Saltyhero13

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  1. Aett brings up a great point. Your answer will vary on an individual basis.
  2. Quote:
    Originally Posted by SerialBeggar View Post
    Do they differ in taunt values? Which draws more aggo?
    First off I doubt you will find any two people agreeing to what constitutes hard and soft control. As far as "taunt" I assume you mean threat? City of Data may have the information you seek but I doubt it.

    Try the Controller or Dominator forums.
  3. They both look pretty good but I vote for build 1.

    Some quick comments:

    • I am curious how the slotting of Lightning Storm will work out. It looks like it may have some potential.
    • I like what you did with the +regen bonuses.
    • Swap the Numina's out of Spirit Tree and put it in health so its on all the time.
    • You can also put a Kinetic Combat set in Seismic Smash which will allow you to drop Maneuvers. You can maintain relatively the same level of S/L defense and improve your recovery in addition to freeing up a power and slots. The drawback is that you lose ~12.5% Global recharge.

    Data Chunk with example of changes:

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  4. I'm curious. I've noticed a trend in most of the builds in this thread, in particular the slotting of Seeds of Confusion. Is there a reason why folks choose not to slot the Contagious Confusion proc in SoC?

    Slotting the proc practically ensures that you will confuse ever critter in a mob, bosses included.
  5. Quote:
    Originally Posted by Mezzosoprano View Post
    Fighting Neuron's robots at +3/x8 in AE, herostats indicated my influence earnings were ~500k/minute -> 30M/hour. On the other hand, I don't know what a 'good' earning rate is for a Fire/Kin or a SS/Fire Brute.
    +525k/minute is the highest I have seen openly posted. Numbers are posted in the last thread I linked to.

    That's a great earning rate you posted. You would almost expect a Plant/Storm to be a good farmer. (God that was an awful joke!)
  6. Beyond the obvious thematic elemental pairing of Fire and Ice, which is why I suggested Fire/Cold to the OP, the two combinations are indeed nothing like each other and it would be silly for anyone to assume such (reversing names/elements doesn't necessarily provide equal performance).

    I would even go as far to say that /Cold is a proactive set (the nature of /Cold +defense and +hp based buffs) vice /Thermal playing reactionary (the nature of /Thermals +res, anti mezz, buffs and healing). This is a generalized comparison if you count the debuffs that both sets provide as equal.

    Ketch succinctly highlighted some of the synergistic elements of pairing Fire/ with /Cold here:

    Quote:
    Originally Posted by ketch View Post
    Hot Feet is an endurance hog, and Heat Loss is an excellent counter to that. The imps are squishy which Cold can address with both defensive shields and an HP boost from Frostwork. On top of those is the greater synergy of fire providing higher than usual damage for a control set and Cold's defense and resistance debuffing.
    The only thing I would add to Ketch's comments is the added soft control /Cold brings to the table. Fire/, IMO, is a weak control set in respect to control. /Cold grants access to Snow Storm and Sleet to help mitigate some of Fire/ lacking in control. In this pairing you would now have access to knockdown and/or slow as added control options (control options that Ice grants as a primary I might add). Great synergy these two.

    Oedipus_Tex brings up some excellent points, but I strongly disagree with his points here:

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Even at 50, Cold's shields are going to do very little for your imps. Even if you manage everything perfectly, the imp's tendency to die and drag aggro back to you and Fire's burst-based control mean you will be under a lot of fire. The imps are -1 to your level, so the shields just barely put them over what an unprotected pet would have. And then there's you, who will be taking a lot of incoming damage too, and outside of Flashfire and Cinders have little in the way of reacting. Luckily after heavy IOing, the endless endurance of Heat Loss lets you run shields all of the time.
    Even with poor shield slotting and a small investment for the two +def pet IOs you can easily get +30% defense (+35% is within reach by including Maneuvers.) for the notoriously squishy Fire Imps. Is +30% Def on the Pet vs. Critter Table (-1 for imp levels) that bad to be considered insignificant? (I don't know what the values are but based on your statement it sounds like softcapping Fire Imps would take more than +45%). I only ask because I notice a huge difference between buffed and unbuffed imps. The caveat being that you would have to play in melee with your controller to pull these numbers (I recommend doing so to maximize Hot Feet but then again I play a Fire/Cold/Stone). Throw in a ~50% (~500hp) hp gain with Frostworks slotted with a health SO at level 50.

    To the OP, if a supporting role is what you envisioned for your character, then your original pairing would meet your prerequisites. If not, I would consider another pairing for your controller. It all depends on your expectations.
  7. Quote:
    Originally Posted by SkarmoryThePG View Post
    Nope, mostly due to a raving dislike for Char. I can't explain it. I just don't like it at all.

    Also I don't really like Hot Feet. Again, can't explain why.

    Plus, ice cubes.
    Copy that.

    Here are two threads that may help you out:

    http://boards.cityofheroes.com/showthread.php?t=138694

    http://boards.cityofheroes.com/showthread.php?t=228284
  8. Quote:
    Originally Posted by kinaki View Post
    ... uhm... the purple-costumed dude with mind control powers... can't recall his name
    I think his name is Mayonnaise or something like that.
  9. It depends on what your expectations are. As an Ice/Therm your damage will be low until you pick up Jack and your epic. Even then it wont be anything amazing.

    Have you considered a Fire/Cold? It has about the same amount of control but its damage output is better.
  10. Quote:
    Originally Posted by Black_Aftermath View Post
    I appreciate the feedback. I figured that Plant/Storm/Earth would be hardpressed to keep up with the two known power houses, but the more I looked in mids , my goodness: Easy to cap S/L defense, a huge -tohit, great mitigation through Seeds and general chaos, plus a self heal (granted a long recharge). Then for damage: Freezing Rain, Seeds, 2 Lightning Storms, 2 Tornado's, Roots, Creepers, Fly Trap, Fissure. Seismis Smash for finishing off bosses. Almost seemed to go to be true.
    Go with your guts! If you have the cash to make the build happen go for it! It is a beastly combo when its potential is unleashed!

    Quote:
    Originally Posted by Black_Aftermath View Post
    Does containment double the damage of Tornado or Lightning Storm or Creepers?
    Not 100% certain but I don't think pseudo pets benefit from containment. I have never seen anything in game indicating that they do.

    Quote:
    Originally Posted by Black_Aftermath View Post
    Back to the Invis question, is invisibility alone enough to go undetected by an ambush? Would I need Invis PLUS a stealth IO?
    Personally I wouldn't waste my time with Invis. At softcap, with full out fury, very little will touch you. If they start hooking and jabbing with you (melee range) fire off Hurricane, they wont stand a chance. Another con to consider it that Invis prevents you from attacking. Some ambush can't be avoid regardless as they cue in to your location regardless of what state of stealth you are in.
  11. Quote:
    Originally Posted by Black_Aftermath View Post
    (1) If I take Invisibilty And steamy mist, will I be detected by ambushes in the AE farms? (Yes, I will be PL'ing this toon into the mid-late 20's with an Alt Account).
    They won't stack since you can only have one toggled at a time. The stealth IOs do stack with Steamy Mist; Super Speed does as well.

    Quote:
    Originally Posted by Black_Aftermath View Post
    (2) I have heard, but never seen, that this can be an insane farmer (with capped S/L defense). If true, how good are they? Same level as Fire/Kin or SS/Fire Brute? Not building this toon to be a sole farmer, but I like to hop in farms from time to time.
    As far as performance goes I haven't seen any hard numbers for a side by side comparison. The Market Forums had a thread discussing influence/minute of various builds, you may find answers there.

    The two other farmer builds you mentioned require very little investment to make them "farm capable"; people tend to follow the path of least resistance, or in this case the path of least investment.

    I warn you that Plant/Storm/Stone is end heavy. Even with IOs you'll probably be locked into the Cardiac Alpha to offset the high endurance usage. Also be aware that /Stone requires you to be on the ground for Fissure and Hurl Boulder. For this reason alone I switched to /Ice. Hovering allows you to effectively position Lighting Storm. If you actively "herdicane" hovering makes Hurricane a little more forgiving, knockback becomes a psuedo knockdown, thus reducing scatter.
  12. Quote:
    Originally Posted by VelRahn View Post
    Sorry Salty. The "Click this link" link was working at home when I posted it this morning. I've edited the original post and put the data chunk at the end.


    @galadiman: looking over your suggestions now, thanks!
    No problem! I just wanted to give you some feedback but I couldn't view the build bonuses and such. Overall the build looks pretty good.

    Comments as follow:

    • I concur with the comment about Soul Drain lacking accuracy. (You posted a new build as I was typing)
    • I would slot the -KB and +def IOs earlier in your career (I see you have one in hover).
    • I also noticed you didn't take Gloom. I would look at that power again. Its that good.
    • I figured you took Hover as a prerequisite for Fly, but IMO Combat Jumping is better than Hover especially since Burn (which comes at 28) is the only Immobilization protection you have.
    Here is a build (on the expensive side) that I have been fiddling with ever since I rerolled this combo from a Scrapper as Brute. I'm not sure its the final version I'll go with, but it may give you some ideas.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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    Best of luck with your build!
  13. Quote:
    Originally Posted by Deep Rootz View Post
    I have an earth/thorn dom that I'm working on mostly for the -def synergy that it has, and I really enjoyed my spines scrapper. Just curious how this proc works. I know it can be slotted in multiple powers, but not sure how it's beneficial. Does the -20% resist actually stack with multiple procs or is it just giving the proc a greater chance to actually hit?
    Unfortunately it no longer stacks even if it's from various sources.
  14. You are way over the +5% Recharge bonus on the various sets selected. Paragon Wiki has a good article on the "Law of Five" if you dont know what I mean:

    http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
  15. Quote:
    Originally Posted by Jericho View Post
    Thank you for the reply. I meant to mention it in the original post, but I think I will have to go with the Endurance alpha on this toon. Recharge doesn't seem to be a huge issue here, so I had hoped to go Damage, but I think Endurance will be a huge issue. If I'm not mistaken, Range also comes with Endurance Alpha? That can only help cones like Seeds of Confusion and Ice Breath.
    Don't commit to the Cardiac Alpha unless you absolutely know what is the root cause(s) of your endurance problem and you can't fix it with improved slotting. I would be willing to bet that spamming Roots is at the heart of your endurance woes. Its expensive and its DPE is not worth it when other powers would be superior choices. I would much rather have heavy hitting persistent powers up and ready for use. If Cardiac is your choice for other reason then by all means.

    Quote:
    Originally Posted by Jericho View Post
    What do you think of Ice APP for a plant/storm? I was originally gonna go mind for Indom Will but mezzes haven't been a huge issue yet. And she does have the AOE immobilize for Ice Storm.
    Keep the Ice APP. Breakfrees or a defensive build can mitigate mezz effects just as well. No need to pick an APP for that.

    Quote:
    Originally Posted by Jericho View Post
    She seems so far slower and a bit squishier than my Ill/Rad who I was planning /Fire for. But the next six powers she gets are all damage, followed by Ice Armor. So all that can only help.
    It may be slow now, but once you have your toon leveled up and properly IOed +4/x8 spawns will vaporize before your eyes.
  16. Quote:
    Originally Posted by Jericho View Post
    I joined COH for the first time this past Halloween and am loving the game. Of all the ATs I've played so far, Controllers are my favorite, and my two main characters are Illusion/Rad and Plant/Storm.
    Welcome to CoX and to controllers!

    Quote:
    Originally Posted by Jericho View Post
    1) I tried to be as 'true' as I could to each power, which still getting set bonuses when I could, especially for Recharge (goal was perma-Creepers and perma-Hasten, or close to it)

    2) Avoid purples and pvp IOs which would be hard for me to afford as a new player. Expensive regular orange IOs such as Miracle +Recovery I will be getting from Tip Mission rewards. I also avoided using Hammio IOs as I have never done that mission.

    3) Use regular IOs unless there is a compelling reason (like a set bonus) to use more expensive invention IOs.

    This character will solo and occasionally group, will hopefully be able to aoe farm, but I've also tried to give her a strong single target chain (AVs?)
    I also envision her as a mostly long range character.
    ....with these factors in mind, I really don't care for the build much. Don't get me wrong your build is by no means terrible, but there are a few areas I think stand to improve. Here is what I noticed:

    You went "Proc Crazy" on the build, specifically in Snow Storm, Entangle, and Roots. Slotting procs in these powers will not make a game changing difference with this powerful combo.

    For farming purposes this build lacks defense IMHO. Added defense will let you push the envelope vs. higher level enemies, beyond what your controls would normally allow. In your case I recommend building for S/L since you picked up Frozen Armor, but building for Ranged/AoE defense is another option. If you are not a hardcore farmer feel free to completely ignore this section.

    Here is a build I efficiently run on both AE Ticket farms and standard PvE missions for farming purposes. It breaks one of your rules by using the confuse purple set and doesn't have the exact same power selection that you have. Feel free to use and modify as you see fit.:

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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    Keep in mind a strong synergy these sets have with each other is that their core powers are fire and forget. I have let this aspect shape my battle rhythm and play style.

    I usually open with Seeds-->Carrion Creepers(if they are not present)-->Roots-->Freezing Rain-->Ice Storm-->Roots-->Tornado-->Lightning Storm. After which I'll "Herd"icane any stragglers before dropping Tornado and Lightning Storm again. Even at +4/x8(no bosses), enemies usually don't survive long enough for a second application of Tornado and Lightning Storm nor for Ice Storm to be up and ready at the next spawn. I don't spam Roots for damage (only for immobilization and -KB) and I let the persistent powers run through their effects as I tightly cluster the enemies. With this rhythm, I never have endurance issues and am usually close to full blue next spawn. In the end it gives me the option of not using the End Redux Alpha as a crutch.

    Quote:
    Originally Posted by Jericho View Post
    I took Spirit Tree in this final build when I wasn't originally going to, as I have found it very situationally useful while leveling (she is currently 31).
    But I gave up Air Superiority to do it, a power I've found wonderful to have. Will I not miss AirS, once I get my APP single target attack, or is AirS a must have to battle AVs? To get both I would have to give up my LotG mule Maneuvers which would reduce my recharge by another couple seconds. Thoughts?
    Spirit Tree is an optional power selection based on individual preference. You can always copy over to test and see if you like the powers before committing to them on the live servers.

    As far as Air Sup I used it as a set mule. Ever since I picked up the /Ice APP in lieu of the /Stone APP I never engage in melee and I would not recommend doing so vs. AVs either. You can run a steady chain without entering melee. Tornado and other persistent powers are going to be your workhorses anyway.

    Quote:
    Originally Posted by Jericho View Post
    I read a long post about Creepers to come up with the slotting I did for those specific procs and IOs. The article stated the knockback dmg proc proced the least of the four, so I did not include it.
    plug this into Google:

    site:boards.cityofheroes.com carrion creeper

    the top 4 threads (especially the one posted by Weatherby Goode) will answer your questions about Carrion Creepers slotting.

    Quote:
    Originally Posted by Jericho View Post
    I have the two procs in Flytrap for when she AOE flings thorns. Another chance for -Res besides Freezing Rain. Would the expensive purple Build-Up be considerably better than either of the two procs here? If so, which would you remove.
    I think Fly Trap is not worth the purple build up proc. On higher settings Fly Trap will not survive long. Keep the -res proc if you slot either.

    Quote:
    Originally Posted by Jericho View Post
    I had a fourth slot in tornado, another copy of the -Res proc, for fighting solo AVs. Would that be good for tornado, or a poor slot choice? I took the slot away to fit in Numina's Convalescense + Recovery in Health as I was afraid she was a bit short on Endurance.
    The -res is great in Tornado, but its not worth losing the Numina's to do so. I would drop some of the procs I commented on before, that will free up some slots to keep both.

    Quote:
    Originally Posted by Jericho View Post
    There are many powers I would like to put an additional slot or more in, including Sleep (for Task Forces), additional Endurance reduction in Hurricane and Ice Armor, but I did the best I could in what to me seems a slot intensive build.
    Two more candidates to drop procs in the previously mentioned powers for.

    Quote:
    Originally Posted by Jericho View Post
    I would have taken O2 Boost if it were like the heal in /Rad, but since these two sets seem to have enough to keep a newb busy without it, I passed.
    O2 Boost is an optional power selection based on individual preference.

    Quote:
    Originally Posted by Jericho View Post
    I also skipped Thunderclap, which I had originally chosen, as it was a semi-useful power with its Mag 2, plus it needed a lot of slots. Seems a much more useful power for a PermaDom.
    T-Clap is another optional power selection based on individual preference.

    That is just my two influence.

    Best of luck with your Plant/Storm/Ice Controller. Its an excellent combo.
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    As Dechs said posting a build and asking for tweaks is generally the best method. The main decision to make when softcapping a blaster is Ranged versus S/L defense. There are technically other options but they are a lot harder.

    My suggestion for finding useful sets is to go to this page:
    http://wiki.cohtitan.com/wiki/IO_Sets

    You can look for sets that boost the defense you want.

    A few good sets you can probably use:

    Ranged Defense:
    Thunderstrike
    Mako's Bite
    Lockdown
    Stupefy

    S/L Defense:
    Kinetic Combat
    Obliteration
    Reactive Armor
    Enfeebled Operation
    I would add the Purple Confuse Set for Ranged. I haven't looked at the market lately but it used to be fairly cheap. It provides +5 Def and +10% Recharge bonuses if six slotted.

    Another trick is to take both Hover and Combat Jumping. If you go the S/L route both Ice Mastery( or is it Cold Mastery?) and Mace Mastery offer shields that provide significant S/L defense.

    cut and paste this into Google:

    site:boards.cityofheroes.com

    add your search string to search the forums. Fire/MM soft cap produces a lot of hits.

    Good Luck. I'll try to post Ranged and S/L variants of Fire/MM if your request has gone unanswered.
  18. To the OP:

    I suspect you are right about this trumping Ill/Cold ....if you can survive.

    Silverado on his many AV killing rampages did it on his Fire x3 controller. In one of the threads he chimed in and gave some advice on someones Fire/Cold build. It was some time back but worth the read (its possible the forums ate that thread). That may be a good place to start (or send him a PM). You have received some good advice so going back that far may not be necessary.

    Unless you are committed to Mace Mastery I would recommend Stone Mastery instead. Earth's Embrace may not recharge quick enough to be a healing substitute, but unslotted it will put you at the Controller HP cap. This gives you some room to breath if the AV gets a lucky streak in while you pull the ol' tricorder (Aid Self) out.

    Quote:
    Originally Posted by Rad_Avenger View Post
    shields + maneuvers + artic fog isn't godly defense, but every little bit helps.
    ...but throw in Grant Invis and the two Pet +Def IOs (+5 Def each) and you can easily get 40+ defense on your imps. Add Frostworks for good measure. This tough, imps could provide a good distraction vice becoming a liability.

    On a side note it is possible to softcap without the use of the Fighting Pool. I wouldn't recommend it if you are planning to run Hot Feet all the time, even with 95% Heatloss end recovery up-time.

    Good luck and tell us how it goes. I definitely think Fire/Cold has some serious untapped potential.
  19. Quote:
    Originally Posted by Aura_Familia View Post
    Are there any softcapped blaster builds/guides out there?

    Preferably fire/mm or fire/en?

    finally going to give in to the hype and try to build one.
    Ranged or S/L?
  20. Quote:
    Originally Posted by Void Spirit View Post
    Thanks for the input. I am leaning towards Brute in order to take Darkest Night.
    Good choice. Had I seen this thread earlier I would have cast my vote for a Brute. Soul Master for Brutes is much better than any epics Scrappers have access to IMO.
  21. Quote:
    Originally Posted by AnubisForm View Post
    Hi,these are powers that I have never even touched the whole 15 months plus of playing this game.How are they normally slotted on trollers?How much does it make a difference in the squishyness of a troller besides being a mule for -Kb.Yes this is for the dreaded fire/kin but i also want to see if they work in my Earth/Storm and fire/rad as well.Thanks for any input
    Adding defense (and potentially soft capping) will immensely add to your toon's survivability. It will allow your toon to take on tougher foes that you normally could not handle. So if you decide to take them slot them like you would on any other AT.

    With that said I would advise you to consider not taking them if you plan on investing in IOs. None of my controllers that I have soft capped (or close to it) took the Fighting pool at all! Its possible with the right build and IO selection to soft cap without sacrificing your build with poor power selection or poor slotting.

    As for the controller combos you mentioned I could see a Fire/Kin and Fire/Rad benefiting from soft capping to S/L, especially to mitigate the alpha when your controls are down. I don't see it benefiting Earth/Storm that much, but that all depends on your play style. Earth/Storm has several powers that can be activated out of Line of Sight (LOS), I just don't see the need on this combo. If I were investing IOs in my Earth/Storm I would looks at building for recharge with a secondary focus on +recovery/+end sets.

    Hopefully we have answered your questions. Best of luck with your builds.
  22. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Thanks, that sums up what I wanted to hear rather nicely. Think I'll try out a /cold troller now, just gotta find a primary I want.
    Fire/Cold is a pretty good combo. Its a late bloomer but pretty effective.
  23. Saltyhero13

    stone mastery

    Quote:
    Originally Posted by Soul_Stormer View Post
    do any of the attacks require you to be touching the ground, especially seismic smash and fissure?
    Seismic doesn't but Fissure does.

    Just FYI Earth's Embrace doesn't either but Hurl Boulder does.