Saltyhero13

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  1. You can drop Stealth for Taunt and three slot with Triumphant Insult.

    Here is my newer build a little cheaper, runs cooler on endurance, but looses some defense.:

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  2. Quote:
    Originally Posted by MunkiLord View Post
    Figure I might as well ask here rather than start a new thread. Can vigilantes do patron arcs or do I need to go full villain?
    Unfortunately you must go full villain.
  3. Quote:
    Originally Posted by Pyro_Master_NA View Post
    If you go with dark/fire, make a brute, if you go with kin/fire, make a scrapper.
    This.

    Dark/Fire Brute with Soul Mastery is too good to pass up.
  4. Quote:
    Originally Posted by Madamme Mayhem View Post
    SOOOOO a hell of alot of def debuffing going on here - not that you can ever have enough - and a fair amount of slow. Not at all very dmging but hey controller. I think it would be quite fun to take a stab at an AV, it will probably take a rather long time but i bet it would be rather fun and interesting.
    What does anybody think????
    I think you are fine going with Stone Mastery but in AV fights I probably wouldn't stay in melee. Also beware AVs that deal S/L are in the minority so don't depend on your softcapped defenses too much. Best bet is to go with Ranged DEF.

    I was looking at this combo a while back but not for the purpose of becoming an AV Killer. I ended up going with Fire/Cold/Stone instead. If this combo doesn't work out for you you may want to check out an Earth/Thorny Dominator. Both Earth Control and Thorny Assault have an abundance of -DEF debuffs. Good AoE and ST too. You become a hardened target can opener with all that -DEF.

    Here is my crack at your build. Fully shielded and within range of Maneuvers+Arctic Fog+Pet DEF IOs Stoney will have +35% DEF on top of his native resists. Runs fairly cool on endurance so you are not dependent on Heat Loss all the time. Feel free to modify for your personal use.

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    Best of luck! It will be interesting to hear how your big game hunting goes.
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    It sounds like what you are saying is people are imagining that their characters don't die and the powers that contribute to that outcome.
    I didn't get that impression from Muon's post at all. He's commenting on how IOs play a big part in achieving these levels of performance and that the set should really be judged by its performance on SOs.

    <<shrug>> Not really here to mediate or speak for other players. The tail end of Muon's post is what really drew me here.

    Quote:
    Originally Posted by Muon_Neutrino View Post
    On another note, something I've thought of for flash freeze would be to add a ~8s unenhanceable mag 3 confuse to the power (justify it with some fluff blurb about how the sudden intense cold is a shock to the enemies' systems and if disturbed they might accidentally attack their allies). Along with the other changes I'd suggested, this means you can use it solo to absorb an alpha and get in close to allow AA to take effect, and on teams even if the sleep is immediately broken they'll at least waste their alpha on each other.
    Interesting suggestion. I agree that fixing Flash Freeze would be the best way to go, but I think it may be too powerful to add confuse, even if its unenhanceable.

    My suggestion would be to drop the damage component from Flash Freeze and add a -To Hit Debuff ala Bitter Ice Blast. This grants the set a way of breaking the alpha safely and extending a brief window of safety to engage at a closer range with AA. Something similar could be added to Shiver as well though I fear if the set is granted too much -To Hit the values would be made so small that it would be worth the investment.

    Regardless of the how, Ice Control could gain from getting looked at again for some fine tuning, but I doubt it ever will.
  6. Quote:
    Originally Posted by Straenge View Post
    Well, I think for something like Lusca or Kronos, it would never work. Maybe with the Incarnate powers but as I only have the second tier Pyro and 1st tier Victoria, I am still not sure. Thats why I wanted to start out with one of the smaller ones. Besides, I would like to at least say I was the first Ill/TA to solo one hehe.

    At the moment, i have Emp Arrow 4 slotted with Basilisk's Gaze for the recharge but from reading (and re-reading several times) the Enchiridion, I know that it isn't possible to extend out the -regen for it. I did find myself using it about 3 x's which almost made me bottom out but I needed to time PA better.

    Not sure why it never occured to me to test on AV's or GM's first in AE. I did attempt Statesman earlier but he was far too easy to be an AV so I need to adjust my settings.
    I think your best bet is to go with Ageless Destiny, Reactive Interface, and Vicky for Lore. Ageless will bring OSA and your other damage attacks up more frequently. Reactive has the Fire and -RES Procs. Vicky is just bad ***.

    It appears that Diamagnetic's -Regen is resistible ( unless it was patched) by GMs and AVs so I am not too confident that it can provide enough -Regen for this task. As noted it's quite possible this patch changed that making Diamagnetic a viable option.
  7. Saltyhero13

    Ice/Rad

    Quote:
    Originally Posted by 11th Comet View Post
    its hard to tell what would be best, ive looked over both builds and they end still seems to be a huge problem
    You would have to commit to Cardiac and/or Ageless.

    I don't play my Ice/Rad anymore. When I did I actually went with the Ice App to pursue S/L DEF. I just posted a quick build to get you in the ballpark. You can run without the two RES toggles for better end recovery. With perma-AM and Cardiac I doubt you will have serious problems.
  8. Saltyhero13

    Ice/Rad

    Quote:
    Originally Posted by 11th Comet View Post
    simply be a team player protect and serve
    Here is something you can tweak to get you started. Its just shy of the Ranged DEF softcap. I'm sure it can be softcapped more efficiently at a lower cost.:

    Code:
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  9. Quote:
    Originally Posted by Straenge View Post
    I have been tinkering a bit and decided I really wanted to see if I could take down a GM solo using Ill/TA/Mace. I was just curious how feasible this would be or if anyone has done this before? Now keep in mind I have never solo'ed a GM before on any toon and after two tries, without inspirations, I was able to get Paladin down to 1/4 hp (he ran away and PA couldn't catch up to him before I aggroed him.) so I know its capable of that particular GM at least.. I am just curious if I am going to be the first Ill/TA to solo one. Thoughts?
    Put it to you this way, no one has ever posted about it.

    In the past, the biggest issue with /TA was its lack of -regen. EMP Arrow was the only form of -regen available to combat a GMs natural regen. Trick Arrow aficionados have been asking for -regen to be added to PGA (or extend the duration of EMPs -regen effects) to bring TA online with other sets, but to no avail.

    Its quite possible, now with Incarnate abilities, its easier to accomplish such a task.

    Best of luck to you!
  10. Quote:
    Originally Posted by obscureent View Post
    Ive never seen someone take both hover and combat jumping before.
    Before the BotZ nerf this was an easy way to squeeze in some juicy +Ranged/+AoE DEF for a considerably small slotting investment. It is still a useful selection for builds pursuing +DEF but are concerned with keeping a high end recovery and/or are limited in power selection.
  11. Quote:
    Originally Posted by Prophetsrage View Post
    ok i imported the data chunk on the old build and i will tweak build tonite at work and repost in the morning
    A quick note about Ranged DEF and Hurricane.

    The main advantage that Ranged DEF has over S/L DEF is that many of the mezzs in game have a Ranged component to them. This extends protection in a way that S/L DEF does not. Beware of AoEs however.

    Hurricane is a power I kept even though I don't run it often. Not only is it a powerful debuff its a great positioning and herding tool. For that reason alone I would recommend keeping Hurricane. Its great at forming tight clusters where Lightning Storm and Tornado can decimate several foes at a time. Efficiency at its best.

    As far as your build, its not a terrible start. In addition to the other posters' comments, the only real heartburn from my end is no Hurricane, too many toggles that are killing your recovery, and your choice of Epic. I'll reserve further comment on your build until we see the new spec.

    Hopefully Mezzosoprano will post some comments here. He's reported a strong 70% effectiveness when compared to the current top tier in game farm build: SS/FA Brute. Not bad....not bad at all.
  12. The Data Link is broken in your post. Please export the Data Chunk.

    What I can tell you right off the bat is that this build doesn't have nearly enough defense to make farming anything worth your while. I cant tell without the data but it also looks your endurance would be unsustainable as well.
  13. Saltyhero13

    Class Project

    So, did you get an A?
  14. Saltyhero13

    The Build Thread

    When searching the forums I usually plug: site:boards.cityofheroes.com into Google in addition to what I am looking for. It makes searching a lot easier.
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    IMO the worst thing that ever happened to Ice Control was the advice that propogated for years that Arctic Air can be replaced by Shiver. If you try to use Ice Slick and Shiver in place of AA you will definitely have a frustrating experience. However if you embrace the set for its actual strengths it is a very good performer, especially after IOs.
    AMEN!

    The set definitely isn't a top performer. Its not Gravity(yes I went there), so its not as bad as people make it out to be. Considering that Domination does very little for Ice I actually like it more on Dominators than on a Controller. <Shrugs>

    Not that I wouldn't mind seeing Ice Control get some love!
  16. Saltyhero13

    Class Project

    I see lots of variation in how people define "role"

    Personally these roles below are the ones I agree with the most.

    Quote:
    Originally Posted by Silas View Post
    I'd go with Damage, Support and Control. All ATs do these things to varying degrees of specialization.

    Tanking/aggro control being under Control, all buff/debuff/healing being under Support. Even the 'pure' damage AT (Blaster) has some control powers.
    Functionally a Tanker and Controller/Dominator accomplish the same thing through different means. A Tanker primarily controls aggro in the battlespace through "Taunting"; a Controller/Dominator does so through various forms of mezzing. IMO they fill the same role.

    The Support role is interesting in that some have made a distinction between Buffs and Debuffs. IMO these are two sides of the same coin. An example illustrating this point is a -To Hit Debuff vs. +Def Buff. Functionally they serve to reduce a foes chance to land an attack. IMO they serve the same purpose but do so through distinctly different means. There are many more but a -Res Debuff vs. a Damage Buff would be another example.

    Note that all the ATs fill the Damage role but for some its their primary purpose on a team.

    For this study I think you will have to accept that All ATs are capable of filling all three roles in varying capacity. On a macro level, having ATs that are capable of bluring the role lines highlights the real beauty of the City of Heroes game design.
  17. Now that any myths about how "confuse" works have been cleared up (Local is a very patient person with regards to this matter). Another +1 for Plant/Storm. Its beastly with the right build and right skill.

    Quote:
    Originally Posted by ZLightning View Post
    You don't need to take the confuse power if you don't want it.
    Not something I would recommend...at all.

    Emphasis on why here:

    Quote:
    Originally Posted by Local_Man View Post
    Certainly anyone can choose to take a power or not, but not taking Seeds of Confusion on a Plant Controller would be a HUGE mistake in my opinion . . . and I bet in the opinion of the huge majority of folks who have played Plant Control either as a Controller or Dominator. Plant Control is built around Seeds of Confusion and relies upon it heavily.
    In fact if you take any powers at all from Plant/ on a Plant/Storm I recommend taking Roots, Seeds of Confusion, and Carrion Creepers at the minimum.
  18. Saltyhero13

    Class Project

    Quote:
    Originally Posted by MattSP View Post
    Hello Everybody,

    I am a student at the Art Institute of Boston in a class called Interactive Game Design. I am currently doing a report on the archetypes and how ones experience varies greatly between the vast choices of the game. I am attempting to group the archetypes into different roles within a team.
    Now correct me if I'm using the wrong terms but this is what I have so far...
    • Damage Dealer
    • Tank
    • Healer
    • Buff/Debuff
    Feel free to let me know more regarding this topic
    Thank you
    MattSP
    Where does Control(Dominators/Controllers) fall in this classification?

    I would probably change the "Tank" role into "Aggro Management" in order to fit Control into this taxonomy.
  19. Quote:
    Originally Posted by Amy_Amp View Post
    I find I rarely if ever use the AoE holds these days.
    You mean post "City of PiƱatas?"
  20. Quote:
    Originally Posted by Straenge View Post
    I think because its unique. You don't see it everyday and I like the idea of having a hero only powerset that has a villain only ancillary. I mean I could say it is a bit conceptual. I suppose you have to see him to understand why his powerset is a bit... odd.




    Yea.. Mace is more like some wierd scepter and definately works for him overall. I also don't have any villains. I just dislike playing redside so having him go over just to play for the mace, I feel a bit better about having to work for it.


    As for the final build, I decided to leave glue arrow and start using it more often. The only thing I changed out is Combat for Hover since I may need it more and I prefer hovering in combat. I may move one of the spectral terrors into Tarantula since it is a bit squishier then I originally thought but it works for now.
    I dig it! Love the base pic.
  21. Looking at the build I am curious as to what drew you to /Mace Mastery epic Straenge?
  22. Quote:
    Originally Posted by Local_Man View Post
    First and foremost . . . . I didn't post this because I didn't know how to contribute . . . I figured that out pretty quickly. I have generally been pretty good figuring out how to adapt my many controllers and my playstyle to most situations.

    And, by the way, I have Ill/Rad, Ill/Storm, Ill/TA and Ill/Cold all at 50 . . . with an Ill/Kin not quite there yet. Every one of them has been able to be "highly effective" before getting "perma-PA." In fact, the only one who has it currently is my Ill/Rad. (I wrote my original version of my Ill/Rad guide long before I ever got "perma-PA.") Your comments suggest that without Perma-PA, Illusion is a weak set. You describe PA as a "crutch" and Spectral Terror as the only form of AoE control that Illusion gets other than the AoE Hold, and you describe Spooky as "soft control at best" . . .

    Well, I see PA as primarily a form of control. It is a very effective form of control through distraction. Like a hold or a stun, PA keep foes from attacking the team and make it easier for the team to take down the foes. By drawing aggro, Phantom Army acts as AoE control, effectively keeping the foes distracted for 60 seconds -- that's why Illusion is a control set. PA is not a "crutch" no more than Flashfire or Earthquake are "crutches." It is another form of AoE control. It just happens to be a very, very effective one, able to distract bosses and AVs as well as minions. But Illusion trades some of the AoE goodies in other sets for that effective control.

    The distinction of "soft" and "hard" is pretty ambiguous. Different folks have different opinions on what types of controls should be considered "hard." Immobs and Sleeps set up Containment -- should they be considered "hard?" What about Confuses, which completely neuter foes but allow them to run around and does not establish Containment -- is that "hard" or "soft"? Spectral Terror is effective AoE control most of the time. I would rank it above most sleep powers, above Immobs . . . and kind of hard to rank compared to knockdown powers.

    Even a non-Perma-PA Illusionist can provide effective control simply by alternating the forms of control available . . . PA followed by Spectral Terror will easily keep a group continually controlled . . . or even Spectral Terror alone. And Spooky is perma as soon as you get it (even without Hasten). That seems like pretty effective control to me.

    Oh well, the point of this was not to debate the effectiveness of Illusion . . . your posts appear that you don't like it, and that's certainly your choice. I didn't need the history lesson, since I have been around since Issue 2. The point was simply a little bit of a complaint . . . this part of BAF trial has neutralized both powers that Illusion counts on for AoE control, in a part of the trial where AoE control is important. The trial excluded a normally very effective controller from using its normally effective control powers. The changes to the normal "status quo" hit Illusion harder than other control sets, as the other sets have other forms of AoE control that remain effective. Illusion therefore has to adapt to become a somewhat less effective Blaster instead of a Controller. I'm not used to Illusion being weakened in most of the game, so I thought it felt "unfair."
    It is difficult to take your comments seriously when your previous comments are...

    Quote:
    Originally Posted by Local_Man View Post
    I understand that many feel that Illusion has an overly-strong advantage in some situations . . . it also has weaknesses in the lack of other AoE options, lack of hard control, lack of AoE damage.<snipped for brevity>
    ...and...

    Quote:
    Originally Posted by Local_Man View Post
    Ill/Rads are strong against single targets . . . but not strong against large groups. Ill/Rad relies upon Distraction and Fear rather than hard controls -- <snip for brevity>
    ...that actually support my position.

    I have nothing else to add to this pointless debate over semantics and stand by my original comments.
  23. Saltyhero13

    Farming???

    Quote:
    Originally Posted by Calvin- View Post
    Ok well I'll go read some stuff on the market then because that's amazing and a what ss//ff???? What's ff??? Fire aura???

    Idk seems like there's alot of them but guess we shall have to see because I wouldn't mind a farming toon so maybe I'll try out both and see what one ii like better

    But I'll really look into the market stuff because all what ii do is buy salvage with tickets and sell them
    yeah meant SS/FA
  24. Saltyhero13

    Farming???

    Quote:
    Originally Posted by Calvin- View Post
    Mkays so I think I need a Toon that can farm pretty well but here's the thing tho is ii don't really wanna do AE farms would like to do real farms Example Bm farm
    I heard alot Bout how any ??//kin is good for it but what's a build that is good on end and is fast and most of all because I don't have alot of inf is A cheap build but yet can still farm pretty well
    What would ii be and maybe if u guys n girls could if you have time is maybe set up a build for me to look at and see bow it works and onnneee more thing the way ii should use my build what power 1st 2nd 3rd and so on and just repeat the flow of powers
    I realize that you are in the Controller forum asking about a farming /Kin but I am going to save you some heartache and time:

    • If you are trying to make influence/infamy to IO out your toons your best bet is playing the market. Seriously. Go to the Market Forum for information. There are several guides people have written on how to go from 0 - 2billion in a matter of weeks playing causally. No farm build will beat the inf/hour made on the market. None. Slot "Lack of Patience" with three EndMods.
    • If you are insistent on making a farming build go roll a SS/FF Brute nao. No joke. With very little investment it can farm itself to 50. Its raw influence/hour rates will leave even the best of IO builds in the dust even the notoriously famous Fire/Kin.
  25. You are entitled to your opinion right, wrong or indifferent. If you are going to quote please reread and understand my comments as I was discussing Illusion/ in general (as in stand alone). Also note not every pairing offers the same level of control you experience as Ill/Rad.

    On second thought I'll reemphasize my point from my original post since it was taken out of context: Without PA and the exception of the AoE Hold (which all Controller Primaries offer) Illusion/ only AoE control comes from its AoE Fear. This is the only control with any kind of high availability and as we all know that is soft control at best.

    I would go as far as to say that without PA as a crutch Illusion/ would drop down in popularity drastically as a Controller Primary. This illustrates the real design problem here.

    Quote:
    Originally Posted by Local_Man View Post
    (People seem to forget that there was a game before IOs . . . and Illusion Controllers were very effective long before Perma-PA)
    You are mistaken. Before IOs and ED Illusion/ could summon three sets of PA that would spawn 1-4 members in each. (It could summon three Phantasms as well; all controllers with pets could summon three instances of pets). PA was a crutch then as it is now, probably even more so.

    Post Issue 6 ,notably ED nerf and animation changes (incidentally I discovered this is when PA went from practically no cast time to 3.3 seconds cast time), we went three issues without IOs. During this time most players paired Illusion/ with /Rad and /Kin (mainly for the recharge buffs those secondaries offered) in order to attain the former glory Illusion/ once offered by attaining as close to permaPA as possible.

    IOs came out in Issue 9 and /Rad offered the path of least resistance to attaining perma PA once again. My point with all this is that there was a small window of ~1.5 years (relative to the 7 year history of this game) where Illusion/ could not perma PA.

    Quote:
    Originally Posted by Local_Man View Post
    How would you Fire controllers out there feel if your only effective control power was Char? Or Fossilize for Earth?
    Mobs resistant to mezz effects already existed in the game prior to these trials. So what? All sets have some sort of limitation and scenarios that they don't excel. Boohoo. Ill/Rad can't be Jack of all Trades/Master of All. If it was intentional I applaud the devs for doing something about this. As a seven year veteran of this game I welcome more challenges like this that take players out of their comfort zones and force them to shift tactics.

    Call Me Awesome made a great suggestion recommending a change in roles. The genius in his suggestion is that its a "no brainer" considering the fact Illusion/ makes a better Tanker/Scrapper than it does a Controller IMO.

    I leave you with this thought "Improvise, Adapt and Overcome"