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Quote:Mind isn't difficult at all, I think its a pretty straight forward set to play. With that said I would say Telekinesis (TK) is challenging to play with effectively considering its a shadow of its former glorious self (I think its hold cap should have been higher but obviously not unlimited like the first iteration of its current form). These factors combined with a high endurance cost is why most players skip TK.So i just made one, and im a noob when it comes to controllers especialy mind/sonic. I understand that mind can be a difficult class to play, so i was hoping to get pointers and suggestions on builds and what not, and rotations, what powers to pick and not to pick. I will be using this controller as a team player. Straight out of the box. End-game plans are just pure TFs. I figured a mind/sonic would do best, considering that i have Firekin, EleRad, Earth/Cold at lvl 50, mind u i havent played them in a while, or barely at all. Im not a big fan of controllers, but i loook at this as a challange for me, and i would love to see a group of baddies beating the crap out of each other. Then there is sonic to help my teamates.
For Mind/ alone I recommend everything except Total Domination. Combined with /Sonic I would probably consider taking Total Dom in place of TK. /Sonic is an end pig. Without the help of the /Primal Mastery Epic and/or Cardiac Alpha, TK would be unsustainable for long periods of time in this combination and will easily crash your end.
I can't comment on /Sonic beyond this. Admittedly I have never been fond of that set as its never met my expectations. Its never worked out for me in any combination I have ever tried it with. -
I'm not surprised. I've always thought Illusion/ was extremely weak in AoE control compared to other sets. Outside of your secondary and with the exception of Flash, your only frequently available AoE control is soft control at best. Its a set that is highly dependent on PA to protect teammates and really only shines when it get close to perma PA levels IMO.
Considering all the other amazing things Ill/Rad and Ill/Cold can do and the popularity of those two combinations I wouldn't be surprised if the devs thought that encounter through thoroughly to offset an otherwise highly capable combination.
Hopefully your experience will change with more level shifts. It sucks when a players favorite character is made ineffective by new encounters. -
Quote:The characters transparency may change but the actual stat does not change as stated in my previous post.visually in game, it looks like the actual stealth part does supress slightly when attacking - didn't check the stats but maybe the radius gets reduced?
Its easy to test. Just pull up the Stealth Radius and Threat Stats up in the Combat Monitor. Now find two spawns relatively close to each other. They should be close to your level to test this not grey con spawns. Stand inside one spawn that doesn't have a perception bonus and attack the second spawn. The spawn you are standing in will not notice you. Only members of the attacked spawn will attack you as long as you only attack them an not the spawn you are standing in. -
Quote:Just an FYI the MIDs link dies if you preview your post.Ah didn't realize it. That should work then. I did change out Rise of the Phoenix for Maneuvers for another LOTG but that may be a later respec. Still debating on that last place. At the moment, the only thing I am still concerned about is wasting slots in Aid self for something else that would have given me better results. I also added one more slot in stamina since I do find myself scrapping bottom of the endurance bar far too often.
What happened to /Mace, is it reserved for your Secondary build?
At first glance of your build I noticed you have a total of seven +6.25% recharge set bonus. This violates the "Rule of Five" meaning you won't get any benefits for the sixth and subsequent set bonuses.
To fix this build will require some set bonus deconfliction so you don't loose any more set bonuses.
Here is a quick summary of some preliminary recommended changes to get you started in other problem areas.:
- Slot Glue Arrow with a Recharge IO. Glue Arrow can stack. IMO its better to have it available more often than to slot it for Slow which will only enhance the -movement aspect of this power.
- For all of your Holds slotted with the Basilisk's Gaze set I would recommend slotting the first three and the fifth IOs of the set. The proc is less than impressive IMO
- At the minimum pick up the Soulbound Pet Build up Proc for PA. It has a chance to fire every time PA attacks. When it does, it affects all three. If you can pick up the three Soulbound IOs with recharge aspect I would slot those in PA as well.
- Drop the proc from Aid Other and slot it in Health instead of the Miracle single aspect IO. Keep the Miracle +Recovery in Health.
- Slot a Recharge IO in place of the HO in Oil Slick. You will want this power up as often as possible.
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Quote:The defense values suppress on both of Illusion's invisibility powers if that's what you are asking.Do either of the powers in Illusion offer unsuppressed stealth?
Checking in game and testing them independently it looks like the Stealth Radius (Combat Attributes) do not suppress for either power, even when attacking or being attacked. This means you can attack one spawn while standing inside a second spawn and receive no aggro from the second spawn. In addition GIs threat reduction does not suppress when attacking or being attacked. I am not aware of other stealth powers behaving in the same manner and suspect these are characteristics unique to Illusion/. -
Data Link is dead bud. Post Data Chunk if you can please
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Quote:In the context of your build I'm sure points two and three are probably true. Considering the build presented by the OP those slots would probably benefit his build more in Stamina and AM. My Elec/Rad runs with one and two EndRedux respectively but one would expect that combo to have no endurance problems whatsoever.Agreed on Fossilize. It's just there unslotted right now.
RI does fine with the end reduc you have in it. My Ill/rad currently has no end reduc in it, but I haven't done sets for that power either.
EF is ok with two slots for end reduc if you are aiming for level 50 common IOs. If you do lower level ones, ie 35, then three slotting it will be better.
For Hover, Stalagmites also requires you to be on the ground.
I would take Quicksand over Mutation, or CC. Stealth is overslotted and a wasted power really. Find your recharge bonus elsewhere. The def it provides is vastly negated as soon as you attack and I assume you plan on leaving it on due to the end reduc. Nice idea on paper. Bad idea in reality.
I agree entirely with your other comments especially the recommendation for QS. -
Quote:...and practically having a tank post 32I agree that it is good enough . . . between controls and the ToHit Debuff in RI and your heal
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Quote:Some people like to play their controllers like Scrappers/Tanks, and those folks seem to want to hit the softcap . . . but that's not what controllers are supposed to be.
@Tex You bring up a good point and an alternate build.
My problem with Ranged DEF only is that you can easily get creamed by heavy AoE mobs like the Council. Ideally I would prefer to go Ranged and AoE DEF. Post the BotZ nerf, achieving DEF in both R/AoE is difficult to accomplish while maintaining a balanced functional build.
In my experience S/L Def has proven to be more reliable in offering a broader spectrum of protection on characters that have no native defense. I imagine the OP selected /Stone Mastery out of concept (making S/L DEF easier to achieve), though this was never clearly stated. Like you said different strokes for different folks.
Edit: for Ice/Rad I agree that it's probably more effective to go with Ranged DEF since anything within 25ft of you is neutered. -
Quote:I would like to add to this thought here for the benefit of the OP. There is a point where your defense is "good enough". This build Local provided with ~35% is right there. Considering your budget is limited on what type IOs you can purchase I think you'll end up gimping the build if you try to go for more at this point....or at least until you know for sure what you want the hero to focus on.It is a somewhat moderate build, with good but not great defense to S/L, pretty good Recharge.
As always YMMV. -
Quote:Its not a very popular build sadly so there is very little info available on this combo.Hey thanks for the help guys. Looking at both things now. Any more help that can be offered would be awesome. Unfortunately I came through praetoria and I wasn't offered soul mastery... Gotta flip sides and get that or mu mastery
Try putting this in Google:
site:boards.cityofheroes.com
Add "DM/Fire" or "Dark/Fire" as examples. You may come across other threads discussing DM/Fire Builds. -
I'm glad you mentioned this Staenge. Not many folks talk about /Mace much here. The ST attack is on a longer recharge but that looks like a good trade off to being able softcap S/L/E fairly easily. Before the BotZ nerf I went the Ranged DEF route which worked out great. /Mace is definitely something to consider.
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A couple of comments for you OP.
- Fossilize is under slotted. This is a power that will serve you even at 50. It deserves more slots.
- Not as critical but IMO RI should get more EndRedux. In a prolonged fight you will be sucking wind.
- EF I would recommend dropping the extra EndRedux and the Ranged Enhancer
- If you plan on running Hover all the time I would look at slotting it another set with more Def/EndRedux. Also be aware that Hurl Boulder requires you to be on the ground and cannot be activated while hovering.
- Recommend reslotting Stalagmites with two of each of the following. Accuracy, Recharge, Stun. For as infrequent as its up the damage is pathetic. You are better off slotting it as a control.
- I don't know why you would need Mutation slotted with so much RechRedux, but IMO those slots would serve you better else were. Earth is one of the better sets at locking enemies down completely. No one should be dying so frequently.
- Chocking Cloud will require more EndRedux if you plan on running it all the time its somewhat of an EndPig. Personally I would drop CC altogether. Earth/ can lock mobs down at a distance no need to engage at close range.
- Animated Stone is tough and permanent, the sixth slot can be used elsewhere or for the other pet defense IO.
- Fallout is typically a skipper power. Its AoE is so small and requires teammates to die. Again no one should be dying that frequently with an Earth/ on their team.
- If EM Pulse is there as an emergency power I would recommend slotting it with Accuracy vice Recharge. You want it to hit when you need it most.
- Hurl Boulder (See Hover comment)
- Rock Armor should run cooler. Recommend Slotting with other set that gives more End Redux.
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Got it....makes sense. Thanks for clarifying.
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Quote:After play this combo as a Scrapper I rerolled as a Brute. Survivability and the Brute Soul Mastery Pool were the major drawing factors. I focused on S/L Def and Recharge IOs primarily.I am in the process of making this build I have some general ideas for what I'm going to do and what's most effective with him but just looking for any help or feedback on this set up that can be offered. I want to have one farming build with this character and then one build that's at least pretty good on regular mission arcs. Any help that can be offered is greatly appreciated.
Money is not really an issue but staying away from purples and pvp sets for now.
Here is my planned build as an example:
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No kidding Capt. Obvious!
<Points to Pattern Walker post>
Quote:(Suspicious_Pkg, I think Nelm meant a Fire/Kin corruptor, not controller, given the forum we're in. No Hotfeet worries if that's the case.) -
I was under the impression that you can run Hotfeet while hovering, you just can't activate it while hovering.
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Speaking of Build up procs, I would recommend looking into slotting the Soulbound Pet build up proc. It's great in PA. It essentially has a chance to fire whenever PA attacks. When it does fire, the boost is granted to all three members of PA.
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The effects are supposed to propagate through your pets. The one that grants a Fire DoT is currently bugged on live.
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Quote:Yes they currently both stack with themselves.Ah yes, I like that setup, thanks again L_M. I'll probably aim for that, but again it will more than likely change a few times over the course of play to suit my playstyle
btw do Glue & Disruption Arrow stack on themselves?
I wanted to add a comment about PGA. I see a lot of folks get frustrated with this power because they view it as a control; at 66% Chance for Mag 2 Sleep, its unreliable at that. View this power as a -20% Damage Debuff. The sleep aspect just happens to be a bonus.
I would strongly recommend slotting PGA with the Placate proc and not the pure Sleep enhancement. This gives you a chance to placate regardless if the sleep hits or not. I think folks overlook this because they think PGA is a pseudo pet. The pseudo pet aspect is purely graphical meaning you are the source of the debuff and sleep. -
I wasn't trying to talk you out of /Mace or softcapping; its nice but not really needed on Ill/TA.
I would consider taking Fire Ball. It will be your only source of AoE when OSA is down.
Also check your inbox. -
Quote:No too bad for your first Controller, but I think you skipped some good powers in pursuit of bonuses. PGA and Glue Arrow are great powers. I wouldn't count on skipping them if you haven't tried them out yet. At the minimum I would find a way to get Glue Arrow.Having never played a Troller before, I recently started an Ill/TA (only at lvl 3 atm). I spent some time glancing through a few of the guides and playing around with mids, and came up with the following build (primarily focusing on soloing):
You slotted some of your powers poorly as well. Local touched on those points no need to reiterate.
Quote:Would Disruptor Ray be reliable enough to ignite Oil Slick with its current slotting?
Quote:Would Superior Invisibility still keep me S/L capped when suppressed (it looks like it would according to mids - 3.4%)
Quote:The aim would be to keep SI running all the time - would the current setup chew through too much endurance, or would it still be okay with stamina only 3 slotted?
Quote:The build options for later would be to slot Deceive with Coercive Persuasion and then slot Spectral Terror with Glympse of the Abyss set - this would beef out my global accuracy more so that I could maybe go for a different alpha slot to the currently planned Nerve. -
Quote:No sweat. I understand. I refuse to ditch good powers for bonuses. I usually pick my powers first then make my IOs work within that framework. As far as recharge vs. def, why not pick both if that's what you want? I usually pull up the set bonus finder in Mid's to find sets that offer both aspects. Kill two birds with one stone.Yeah, I do have an Ice/FF and an Earth/FF, both level 50, neither slotted for much recharge but both slotted for soft capped ranged, AOE, energy, smashing and lethal, and so I do like the soft-capping action. I also have one other non-FF controller with some good soft-capping too. So I know the benefits. I just really actually like the powers of Flash Freeze and Thunder Clap. I can live without Flash Freeze but there is no way I'd drop Thunder Clap. I like it too much.
Anyway, I was thinking of tricking out my Ice/Storm in prep for Incarnates but since everyone is saying its smarter to soft cap Ice/Storm, but I'm just not feeling it, I'm just going to leave her shelved at 50 with whatever random stuff she has.
I'm going to stick to my Earth/Storm (who is also level 50) for Incarnates. Heck, I dunno, maybe I should have slotted my Earth/Storm for soft cap also. But I just enjoy recharge. So my Earth/Storm is all finished and has Perma Hasten, 8 damage procs, and I'm good to go.
I will re-visit the Ice/Storm later. Maybe at some point I'll throw a bunch of cash at her (assuming I can earn any) and have a dual build: one I enjoy, and one that is good.But I'll probably keep Arctic Moon on Ice.
Thanks,
Lewis