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Posts
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Quote:Ill/TA was my main for many years, I absolutely love this combo. The two compliment each other well.So, im really loving the TA set, seems to be so successful at being a big helper even when its unslotted and facing enemies +2...
All my other toons are no holdem limit builds, but i want to try and and keep this toon as low cost as possible, yet be capable of making a big difference in team atmospheres.
Over the next few days im going to be working on the build, posting stuff as i go. Hopefully some of you will contribute some tips to different things i have to say...
Illusion Set -
Blind,Deceive,Superior Invisibility, Phantom Army, Spectral Terror, Phantasm
(i dont know about any of you, but i absolutely hat all the Illusion trollers who cast you GI on ppl, so im not getting it....)
Trick Arrows Set -
Im pretty much in love with ******* out all of the arrow powers all the time.. lol. Except for EMP Arrow i see using everything else all the time...
Pools -
So far im looking at Speed (Hasten), Flight (Hover, Fly) & Medicine (Other,Self,Resuscitate)
APP -
Fire (Ball, Shield, RiseotP)
Going to have a prelim build tomorrow night just to see where the powers are gonna go...
IMO Flash and GI are skippers from Illusion, and Flash Arrow and Ice Arrow are skippers from /Trick Arrow. In my final build I took GI for a set mule. I took Ice Arrow while I was leveling; I respec'ed out of it later on when I realized it got very little use. YMMV
In order to minimize redraw I typically start a fight by dropping PA followed by "Spooky". At this point I proceed with Trick Arrow debuffs followed by AoE and ST attack chain. Basically it goes Destract>Debuff>Attack looping Debuff>Attack until everything is dead.
As Local points out, your ST attack will serve you better over the +Res Shield any day. At the peak of its performance this combo will simply not be hit.
As far as IOs go, this combo shines from sets that provide recharge bonuses; the goal of getting PA to recharge just under 60 seconds and having OSA up as often as possible (high end builds will have OSA up as often as ~45 seconds.)
Good luck on your build! Its one of my favorite Controller combos....until /Traps comes along. -
Quote:Without looking at your specific build its difficult to say what is gained and lost by selecting more control powers and recharge. In general I would consider an IO softcapping approach superior to picking up a few extra cruddy control powers. I highly doubt that the extra controls will have such a game changing impact as pursing softcapped S/L DEF.Hmm. I've been considering tweaking out my Ice/Storm some, but I was thinking about going for high recharge and taking every power (even the sleep) for maximum utility, now that inherent Fitness gives me more wiggle room.
Would that be a mistake of an approach do you think? Those range-capped builds are neat and all, but they skip lots of powers I want to have, and I cant afford a dual spec.
So is recharge and max power selection a bad option for Ice/Storm?
Lewis
Why you ask? A Controllers primary defense comes directly from its ability to mezz enemies. Its secondary defense comes from its abilities to buff and debuff. Typically the biggest constraint for these are availability (e.g. power is on a cooldown), not enough endurance, the enemy has some degree of resistance to the mezz/debuff (if not complete immunity), or an action simply cannot be made (e.g. you are mezzed, you are already in mid action). In contrast DEF is always on. It adds an extra layer of mitigation to your Controller when your other means fail or are ineffective. For a /Storm Controller DEF would be an even more attractive option considering it has no means of self heal.
With all that in mind DEF itself has its limitations; added to preexisting forms of mitigation it can be game changing in terms of survivability. -
Quote:I'm not sure how my thread got turned into an intellectual masturbation session.
How 'bout that grav.Quote:It's called a "threadjack," and not the other kind of, well, whatever. That's not all that uncommon around here . . . at least Gravity was still being discussed somewhat.This exchange is almost sig worthy! Need the laugh. Nice retort!
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I never tested it myself, but I suspect it would heal the pseudo pet. Hopefully someone that has tested it can post a comment to confirm or deny this behavior.
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Quote:Most procs have a chance to fire at each jump. I have my JC slotted with three damage procs, the -end proc, the hold proc, and an accuracy IO.Having finaly got a chance to mess around with Jolting Chains, I see that its damage isn't anything to right home about, but its knockdown is very nice.
This got me thinking about slotting options... procs seem like a good canidate here. But I have read/heared that Jolting Chains has some quarks with certain procs.
Can Jolting Chains proc off each hit? or is it only the first hit that can proc? And if it can/can;'t does it matter what type of Proc you use.
I think the Feedback proc wont affect you (it affects the pseudo pet that jumps) and the Performance Shifter +end proc wont either (it was reported to grant the mobs end at one point)
If I couldn't proc this power I would probably skip it. -
Quote:AMEN! What I am really looking forward to is Ill/Traps/Mace. I would reroll my Ill/TA in a heartbeat!If Traps was ever ported over to a Controller Secondary, you will see a TON of Grav/Traps controllers. While Wormhole+Trip Mines alone would be giggle-worthy great, you could easily set up a "corner of death" with Acid Morter, Poison Gas Trap, Trip Mines and Caltrops slotted up with procs.
OP sorry for the thread jack. I went on a day dream tangent there.
Back on topic: Propel looks very DPE friendly on the flip side to my DPA comment. It also allows for a seamless attack chain at lower levels as you pointed out.
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Quote:I hear you man. You can't discount the fun factor!On a pure numbers basis, Propel has too long an animation. But it hits hard with nice burst damage, especially with Containment, and is one of the three interesting/fun powers in Gravity. Solo, I'm not concerned with killing stuff fast . . . I'd rather focus on fun and avoiding a faceplant. On teams, Lift makes a lot more sense since the animation on Propel is so long that your target is often dead before you can smack him with a forklift. (When a slow animation attack hits an already-dead target, I call it "necro-blasting.")
Not only is Gravity one of the weaker controller sets, but it is also pretty boring except for three powers. The animations for everything other than Propel, Wormhole and Singularty are pretty mundane. (And Lift is one of the boring ones -- and why does it do so much less damage than Mind's Levitate?) So to me, these three powers have to kind of make up for the rest of the set -- the fun factor of throwing around stuff is worth a little bit lower effectiveness in the numbers for Gravity.
My comment wasn't really an attack on the chain you posted, but more of a data point the OP could use and decide for himself. It wouldn't be a dramatic increase anyhow.
My first 'troller was a Grav/Rad which I played for years. It has since been deleted and replaced by Grav/Sonic and Grav/Kin. I am praying for the day Grav/ gets some love. Thematically its one of the coolest sets in the Controller/Dominator arsenal. Its too bad Grav/ is such a poor performer IMO. Regardless I would roll a Grav/Traps for the giggle factor (Landmines+Wormhole would be so full of win) if we ever did get /Traps. -
Quote:I like this idea a lot.I'm not sure about making it an AOE Confuse, it'd be too like Plant or Elec then.
But a mad idea has just occurred to me, how about changing it to a placeable and making it an area of total chaos instead :
- 10% of Mag 3 Intangibilty for 4 seconds (does not stack)
- 10% of Mag 3 Stun for 4 seconds (does not stack)
- 10% of Mag 3 Hold for 4 seconds (does not stack)
- 10% of Mag 3 Confuse for 4 seconds (does not stack)
- 10% of Mag 3 Fear for 4 seconds (does not stack)
- 10% of Mag 3 Immob for 4 seconds (does not stack)
Arcana had a great suggestion as well where DS would put its target(s) in stasis effectively freezing its HP and END to the levels they were before they entered stasis. As she described, mechanically the power would need some -reg/-rec to accomplish this. The only drawback to this suggestion is that the intangibility effect that most players dislike about DS would still be an aspect. Its usefulness would also be somewhat limited to AVs with this design.
For me personally I would like something of the design that allows a placeable "entrance" and a placeable "exit". Anyone stepping into either location is immediately transported (if successfully hit) to the other location with a chance to disorient the traveler.
Another idea would also involve a placeable AoE mechanic creating a zone where the target is subject (if successfully hit) to a random lift or propel attack over the duration of the power. -
Quote:I'll echo Local_Man's comments regarding alternate slotting for Mez and Dominate. Dom+Lev+Mez (not neccessarily in that order) will be your best way of dealing with single targets if the need ever arises. The native duration of Mez's sleep is so long, you are better off slotting it for damage as Local describes.This is my first attempt at a controller build. I was slotting for recharge (just barely got perma-hasten), with some recovery and defense. I intend to be teaming (though you could probably guess that given the /empathy) so I don't expect to need too much defense.
Does anyone see any ways I could improve this? I'm not committed to
the Soul epic --- Psionic or Primal Forces would also work with my concept.
Thanks in advance.
I was drawn to Mind/Emp mainly for its ability to run TK (I love this power) for extended periods of time (its one of the few combos that can do so without dipping into the Primal APP). I think you made a wise choice going with a high +Recharge build with a secondary focus on +DEF. Mind/ and /Emp both have long charging powers that benefit from +recharge.
My personal philosophy on +DEF is that its a great second line of protection that can keep you alive longer. The first line of protection comes in the form of your controls, but even they have limitations. During situations where your controls have reached their limits you may be the only thing keeping your team alive through buffs and heals; you can't accomplish this if you are dead.
I modified my own Mind/Emp build with your power selections in mind. Slotting is odd in a few places; its only intended to be a rough guide that may inspire some ideas of your own:
http://www.cohplanner.com/mids/downl...B9FE0F844AEE2A
I actually went with /Mace as my Epic pool and I am pretty happy with that choice:
http://www.cohplanner.com/mids/downl...61FF1FA089F5F1 -
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Donna, I don't have access to Mid's at the moment so my comments will be minimal.
I noticed that you slotted an end mod set in JC. From what I am aware end drain in that power does not affect mobs beyond the initial target. If this is still true (it may have been fixed) IMO beyond a set mule it's a waste.
As a side note I like slotting Sleet with damage procs, but for a Dommie its not as critical. -
I can't comment on the triple boxing scenario.
Outside of that context I would take it on a Plant/Rad, but I tend to take it on most of my toons. Perma-AM and Perma-Creepers are two good reasons why I would want Hasten in that build. -
I ended up slotting Jolting Chain with three damage procs, the -end proc, the hold proc, and an accuracy IO.
As far as Sleet, I do not believe it's auto hit. From what I know it has a very high accuracy. -
Data link is dead bud. Please post your data chunk.
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Mace Mastery from the PPPs also provides an S/L DEF Shield available at 41. Its appearance is the most subtle of the Defense Shields.
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Quote:Partially true. The AI doesn't always skip, I think it has to do with who is generating the most "threat" towards you. Distance is also a factor that plays a role in it skipping. Regardless I described one way to get the pet AI to cooperate more consistently through clustering. As a note outdoor maps are fairly easy to cluster but it can be done with ease on indoor maps as well. Which you responded with......snipped for brevity...Tornado only works as single target damage if you only have one target . . . otherwise it skips around from target to target.
Quote:You are assuming that you CAN gather up foes into a tight group, which is not true with every type of foe.
I fully understand that there are foes that resist KB but generally speaking they can still be pushed around for better positioning. Foes can also spawn spread out out as well. If "Herd"icaning doesn't work there are ways to use terrain and/or other powers that results in clustering as well. My point here is "Adapt and overcome".
Quote:Some like to stay spread out and shoot from range. And sometimes foes are spread around too far to reach with your AoEs.
Quote:These are foes who are better handled with Single target damage than AoEs, especially if you need to keep your AoE handy for the next ambush. Yes, the single target hold works, but only for one at a time, and it takes a few seconds to recharge.
Quote:I'm not talking about one-shot kills, so much as being able to keep one foe over there held while you work on another one out of range of the AoE . . . you may have to take some damage or hope that his mez misses or find some other way to limit his attacks (Air superiority is great for this). If you have to stack your single target hold on a boss, you may want some other way to take out this lieutenant shooting at you outside of the main group.
We can also take an effects based approach and temporarily neutralize an enemy only to deal with them later vice killing them right away. Most Secondaries provide the debuffs to enable this kind of approach when mezzes arent an option.
Quote:Some controllers have a way to handle this (Mind, Illusion, Gravity all have good single target damage).
In the end I am sure we can discuss, ad nauseum, specific scenarios in which a specific powerset's viability is seemingly invalidated. Savy players play to the strengths of their chosen powersets and not to their weaknesses. Personally I think /Storm is one of the powersets that rewards "out of the box" thinking. With various tools at its disposal, it offers greater versatility than its given generally given credit for. Unfortunately /Storm is also a less forgiving set making misuse of powers more noticeable and usually to detrimental effect.
The real synergy I think Plant/Storm has is that many of its powers have a persistent effect (e.g. toggle or pseudopet). This opens up time that the individual controller can attack or take other actions. Mind you this is not unique to Plant/Storm but it is apparent to those that play these two sets in combination. In essence this synergy grants more "actions per minute". In addition to available endurance this is typical the biggest constraint to any controller. -
Quote:I actually took both but for most content OG seems to do better.Thanks for the tips, I'll get working on a build in Mids. Quick question; is Cloak of Fear worth getting?
Quote:Also, does anyone recommend a different epic pool, or is BM good?
I neglected +Energy DEF in my build, but I am pretty happy with the results.
http://www.cohplanner.com/mids/downl...69FE01FE59E24A -
Quote:Here is a build I've been tinkering with. Its not the best and a little on the expensive side. I'll see if I can dig up my non purple build for you:I know claws/regen isn't the uber combo, but that's how i roll. I'm looking for 2 builds, one with purps, one without. I'd like to use GW's patron pool for shadow meld, and I'm assuming I want max +recharge. Any advice/builds appreciated :P
http://www.cohplanner.com/mids/downl...38D55F60C4FEA8
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Quote:This. Its low hanging fruit that will have the quickest noticeable effect.Do NOT "focus" on end/recovery. It will cost you a lot of slots to gain a small difference. Instead, get the Miracle and Numina's unique IOs and possibly Performance Shifter procs.
I went the +DEF route as well. Layered with /DA's Resistances and Dark Regen will make you very hard to kill.
I would also consider investing in the Theft of Essence +end proc. Put it in Dark Regen. It will basically turn an endurance draining power (33 end with no end redux) into an endurance granting power. It has a 20% chance to proc on every mob hit with Dark Regen. If it procs it grants +~10 end per proc. Worst case scenario it pays itself back when used on a large spawn. -
I can't talk to Mind/Cold, but as a player of a Fire/Cold/Stone Controller I echo Amy_Amp's sentiments. She nailed the synergistic elements of the Fire/ and /Cold pairing in her comments. (Edit- I would only add that its a late blooming pairing):
Quote:As far as a similar pairing, Elec/Cold may be a good pairing. Be warned however, that some players report conflict with Sleet and Static Field. I would add that the allure of the endurance recovery offered by Heat Loss would be less attractive to Elec/ since it has native endurance recovery.Fire has Hot Feet and Cold has Arctic Fog so you benefit from both while in melee. Heal Loss will also help deal with Fire's end cost. Cold gives Fire some added control which will be helpful for Fire which lacks control.
Regardless, you may want to catch the videos posted by Boomie (sp???) taking down Pylons with his Elec/Cold. It may help you over look some of the drawbacks of an Elec/Cold pairing.
Good luck with your decision! -
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Quote:Are you talking about using a single target attack in a surgical capacity? If you need to deal with a single threat in a group this is precisely what your single target mezzs are for. Outside of mezzing a single target in a group, no controller can immediately put down (as in one shot kill) a hard target (yet) with a single target attack anyway. I think its a moot point.I agree with the stuff in your post, but with an explanation on this. Tornado is great single target damage . . . if you only have one target.
Does it matter if a hard target is amongst a large group or stand alone? Even if I have three or four in a group it doesn't matter. Why? The strong AoE at your disposal allows you to dispatch the minions fairly quickly. Even if the group is scattered it takes little effort to round up stragglers into a tight group to maximize the small AoEs Tornado and LS provide. By isolating the action this allows any pets to focus their damage vice chasing mobs around. Once again I think its a moot point.
I just disagree with the logic behind your argument. -
Quote:Better match ups to do what? Each combo has its own strengths and weaknesses. Without knowing what you have in mind makes it hard for anyone to recommend anything else. You have given affordability of a build as your only criteria without defining any other objectives for the build. Youll need to give us more info if you truly want to explore other choices.if u have any suggestions on some better matchups like Plant/kin, Fire/Rad, ill/Rad... i am very open...
Quote:Hurricane can also be considered counterproductive since it has a -tohit debuff which would interfere with Seeds usefulness. I have yet to take Hurricane on any of my /storm controllers.
I strongly disagree with this as its only true if you run Hurricane all the time.
When used properly Hurricane is a powerful positioning tool allowing you to relocate and pack mobs into the kill box you (and your team) create with AoEs. Using Hurricane this way also allows you get more mileage out of powers like Lighting Storm and Tornado, by hitting multiple opponents with it.
Quote:Plant/Storm is a great combo with some good AoE damage, good AoE control, nice debuffs and a few weaknesses to Confuse-resistant foes and a lack of single target damage.
Quote:I generally suggest that folks new to controllers play a secondary other than Storm because Storm takes some experience and practice. A badly played Storm can really be a problem.
Just adjust your play style by following one key ground rule as a Plant/Storm: Don't scatter mobs. Its as simple as that.
There are several ways to prevent scatter as a Plant/Storm/xxx. Here are a few:
- Immobilize mobs for the -kb effect before applying knock back powers; this includes Gale and Tornado.
- If you do want to unleash chaos (use unadulterated knock back) I recommend doing so in a confined area where mobs won't be knocked all over god's creation. Be aware of other nearby mobs when employing this method. Tornado does get chase happy often resulting in added agro.
- With regards to Lightning Storm, make knockback into knockdown by hovering over the mob and casting LS. LS will generally knock the opponents in the direction of its lightning strikes, which in this case would be down.
- Learn (visually) the radius of Hurricane (I dont know it off the top of my head) this will help you understand its reach allowing you to employ it more effectively.
- When Herdicaning kb powers help reduce some of the inadvertent scatter that will occur. Coupled with good use of the environment (e.g. corners, doorways, etc.) scatter will be minimal.
No.
In short that statement is an over simplification. Both are viable and recommended powers to take in a Plant/Storm combination.
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Quote:How is PA slotted?I seem to be having trouble with perma PA on my ill/rad, right now my global is at 113.75 and with perma hasten and AM its at 213.75.
My PA recharge is 1min and 58sec.
I know global recharge begins to dwindle as you acquire more but form the guides I have 213.75 should be enough fom what I've seen yet my PA summons a fraction of a second after the previous PA expires.
Can anyone help me with this? -
My vote is for Plant/Storm/Ice but any of the above will be great. As Local pointed out, those listed above all have -kb immobilization powers.
Keep in mind that any */Storm combo will be endurance use heavy(Fire and Ice being the heaviest). You will have to mitigate that with IOs and/or the Cardiac Alpha. I went the IO route to boost endurance recovery (before Alpha's existed) on my Plant/Storm/Ice. It was the best thing I ever spent influence on.
The take away form this is if you are willing to invest IOs (primarily Numina's proc, Miracle proc, and the Performance Shifter proc) in your toon any combo above will do.