Saltyhero13

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  1. Quote:
    Originally Posted by Maroon Warlock View Post
    Even if the defense in my proposed build is somewhat meaningless
    DEF is another form of mitigation that layers with your controls to protect you. I don't think its a waste, especially on a toon that has no form of self healing. The beauty of building for DEF is that it takes no action to protect you and is always on. What I don't agree with is builds that sacrifice too much to get that DEF.

    I'm a little late to the party and I think others have adequately commented on your build so I wont provide any new insights there. I will share my proposed build with you. The character is fresh out of Praetoria and is not slotted with IOs yet. I'm not even sure if this is the final build I will go with.

    Like you I decided to build for + Ranged DEF. I was able to get +40% Ranged DEF with IOs. In my mind that was the "good enough" point considering Earth/ has some serious mitigation in its bag. Perhapse you can glean something from this build:

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    Best of luck with whatever approach you take!
  2. Saltyhero13

    Elec/Rad builds?

    Quote:
    Originally Posted by Gatecrasher View Post
    Hey there,

    So I was contemplating another Controller, and I was thinking Electric/Radiation could be a lot of fun (I think Choking Cloud + Conductive Aura could be pretty amusing). Anyone got any experiences with it they'd care to share?

    Later on,
    Gate
    After tinkering with several combinations of Elec/, including Elec/Cold, Elec/Thermal, and Elec/Sonic, I settled on Elec/Rad/Mu and leveled one to 50 shortly after GR was released.

    IMO the two sets have great synergy together and offer lots of layered soft and hard control to "lockdown" enemies. IMO the secondary endurance drain effect is an important aspect of Elec/ that plays well into this layer approach of control. Note that some of these controls are delivered via a chaining mechanic that can lead to some interesting tactics.

    To answer one of your questions directly yes as you imagined CC+CA actually work great together.

    From the two sets I ended up skipping out on Paralyzing Blast from Elec/ and Fallout from /Rad.

    Something that deserves discussion are two powers I see often skipped: Static Field and Jolting Chain. IMO I personally could not recommend to anyone to skip either of these powers. Even at 50 I found these powers to have great utility.

    I don't have the numbers in front of me but Static Field, despite being a sleep, is actually a great power. It a pulsing sleep that also has a slow and a -end component to it (per the description). In addition it also provides a +end to allies that stand in it. The fact that it recharges fairly quickly is another pro for this power. In my experience I found Jolting Chain to be a great power even in the late game. Here are some things I found interesting about JC:
    • Its up fairly quickly and it chains/branches quickly.
    • Not many mobs are resistant to KD.
    • It can be used in a pseudo "Out of Line of Sight" fashion. The chaining mechanic lets you KD a group with only one enemy exposed.
    • Most IO (not all) procs propagate through the jumps. This opens a new dimension to slotting. As an example the slotting I use below.
    Jolting Chain
    • (A) Accuracy IO: Level 50
    • (7) Tempest - Chance of End Drain: Level 30
    • (7) Devastation - Chance of Hold: Level 50
    • (9) Apocalypse - Chance of Damage(Negative): Level 50
    • (9) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (11) Explosive Strike - Chance for Smashing Damage: Level 20
    That is my take on these two sets in combination. Best of luck if you decide to roll one up. Its a lot of fun.
  3. Quote:
    Originally Posted by Eleutherios View Post
    I may be wrong on this, but doesn't rent for that salvage storage come due every four to six weeks?
    Yes but removing members as he has described can leave you in a deficit.
  4. Saltyhero13

    Regen issues

    I would like to see a fix that would improve the set to a level that would be acceptable for proliferation by tankers and brutes.

    In game I had a discussion with my teammates during a blue side respec about this very topic. One of the suggestions thrown out was to give /Regen a toggle that improved both RES and DEF based on the number of enemy within range. Another suggestion was to also add a toggle that increased global recharge based on the number of enemies in range (metabolic rate increased).

    Suspending all belief and disregarding the "cottage rule" for a moment how would you fix Regen for a porting over to Brutes/Tankers?
  5. I have no experience with DM/Shield (I have played /Shield however). I won't comment on this combination.

    As far as DM/Fire I rerolled my scrapper (played to level 50) as a brute and I like it much better. I admit the majority of my experience with the scrapper was well before the juicy changes to /Fiery, so take that into account.

    I would still recommend the brute over the scrapper for several reason:

    The brute seems much more survivable, (yet still squishy at times).

    The brute soul mastery app was a superior choice IMO. It offers tools that improve survivability while having the potential of improving ST and AoE damage. Gloom is that good!

    Brute fury affects Burn. I don't believe this can crit for scrappers.

    The /Fiery damage aura has a taunt component for brutes. For scrappers it does not. With the current changes to Burn some scrappers are still reporting "run" behavior from mobs. I think taunt aura is the big difference.

    It appears Fiery Embrace can benefit from brute fury as well. It does not appear this gets any benefit from the scrapper inherent. (I cannot verify the second part)


    Don't get me wrong by my presentation of the Pros of going brute, there are advantages of going scrapper. From my personal experience the combo plays better for me on a brute.

    Best of luck making your selection.
  6. Quote:
    Originally Posted by Psiphon View Post
    I was going to run a Fire/Cold but I see conflicts in the two. I can see the benefits of /Cold for the Imps but Fire needs to be played in melee in order to leverage HotFeet. Cold doesn't seem to give the personal mitigation that I would like when playing in melee, no self heal, mez protection or extra control that I get from my Fire/Rad or Fire/FF. It does have sleet but the KD in that will be negated if I use cages for containment with hotfeet.
    So with Fire/cold - I'm not sure.
    There is only conflict if you don't play smartly. Its the same thing with these knuckleheads that claim Ice/ sucks and you go watch them in game and they use Ice Slick immediately followed by the AoE immobilization. From having actually played these sets in combination from 1-50 in normal content I never felt any apparent conflicts. Early on was rough only because Fitness wasn't inherent yet. That was about it.

    Leveling up, your controls will protect you, though I didn't play in melee until the later levels when I had more controls developed. Post 40 I recommend looking at /Ice mastery or /Stone Mastery. I went with /Stone Mastery because its primarily Melee and had a +HP/Heal. Either way both APPs would be fairly easy to softcap with IOs. That's all the protection you need.

    Don't let me sell you on it though. It seems like you are well versed enough with Fire/ that if you have your doubts you probably wont enjoy this combo.
  7. In toggles (e.g. Arctic Air, Mudpots, and World of Confusion) proc IOs only have a chance to fire every 10 seconds that the target is in range. I could see a Controller choosing comparable slotting. Dominator's don't have problems generating damage. These two reasons alone are why I think this slotting is a waste.

    Regardless all three toggle powers need more End Redux slotted (Unless you plan on going Ageless and/or Cardiac). With your current slotting your net endurance recovery is abysmal. Even with /Earth Assault Melee powers being as endurance efficient as they are, I believe you proposed toggle slotting will be enough to cripple the build.
  8. I cant comment on /Earth Assault past the mid 20s but I have played Earth Control/ several times a few to 50.

    First off what are your goals for this build? Looking at the build your generalist +DEF strategy sacrifices too much in pursuit of IO bonuses. You may get more mileage out of the build if you focused on S/L DEF or Ranged DEF only. With Earth Assault's best powers being Melee activated I would recommend S/L DEF.

    A few key things that stand out IMO are:

    • Fossilize is a power that will serve you all the way to 50 and beyond. It is severely under slotted.
    • Stone Spears is over slotted. I use this power for control and nothing else. It has identical DPA to Fossilize. Putting those slots in Fossilize will serve you better IMO even if you slot it as a damage power.
    • Tremor has a very long animation that kills the DPA for that power. Unfortunately its the only AoE available until Fissure. I can understand your decision to not slot this power. I could see players making an argument for it as well.
    • Combat Jumping's DEF values are so low to begin with that you are getting very little out of the second and third slots in that power (about ~1.5% DEF). The set bonuses are nothing grand either.
    • Quicksand is way over slotted. Its a great power with one or two slots. You can get better bonuses out of another set if you put those slots elsewhere.
    • Stalagmites is a control and IMO should be slotted as such. Its one of your only AoE control powers that charges frequently enough to be available every mob. I think the Posi IO set is a very poor choice here. Stupefy offers 6.25% Recharge and is also a lot cheaper.
    • Tough is over slotted. If you were going the DEF to all route the Reactive Armor set offers some +DEF options.
    • No Stone Mallet? From my understanding it is possible to have a seamless ST chain with Stone Mallet, Heavy Mallet, and Seismic Smash. If you go the S/L DEF route this is another power that can take the Kinetic Combat set as well.
    • Heavy Mallet is under slotted. 'nuff said.
    • Animate Stone (AKA Poo Man or Stoney) is a great pet. He is tough as nails and makes for a great pocket tank. Way under slotted IMO.
    • Fissure is way underslotted. Its you only AoE until your epic.
    • Steadfast -KB in Fire Shield? Domination provides status protection including KB protection. IMO this IO is a wasted slot.
    Judging buy the under slotting or omission of your best melee powers I get the impression that you plan to play this character at range ( I could be mistaken). If so /Earth Assault is a poor choice as a secondary. I would recommend /Fire over /Earth if that's the case.

    Hopefully I didn't come off too harsh. Just my 2 Inf. I wouldn't want to see your toon struggle because of poor power choices and/or slotting.

    Good Luck with your build!
  9. Quote:
    Originally Posted by Infini View Post
    In the first post I made in this thread I did state I was not an expert on either powerset (as in I have never played either). If FB is great on doms, then by all means take it. I was simply unaware of this tidbit.
    Interesting. Never played and not an expert, implying having played, are vastly different.A lack of clarity and misunderstanding on my part.
  10. Quote:
    Originally Posted by ScreamingMetal View Post
    Thanks for chiming in over here Salty! I think it was you that steered me in this direction to begin with!

    I started tearing in to trying to understand how to slot effectively. I got Mids and I'm going to post my build to 20 and let you guys take a look. I'm only 11 or 12 right now (I had to go out of town for 4 days), but I'm pretty sure I have a free respec I can use to rebuild how I think it should be done.

    Build incoming as soon as I figure out how!
    Oh no! You are in trouble now!

    You can always post a build with just SOs or just Power choices if you are seeking advice for slotting. Even amongst us ( * )'s on the forums there is always a kind soul willing to help.

    Check your inbox while you are at it.
  11. Quote:
    Originally Posted by ScreamingMetal View Post
    Thanks Infini....... Though, I thought from reading, that Stone Cages was a lackluster choice? Any thoughts on that?
    The Earth/ Immobilizations (ST and AoE) have a -FLY component. Beyond this aspect I found them useless and a subpar choice on Dominators. Ultimately I skipped them both in trade for other power selections.

    Quote:
    Originally Posted by Infini View Post
    Using low level IOs...

    <snipped for brevity>
    Not trying to be mean or anything but I'm perplexed as to why you would advise someone to skip Fire Breath?

    Unlike its incarnations in other ATs, Fire Breath is an outstanding power on Dominators and is a great source of early AoE damage. IMO its a mistake to not pick this power up as soon as its available. I about @#$% myself the first time I used it......its that good!

    I can see folks skipping Combustion because its executed within Melee range and is a DoT in nature......but don't skip Fire Breath.
  12. Quote:
    Originally Posted by Weather Lord View Post
    I just have a few questions regarding some of the Cold powers. Firstly, is Frostwork worth taking? I have read on the forums on occasion that many people have mixed feelings about it.
    Frostworks adds ~500HP to the Fire Imps' ~1000HP @Lvl 50 (w/o slotting) as an example. 50% HP per Fire Imp is well worth it in my eyes. So its great with just its native slot.

    For most ATs 500HP more than caps out their HP so the excess is considered a waste. This is why its considered a wasted power selection for most.

    IMO the hidden advantage of Frostworks is that its a proactive power that requires one action. In contrast Aid Other would require two reactive applications to have an equivalent benefit. One proactive action vice two reactive actions. IMO in short Frostworks lets you buy freedom of action up front; actions that can be spent controlling or debuffing the situation.

    As always YMMV.

    Quote:
    Originally Posted by Weather Lord View Post
    With the shields and Arctic Fog on, I figure thats about ~23ish defence enhanced per pet and/or other player. Assuming these buffs are applied to squishy pets, such as Imps or Jack Frost, would that greatly increase their survivability?
    Its even better than that.

    There are two unique PET IO that grant +5%DEF each, so add another +10% to your figure. With Maneuvers add another ~4% DEF. Its fairly easy to hit +40% DEF on your pets. If you go Fire/ you can add Smoke (-5% To Hit) for good measure.

    Be warned that I suspect the Pet vs. Critter defense/to hit table table has different values than the Player vs Critter equivalent table. The point of this is that +45% DEF may not necessarily be the equivalent of softcapped DEF as it would be to a player.

    Is it still worth it? Hell yeah its worth buffing your pets and fellow Players! With your buffs, their survivability gains will be substantial enough to notice.

    Quote:
    Originally Posted by Weather Lord View Post
    And finally, alot of the powers in the Cold set seem to scream +recharge, how difficult would it be to perma some of these powers, such as Heat Loss most notably? 1min 30s duration compared to a 6 min recharge, that seems pretty substantial?
    With IO sets that grant global recharge bonuses, the Alpha Spiritual tree, and/or the Destiny Ageless Tree its quite feasible to make those powers perma or "close enough" near perma.

    I hope that helps! GL with whatever combo you choose!
  13. Quote:
    Originally Posted by Weather Lord View Post
    What's you favorite /Cold controller and why?
    I'll cast my vote for Fire/Cold especially with the upcoming changes. /Cold helps round out Fire/ in the control department with Sleet and Snow Storm. /Cold also brings some endurance management to the table to help offset the cost of running Hotfeet. Great shields and Frostworks can be applied to Fire Imps to extend their longevity. Great ST debuffs for those hard targets. I paired mine with /Stone app for melee action, the hp boost and soft capping potential. /Ice app would go well too. Have patience it's a late blooming combo.
  14. Saltyhero13

    Mind/TA Question

    Quote:
    Originally Posted by Mortimer_NA View Post
    *grabs his vanguard shield and waits for the battle of words to begin*

    Thanks again. I will be playing this toon over the next few weeks and will most likely revisit this post with further questions.

    *Dances off to mindwipe someone and fire a poison gas arrow at a Skull's butt*
    No problem. Anytime!
  15. Saltyhero13

    Mind/TA Question

    Quote:
    Originally Posted by Mortimer_NA View Post
    Thank you. I was pretty sure I was misunderstanding this toon. I wonder if I am perhaps misunderstanding the term "soft control" as well. Could you please explain to me the difference between hard and soft control?
    There are no set definitions today as they have been bastardized from their original meaning.

    "Hard" control originally meant controls that prevented the enemy from attacking even if attacked. As an example Holds, Stuns, and Confuse fall in this category.

    "Soft" control meant controls that limited an enemy's ability to retaliate. As an example Slows, Fears, and Immobilization would fall in this category.

    Like I said earlier these definitions were never formally defined. Over time folks assumed it meant something to do with setting up containment.

    I'm sure this question will be quite the stir on these boards.
  16. Saltyhero13

    Mind/TA Question

    Quote:
    Originally Posted by Mortimer_NA View Post
    I have rolled a Mind/TA and have begun running the Hollows arcs. Its playstyle seems very different from many of the toons I have played before and that it what drew me to the toon. I tend to play very AoE centric toons. This seems to focus mostly on ST control/damage. I guess what I am asking is what role will a mind/TA controller play in the game as it is now. In this world of Incarnate trials, fast moving steam roller teams, and a need(???) for hard control where does the Mind controller with its soft control in Sleep and terror with ST hold and Knockup mitigation fit in? TA confuses me even more. I am sure that as I play the toon more I will learn more but what will all of you expect from me?
    Early on Mind/TA may seem very ST focused but I assure you it's not so in the higher levels (post 20s). Also despite it having "soft" control, as you use the term, Mind/ can lock down spawns aggro free, something most other "soft" control sets cannot do.

    I think this combo will do well on fast moving teams considering all the debuff and control options available.

    As far as /TA is all debuffs and control that works best when layered with each other.

    You'll get the groove of it. Best of luck!
  17. Quote:
    Originally Posted by Another_Fan View Post
    Burn >> shield charge

    Fiery embrace makes up for no AAO
    Defensively it isn't better
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    Yup! Which matters not at all on a farm where the critters aren't running and you're at the aggro cap for 90% of the run.

    Brute Claws Spin versus Brute SS Footstomp:

    Spin: 78.83 base damage; 14 second base recharge; Max Target 10

    Footstomp: 59.23 base damage; 20 second base recharge; Max Target 10

    150% damage buff from fury
    100% damage buff from rage
    75% damage buff from followup

    95% recharge reduction in both

    New values:
    Spin: 256.1975 recharging every 7.18 seconds

    Footstomp: 207.305 recharging every 10.25 seconds

    Claws also gets eviscerate. Claws gets spin at level 6 instead of level 32 with footstomp. Claws has no 10 seconds of no damage rage crash.

    Claws rules! See new post for more discussion.
    Darn it! Now I wish we could have Claws/Shield.
  19. Quote:
    Originally Posted by Airone6120 View Post
    Im gonna roll through with the Illusion / TA... Since i already have a earth/ rad.

    Fire cold also seems real nice.
    Both make excellent controllers on teams and solo. They are two of my favorite controller combos.

    Plant/Storm was another suggestion I was going to throw out for you. /Storm doesn't have many buffs but it has plenty of debuffs. It is pure AoE destruction at higher levels.

    FYI /Cold is getting a nice "buff" in the near future (as is Thermal, Sonic and FF). Instead of having to buff everyone with your shields individually it will now buff everyone within 30 ft with your shields.
  20. Quote:
    Originally Posted by KazamaMakkuro View Post
    DM/Fire Scrapper i've been working on. Advice with getting more out of it, and Incarnate powers most beneficial to this build would be a big help. Thanks
    I'm no Dark/Fire expert but Ill share my experience from having a played a DM/FA as a scrapper to 50 and a now rerolled as a brute currently in the mid 30s. The build isn't too bad but there are a couple of things that stand out for me that I'll comment on.

    First off I think Smite is under slotted. Its a key ingredient to your best attack chain and deserves more slots than just the two IMO.

    I think Temperature Protection is over slotted. It will cap you out on Fire RES on its own unslotted. IMO this power can do with just one slot.

    Unless its for a set bonus the second slot in Combat Jumping is offering you very little (~.5% Def).

    Stamina is way over slotted and is not worth the sacrifice for the set bonus IMO. Those slots would probably be best used elsewhere.

    Soul Drain needs accuracy to hit. The set you have in SD offers none. Until they release an "Accurate To Hit" IO set I would recommend using the Obliteration set in this power.

    Midnight Grasp needs another slot to boost its Accuracy and Recharge at the minimum, Damage could use a boost too IMO.

    I think going the heavy S/L DEF route with a secondary emphasis on Recharge like you did is quite viable. My brute is going this route.

    If I were to dust off my scrapper and rebuild it I would probably go the heavy recharge route especially with Shadow Meld. It would probably look something like this (I haven't figured out how I would deconflict the 6th 5% Recharge bonus so the build violates the "Rule of Five") and I would use Shadow Meld proactively before every fight.:


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    As far as Incarnate stuff Alpha Slot Spiritual is a good candidate. Muscular is a great choice as well. Destiny Slot Barrier may be another choice to consider.
  21. Quote:
    Originally Posted by Airone6120 View Post
    I might go with either illusion rad or plant rad. any other suggestions guys that i could consider to bee worth while.
    Have you thought of Ill/TA or Fire/Cold?

    Ill/TA only has debuffs but /TA brings some extra controls to the table to compliment Ill/. I do warn you depending on your play style the redraw may no suit you.

    Fire/Cold. Fire/ on its own isn't particularly strong in terms of controls but that's where /Cold steps in with some added controls. Cold also has some of the most notable buffs and debuffs amongst the controller secondaries.
  22. Quote:
    Originally Posted by AF_Bill View Post
    Very helpful and thank you
    No sweat and GL. I added some more info to my OP about rent that may be helpful.

    I started out with a solo base for storage too on blueside. About 6-9 months of casual play I managed to outfit it with telepads to all 22 zones and maximize the storage. So its well within the realm of reason to build a base for your storage purposes within a short amount of time. Just be patient and you will get there.
  23. Quote:
    Originally Posted by ScreamingMetal View Post
    First off, THANKS FOR THE HELP!!

    Great response over here! So, I'm basically looking at Plant/Storm Controller, or Earth/Fire Dom. I have to say, conceptually, I'm much more interested in the Earth/Fire Dom, but I couldn't get much help over on the Dom forum when asking for some leveling build help to get me rolling. So, I thought I would ask over here, and I hope no one minds....

    So, for either Plant/Storm OR Earth/Fire Dom, could someone post for me a leveling build up to like 20ish, so I can play some this weekend without gimping myself? I wouldn't really need to know what IO's to slot, because I won't have any inf to start with. But, it would be nice to know where to slot and what to put in them considering I would only be using what drops, or what I can buy from a vendor. I would really appreciate it because it would give me a little time to get a feel for the set, and research more on how to take it from there. Seeing that I'm coming back to the game, I'm itching to bash skulls, not spend that time reading! I like to do the research part when I'm away from the game!

    Thanks!
    For Plant/ I skipped Spores Burst and Vines. From /Storm I skipped O2 and Thunderclap (but is recommended with /Stone Mastery). Snow Storm is skippable too.

    Leveling up, Roots is ok for damage (definetly better that other AoE Immobs and its not like we have any other options), but in the long run I found it to be a terribly inefficient use of endurance. I primarily use it to keep things clustered and for the -KB it offers. As soon as I stopped using it for damage my endurance woes went away. This was pre-Incarnates content, so you can probably get away with going Cardiac+Ageless if you want it as a damage power. I personally don't like being locked into incarnate choices that can be offset with a simple play style change with no performance loss. In game I still hear Plant/Storm players complain that choosing Cardiac+Ageless had not solved their endurance problems.

    I'm personally a fan of Hover on /Storm. This will allow you to place LS more effectively (turning Knockback into Knockdown) as well as "Herd"icane (cluster mobs up) more efficiently.

    For Plant/Storm I recommend looking at either /Stone Mastery or /Ice Mastery for your epic pools of choice at some point. I bring this up now because this choice may alter your play style as to whether you will be a Ground Based Plant/Storm or a Air Based Plant/Storm. Many of Stone's powers are quick charging and ground activated. This limits your ability to remain airborne and use your Stone powers. Ice doesn't have the same limitation. All of its powers can be activated from the air or ground.

    My Earth/Fire Dom is still a lowbie lvl 22 (but its my second Earth/ Dom and 4th time playing the set) I skipped Stone Prison, Stone Cages, and Salt Crystals on Earth/ ( I plan on taking everything else.) On the /Fire side I took everything (with plans on skipping Blazing bolt.). Note that Combustion is skippable as well if you decide to play purely at range. My epic of choice will most likely be /Fire Mastery for more AoE destruction.
  24. Quote:
    Originally Posted by AF_Bill View Post
    Greetings all,

    Ok, I’m new to this base building stuff. I’m only looking for a base to store my items for my own account. I’m just confused at what I would need. I’m looking to hold salvage, enhancements, recipes, etc. Although the email system is nice, it’s not a long term solution.

    Any assistance?

    Thank you
    FYI You can't store recipes in a base.

    These two links from Paragon Wiki will give you some info on Supergroups and Bases:

    http://wiki.cohtitan.com/wiki/Supergroup

    http://wiki.cohtitan.com/wiki/Base


    Workshop items are what you are interested in. The workshop link at the bottom of the second link (Base) will explain what items you need to store what materials and their respective prestige costs. Note that you are limited to 18 storage items regardless of plot size.

    To get started take a Lvl 10+ character to the SG registrar and form the SG. You'll need prestige to buy items. Having a second account will make inviting your alts a lot easier. I mention this because you get a 20K Prestige bonus per character that you add to the SG roster. Seperate from this, Praetorian born characters grant a 100K bonus to the SG if they have never been part of an SG.

    Depending on the storage items you will use you may require power and control items to run them. I would recommend using a Combo unit. It provides both Control and Power to run your base items. The Combo item can only be housed in an Oversight Center (3x3). To max on storage you'll need two of the 2x2 Workshop rooms to obtain full storage capability. So at the minimum plan on upgrading your plot to the one above the basic plot.

    This will give you a good starting point to construct you basic storage base. If you need more prestige don't forget to run in SG mode. You can also convert influence to prestige (i think its 500:1 influence to prestige)

    Every month you will be charged base rent in prestige. This link explains how rent is calculated:

    http://wiki.cohtitan.com/wiki/Rent

    You don't need to pay rent on time as soon as its due, you can delay paying rent right before they shut you power off to save yourself some prestige.

    Hope that helps.
  25. Quote:
    Originally Posted by ScreamingMetal View Post
    I'm returning to the game after about 1.5 years of being gone. My main in the past was a Mind/Rad controller. I played her up to around 40. I've also played Ill/Rad up to about 25 or so.

    I loved the utter complete lock-down I could achieve with Mind. I want to play something new though, so that I can play the new areas that Going Rogue brought. The one drawback of Mind/Rad was that it actually got boring with that much control. It was just lock em down, take em down one by one.

    Can you guys suggest a set that will provide control close to what Mind provided, with a little more damage output? I would prefer that it isn't Ill/Rad also. And I will be soloing about 75% of the time. Although this is the Controller section of the forums, I haven't ruled out a Dominator either, so if you happen to have Dominator suggestions, that would be great as well! I appreciate the suggestions!
    Earth/Fire Dominator is what you are looking for.