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Posts
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Joined
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Aett brings up a great point. Your answer will vary on an individual basis.
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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. -
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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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. -
Quote:+525k/minute is the highest I have seen openly posted. Numbers are posted in the last thread I linked to.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.
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!) -
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: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.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.
Oedipus_Tex brings up some excellent points, but I strongly disagree with his points here:
Quote: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.
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. -
Quote:Copy that.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.
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 -
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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. -
Quote:Go with your guts!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.
If you have the cash to make the build happen go for it! It is a beastly combo when its potential is unleashed!
Quote:Does containment double the damage of Tornado or Lightning Storm or Creepers?
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. -
Its all empirical as no numbers were posted; interesting reading none the less:
http://boards.cityofheroes.com/showthread.php?t=201476
http://boards.cityofheroes.com/showp...03&postcount=4
http://boards.cityofheroes.com/showp...4&postcount=33
This last one sets the bar pretty high using a Fire/Kin (and shows hard numbers):
http://boards.cityofheroes.com/showthread.php?t=223133 -
Quote: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.(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).
Quote:(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.
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. -
Quote: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.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!
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.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
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Quote:Unfortunately it no longer stacks even if it's from various sources.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?
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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 -
Quote: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.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.
Quote: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.
It may be slow now, but once you have your toon leveled up and properly IOed +4/x8 spawns will vaporize before your eyes. -
Quote:Welcome to CoX and to controllers!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.
Quote: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.
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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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: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?
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: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.
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: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.
Quote: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.
Quote: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.
Quote: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.
Quote: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.
That is just my two influence.
Best of luck with your Plant/Storm/Ice Controller. Its an excellent combo. -
Quote: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.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
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. -
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:...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.shields + maneuvers + artic fog isn't godly defense, but every little bit helps.
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. -
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Quote: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.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
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. -
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