror and 3 or 4 Spirits. The Seeds did not hold and the AoE Immob also did not and they (The Spirits) causally walked over and needed me to death.
My question is, should I have a different opening sequence of powers? should I try to immob first? or hit 2 RI's with the Seeds? My Rad fenders (both Dual Pistol also have the Stun, and 2 of them is a Mag 6 to a single target at least). All three toons are Rad's so what combinations would be best?
Note: All Attacks or Debuffs are slotted (if possible) with maximum number of ACC and I am running Tactics as well, I am assuming that the Tsoo in question need more then a Mag 3?
Any advice would be appreciated. -
Hello All.
Sorry in advance for the long/cross post.
Ok, so here is the situation, I have a team with a a Rad Troller and 2 Rad Fender's. They are in their late 20's ATM.
What I am finding is that if Seeds of Confusion does not land well, the battle is usually lost, with at least a toon or two (or all of them) faceplanting.
My opening combo of attacks (again I have 3 toons) is the Troller tosses Seeds, with one of the Defenders hitting Lingering Radation and the other Radation Infection, after that the next round is the Troller using the AoE Immob and the two Fenders launching some AoE attcks.
If the seeds takes hold it's no problem, but the last mission that I did I faced off against the Tsoo, and I died 3 or 4 times against similar groups of 1 Sorceror and 3 or 4 Spirits. The Seeds did not hold and the AoE Immob also did not and they (The Spirits) causally walked over and needed me to death.
My question is, should I have a different opening sequence of powers? should I try to immob first? or hit 2 RI's with the Seeds? My Rad fenders (both Dual Pistol also have the Stun, and 2 of them is a Mag 6 to a single target at least). All three toons are Rad's so what combinations would be best?
Note: All Attacks or Debuffs are slotted (if possible) with maximum number of ACC and I am running Tactics as well, I am assuming that the Tsoo in question need more then a Mag 3?
Any advice would be appreciated. -
Hey All,
I checked the test server forums and the normal forums but don't see any patch notes? anyone got a linky? -
Thanks for all the help everyone.
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Hey all,
So I'm trying to figure out the actual recharge time of a power, including all bonuses/slots.
Anyone have a formula for that? I've got 160% recharge with my team going (3x AM and 1 Hasten) so how would I figure it out?