StrykerX

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  1. Quote:
    Originally Posted by Deus_Otiosus View Post
    You’re not going to get softcapped on an Ela Brute to SM/L for 50 mill, not in any way that allows you to make sensible build choices.
    Honestly, I don't think you're going to softcap an Electric Armor Brute at any price without gimping your build. You can get around 60% S/L resist with your armors and Tough, and probably 30% or so S/L defense with Weave, Maneuvers, Combat Jumping, and some IO bonuses. That will give you quite good mitigation without crippling your ability to actually smash things. It will cost a heck of a lot more than 60 million, but a couple weeks running Hero or Villain merits can make you several hundred million inf or so just from selling LotGs. It's hard not to have a large bankroll by the time you hit 50 just from selling drops, since a lot of fairly common IOs are going for several million inf or more crafted. (Be sure to check the sell price of crafted IOs before selling a recipe... sometimes you can make 5-10 mil just by crafting it. Other times you lose inf due to the salvage costing more than the markup, so check both recipe and crafted IO prices.)
  2. Quote:
    Originally Posted by plainguy View Post
    I would have to suggest Bot / Traps. The current Pet AI is bonky and if you take the time to read some of the threads you will see some have even given up playing a Mastermind because of these issues. The only build type I can see working is a Tankermind build. Mind you also the Pet AI has been out of whack for a long while with no sight of it getting fixed anytime soon.
    Actually the new AI is excellent for Demons. I suspect the whole reason it was changed was because Demons didn't work well under the old AI and the devs wanted their shiny new set to be as good as possible. Hopefully they are working on a way to have different AIs for different pets, which would fix a lot of problems.
  3. Quote:
    Originally Posted by parabola_EU View Post
    I've just been experimenting with this and I'm not sure it's strictly the case. From what I'm seeing it looks like the pet only returns to follow if it hasn't been attacked while defating the target mob. Otherwise it moves on to the new target and stays in attack and therefore doesn't return to bodyguard. Is this just me?!
    It's not just you. Pets that are ordered to attack stay in "attack" mode until they are out of combat. If there are other enemies aggroed they'll stay in attack mode until those are dropped, and likewise if you get ambushed or a patrol stumbles on you before they finish taking out their target they won't go back to defensive until everything is dead or no longer attacking (held for more than a few seconds, ran away, etc...). They will immediately drop back to defend mode if killing their target doesn't alert other enemies, so you can drop stragglers who are off away from the rest of their spawn and not have to order them back to follow. Also, while Stay or Goto keep bodyguard mode active if the pets are in Defensive Follow when you issue the order, they do not activate Bodyguard if you issue them while the pets are in Defensive Attack mode. You need to issue a Follow command to be certain of getting Bodyguard if you have sent the pets to attack and then come under fire.
  4. I've become a big fan of Demons, and they tend to be massive endurance hogs so the Cardiac line looks nice. Cardiac Radial gives 33% endurance reduction and 20% damage resist, both of which the demons can use. It will also really help keep my blue bar from tanking during combat resummons.

    Spiritual also looks nice for secondaries with long recharge powers. It won't help the pets much, but quicker recharging Painbringer, Forge on an additional pet, or more Acid mortars out at once will be nice.
  5. Actually I believe it is possible to get perma-Hasten in Granite armor. It's absurdly expensive and requires pretty much totally gimping yourself in a lot of ways since practically every single power is focused on recharge bonuses, but it's possible.

    Of course the more practical thing would be to try to get 50-60% recharge or so to counteract the Granite penalty, and then pile on all the runspeed boosts you can get.
  6. I like Hover for several reasons:
    • Lower endurance cost than Fly
    • No travel suppression so much faster in combat than Fly once slotted
    • Hover has some protection from -fly effects
    • You can slot Kismet 6% Accuracy, Karma -KB, and LotG recharge in Hover
    • Hover does offer some defense, which can be handy when softcapping

    Certainly it's not a great power for long distance travel, but in combat it's faster and more precise than Fly and quite a few things that would knock you out of the air if using Fly don't break Hover. I like to play Blasters, and getting dropped to the ground in the middle of an angry mob is officially a Bad Thing when you rely on ranged defense.
  7. For a Controller, Fire and Plant are probably the highest damage sets to pair with Kinetics. Illusion also does decent damage but doesn't go as well with /Kin because the Phantom Army pets are unbuffable... it works better with debuff sets like Rad. Fire/Kin is pretty much the most damaging Controller in the game, which is why it has been the FotM farm build for... well, a long time now. Plant/Kin is no slouch though, and it's a bit more interesting.

    Bots/Traps is awesome, and it's a very thematic pairing. The only real drawback is the current tendency of pets to run into melee even when they have a bunch of guns and no melee attack at all. If you can live with that it's one of the toughest combos in the game.

    Corruptor heals and debuffs are weaker than Defenders, but still quite good. Corruptors also hit harder than Defenders on teams (solo it's about even now), so it's kind of a toss-up which is better. In generall Defenders add more damage to a team than Corruptors if using debuff sets, while Corruptors can be just as good or better for damage if using buff sets like FF (though the Defender has stronger buffs of course).

    For Dual Pistols I'd recommend a Corruptor or Defender. Their main attraction (aside from the crazy gun fu animations) is selectable ammo, but for Blasters you always use incendiary or standard because cryo and chem ammo just isn't very good (the debuff values are low, and Blasters exist to kill things, not debuff them). Corruptors (and especially Defenders) get significantly stronger debuffs, which makes the various ammo types' secondary effects actually noticeable.
  8. If you like flashy, there are two power sets to try: Dual Blades and Dual Pistols. The combo system makes Dual Blades more interesting than most melee sets (at least for me), and something like DB/Willpower or DB/Super Reflexes can be a lot of fun on either a Brute or Scrapper. Kinetic melee is also flashy but it's a bit more repetitive.

    As far as Dual Pistols goes, I'd suggest a Defender or Corruptor. It's really a sub-par set on Blasters (not horribly so, but it's noticeable) and being able to pair it with a buff/debuff set makes it a lot more versatile. For DP + Traps, I'd go Defender, simply because I prefer Defenders to Corruptors for the stronger buffs and debuffs on sets that both share. (In my opinion, you pick Corruptor to use Fire Blast. )

    Regarding Storm Summoning, I absolutely love my Plant/Storm Controller. He's a farmer (the kind that grows things, not the kind that farms missions) with the mutant ability to manipulate nature and he's my favorite Controller by far. You get good solid damage, an insanely good AoE confuse power, and the ability to either knock things flying to reduce incoming damage or lock them down first and unload your tornadoes and lightning storms without worrying about knocking things out of place.

    One other thing to consider... if you liked Hunters you might want to try a Mastermind. They're insanely good soloists and some can really add to a team. Right now the ranged pet AI is a bit messed up, so I'd suggest something that does well in melee like Demons. Demons/Dark is a great combination, and Demons/Storm could be interesting. Really, Demons/anything is good.
  9. Energy Blast is pretty much the average for blast sets. It isn't great at anything but it isn't terrible at anything. For Blasters, it's right in the middle for ST damage, AoE damage, and pretty much everything else.

    However, Corruptors and Defenders have something Blasters don't: decent debuff strength. Blast sets with debuffs as their secondary effect, like Sonic's -resist, Ice's slows, or or Rad's -def are more attractive on Corruptors (and especially Defenders) because those secondary effects are stronger. Energy's secondary effect is knockback though, and stronger knockback is rarely considered a good thing... which is why people say Corruptors (and Defenders) get less out of Energy Blast than sets with useful debuffs.
  10. There are several reasons to buy at least some IOs early:

    1) Price. Crafting a level 25 or 30 generic IO costs more than buying a SO. However, it costs significantly less than buying a SO and then replacing it every five levels. You can slot a generic IO and never bother with that slot again until (and unless) you decide to go with a set.

    2) Convenience. IOs never lose strength or go red and stop working when you level mid-mission.

    3) Gloabal IOs really help at low levels. In particular, getting a low level Kismet 6% to-hit IO (it's called accuracy, but it gives a to-hit bonus) and dropping it in Combat Jumping or Hover makes the teen levels a lot more fun since you miss less. Likewise a KB resist IO makes a huge difference if you don't have a -KB power.

    4) Frankenslotting. Instead of worrying about set bonuses, just slot dirt cheap set IOs with lousy bonuses to get the best possible enhancement values. You can often buy the recipe for a few thousand inf or less, and as long as you pick yellow recipes with no rare salvage required you can craft it cheap too. And like generic IOs, once you do you can ignore those slots forever, or until you upgrade to higher end sets. You can get an extra 2-3 SOs worth of enhancement out of six slots that way, or get a full six slots worth of enhancement out of around four. And it's still cheaper than buying new SOs every five levels.

    As far as high end sets go, I'd suggest slotting them around the lowest level you plan to exemp to regularly (assuming you can afford them) so you keep the bonuses. Actual level 50 IOs are a huge rip-off since their crafting costs are so high and you can't exemp down below 47 with them... it's a lot cheaper and really just as effective (thanks to ED) to slot mid 30s IOs instead. The exception is that it is handy to slot two level 50 generics at times since that's almost as good as 3 SOs... you can save a slot in powers like Hasten or Build Up. Also, level 50 set IOs do have the advantage of being readily available, but it's worth taking a few days to bid on lower level ones if you like to exemp down and run TFs.
  11. I believe people who link to the Mercs thread are implying (or outright stating) that the devs tend to ignore Mastermind problems, therefore whatever problem is being discussed is not going to be fixed.
  12. StrykerX

    DP/EM/Munitions

    Here's a quick build I threw together. It's not cheap but it doesn't have any purples or PvP IOs and the one LotG recharge is easy to get with merits. I focused on ranged defense and recharge since DP has redraw... you'll probably want to stay back and shoot and only use your melee attacks when something gets to you. The two extra slots in Brawl are for slotting Stamina... I didn't save any for Health because this build shouldn't need any uniques there.Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Energy Manipulation
    Power Pool: Medicine
    Power Pool: Concealment
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Pistols
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (7) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Power Thrust
    • (A) Accuracy IO
    Level 2: Dual Wield
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Empty Clips
    • (A) Positron's Blast - Accuracy/Damage
    • (31) Positron's Blast - Damage/Endurance
    • (46) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Damage/Range
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Achilles' Heel - Chance for Res Debuff
    Level 6: Swap Ammo
    Level 8: Bullet Rain
    • (A) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 10: Build Up
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 12: Suppressive Fire
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (34) Basilisk's Gaze - Accuracy/Recharge
    • (36) Basilisk's Gaze - Recharge/Hold
    • (36) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 14: Bone Smasher
    • (A) Mako's Bite - Accuracy/Damage
    • (15) Mako's Bite - Damage/Endurance
    • (15) Mako's Bite - Damage/Recharge
    • (17) Mako's Bite - Accuracy/Endurance/Recharge
    • (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (31) Mako's Bite - Chance of Damage(Lethal)
    Level 16: Aid Other
    • (A) Healing IO
    Level 18: Executioner's Shot
    • (A) Thunderstrike - Accuracy/Damage
    • (19) Thunderstrike - Damage/Endurance
    • (19) Thunderstrike - Damage/Recharge
    • (21) Thunderstrike - Accuracy/Damage/Recharge
    • (21) Thunderstrike - Accuracy/Damage/Endurance
    • (23) Thunderstrike - Damage/Endurance/Recharge
    Level 20: Aid Self
    • (A) Doctored Wounds - Heal/Endurance
    • (23) Doctored Wounds - Endurance/Recharge
    • (25) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Heal/Endurance/Recharge
    • (31) Doctored Wounds - Heal
    Level 22: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 24: Stun
    • (A) Stupefy - Accuracy/Recharge
    • (36) Stupefy - Endurance/Stun
    • (37) Stupefy - Accuracy/Endurance
    • (37) Stupefy - Stun/Range
    • (37) Stupefy - Accuracy/Stun/Recharge
    • (40) Stupefy - Chance of Knockback
    Level 26: Piercing Rounds
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (27) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Damage/Range
    • (29) Positron's Blast - Accuracy/Damage/Endurance
    Level 28: Power Boost
    • (A) Recharge Reduction IO
    Level 30: Conserve Power
    • (A) Recharge Reduction IO
    Level 32: Hail of Bullets
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 35: Boost Range
    • (A) Recharge Reduction IO
    Level 38: Total Focus
    • (A) Mako's Bite - Accuracy/Damage
    • (39) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Damage/Recharge
    • (39) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 41: Body Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (42) Steadfast Protection - Knockback Protection
    • (42) Resist Damage IO
    • (42) Resist Damage IO
    Level 44: Cryo Freeze Ray
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (45) Basilisk's Gaze - Accuracy/Recharge
    • (45) Basilisk's Gaze - Recharge/Hold
    • (45) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 47: LRM Rocket
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Surveillance
    • (A) Achilles' Heel - Chance for Res Debuff
    ------------
    Level 1: Brawl
    • (A) Empty
    • (13) Empty
    • (13) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    Level 4: Ninja Run
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Chemical Ammunition
  13. StrykerX

    Pain Domination?

    You don't get World of Pain until 28, and it's not perma until much later since you need something like 80-100% global recharge on top of Hasten. For a no expense spared build, /Pain might be almost as good as /Thermal at providing resists. For a normal build, World of Pain will have downtime though. Likewise Painbringer requires a lot of global recharge to be perma on one pet, while Forge is easy to maintain on three with just SOs.

    My two favorite things about Thermal are the fact that you get the resist shields very early, and the massive Fire resists. Being able to literally ignore Demolitionists and Blast Masters (seriously, I didn't even bother ordering the pets to move out of the burn patches) is such a huge relief compared to other MMs...
  14. I suspect the real problem is the fact that there's only one AI script for every NPC in the game, whether it's a mob or a pet. They can be set to prefer ranged or melee, but it seems that only has a limited effect. Hopefully the devs are working on tech to allow several different scripts with each entity using the one suited to it... that would improve pet AI and make mobs more effective.
  15. My Plant/Storm is my favorite Controller. It doesn't really have a lot of powers I'd consider skippable, but there are a few:

    Entangle: Probably not something you need if you plan to team most of the time. Solo it adds a fair bit of damage (slot it for damage rather than immobilize) and is easier on the blue bar than Roots when spamming it on a boss or EB.

    Spore Burst: Can you spare five slots for this? If the answer is yes, take it and 5-slot it with Fortunata Hypnosis for dirt cheap purple bonuses. As an actual power instead of a cheap set mule it's quite skippable though... it can be a nice emergency control but I rarely find myself needing emergency controls so often that Vines can't handle the job.

    Spirit Tree: This is a Triage Beacon with leaves. If you really like Beacon then take it, but I find it rather situational. It's nice in AV / GM fights but since AV and GM fights are a tiny fraction of total game play I'm not sure it's worth it.

    O2 Boost: Only consider skipping this if you solo most of the time, and even then it can be handy to keep your Fly Trap alive. It's a heal that can't be interrupted and it provides some handy buffs (Sleep and Stun protection, +perception, and resistance to end drains and recovery debuffs) so it's definitely worth using on teams.

    Snow Storm: It's a nice slow with -fly. I skipped it on my Plant/Storm and rarely miss it, but I'll almost certainly pick it up once I19 comes out for EBs or AVs. I consider it somewhat situational when paired with Plant though, simply because you rarely need to slow things that are attacking each other instead of you.

    Thunder Clap: Why bother stunning minions that get close to you? Both Plant and Storm have a ton of tools to prevent minions from ever getting close to you, and you really have no reason to get close to them without Hurricane running, and if you hit them with that they'll be debuffed into worthlessness anyway. Besides, they're going to be shooting each other, not you.

    I would suggest not skipping Tornado. Plant Control has a massive amount of -KB, so you can use Tornado freely and it really adds some decent damage. As for why I suggest skipping things like Thunder Clap and perhaps Snow Storm, it's because your first priority should be getting enough recharge to use Seeds every spawn. Once you do that, the only thing you really need to worry about are bosses and the occasional missed minion / Lt, which you can deal with using Strangler (or Hurricane if you find several things still attacking you).
  16. Actually, Sonic/Mental isn't very melee heavy at all. It does have PBAoEs but that's not quite the same thing... you can fire off one of those and jump back out without letting too many things punch you. With all the cone attacks your best position is probably going to be 30 feet or so in front of a group or better yet above it. One possible strategy would be to take Hover and use Shockwave while floating directly above a spawn, then turn Hover off and activate Drain Psyche as you hit the ground. That should knock them down long enough to land, hit Drain Psyche, and fly back up (in theory, I haven't tested it).

    One nice thing Shockwave has going for it is 100% knockback. Attacks like Energy Torrent tend to scatter spawns because they knock some targets back but not others, but Shockwave will send the whole group flying to the same general area (minus the occasional miss). I'd suggest a bit of range enhancement in the cones though, since the farther back you can be when firing them the wider they are when they hit the enemy spawn.
  17. Energy/Traps might be fun. The knockback will knock things off of Caltrops but since it knocks them away from you they'll have to get back through the Caltrops patch. Acid Mortar has a pretty good range so it would be a lot harder to knock things too far for it to hit them. Most importantly, you get Force Field Generator, which provides significant defense and protects from holds and stuns. That by itself is a good reason to pick Traps... and unlike FF you get debuffs to speed up soloing and assist with hard targets in groups while still providing some extra defense to anyone near you.
  18. StrykerX

    Pain Domination?

    I like Demons/Thermal myself. You get an AoE heal, a targeted heal, some buffs, and resist shields to stack on the demons' existing resistances. Later on you also get a couple of debuffs.

    /Pain does heal even better, but has slightly weaker debuffs (mainly due to longer recharge). Both buff well, in different ways. The main reason I went /Thermal is that the extra 20+% resists can push demons up into the 60s for S/L resist and cap them at 90% to fire... that's a lot of mitigation and healing is useless on pets if they die so fast you can't react in time to save them. Even bosses can't one-shot my tier one pets with their shields up, so I have time to actually do something to save them.
  19. Quote:
    Originally Posted by je_saist View Post
    Yeah, here's the thing. Many mez attacks, such as sleep or hold, are not delivered through smashing / lethal damage attacks. The mez attack most often coupled with smashing / lethal / energy attacks is stun. You are getting hit by enemies with attacks you have no protection against.
    There are a couple of ways to mitigate this. First, Ranged defense is your friend. The vast majority of holds are ranged attacks (a couple are flagged as only psionic with no positional type, but most are flagged ranged), so if you can get around 33% Ranged defense you only need one Luck to softcap it, and if you are fighting large spawns you tend to get plenty of inspirations. The even better solution is to not use Fulcrum Shift when there are a lot of mobs that can attack you. On a Corruptor, that means waiting for a sturdier teammate like a Brute or Tank to grab aggro, while on a Controller it means locking most of the spawn down with an every-spawn control like Flashfire or Seeds of Confusion first. If you are solo as a Corruptor and trying to fight large spawns, I'd suggest popping Lucks and a Break Free before jumping in to use Fulcrum Shift, and staying at range with softcapped (either naturally or 33% + a Luck) Ranged defense until you need to fire off FS again. But really, /Kin Corruptors are better for team support than soloing... as I mentioned before nothing beats having the mobs unable to attack you at all for mitigation, and that's a Controller's specialty. And since /Kin Controllers essentially do double capped damage all the time due to Containment they hit plenty hard if you take an offensive set like Fire or Plant. And since those sets also have the best every-spawn controls, you probably will take one...
  20. StrykerX

    Soloing +4/x8?

    When I think soloing +4/x8, I normally think softcapped Brutes or Scrappers. Tanks can do it even easier of course, but it's going to take them a lot longer. Some very high end Controller builds can also do it simply by locking down everything, but +4s tend to resist debuffs and controls pretty well (about 50% reduction as I recall) so it's dangerous. I'd probably go with something like a softcapped Stone/Shield Brute with Aid Self... you want a primary that has decent mitigation, softcapped defense, and ideally some additional protections. You also want decent AoE damage so you aren't there all day. If you don't mind restricting yourself to only mobs that do primarily S/L damage a melee softcapped Stone/Invulnerability or SS/Invul might also work well.

    Of course there is one way to solo virtually any group at +4/x8 without even needing IOs. It's very long and tedious and gives little XP or rewards, but it works. Just take any character with Mind or Illusion Control and confuse one mob at a time while staying out of aggro range... Mind Permadoms can even do it to AVs / Heroes.
  21. Quote:
    Originally Posted by moonbound View Post
    Also I noticed someone said fire/dark is good but just keep in mind I want something fun from start to end, no in between or waiting untl level 30 to shine, I want to start having fun atleast within the first 10 levels, thanks.
    Dark/Dark gives a heal, lots of debuffs and some control, but is relatively light on damage. Fire/Dark, on the other hand, keeps all the nice Dark Miasma powers but trades the extra to-hit debuffs and control powers from Dark Blast for hard hitting attacks. It starts off a lot stronger offensively and continues to do good damage as you level, and still has enough debuffs and utility to add a lot to a team. Dark/Dark is basically a very debuff heavy support build, while Fire/Dark is a balanced build that combines support with significant damage output.
  22. Dark/Dark Corruptors are definitely versatile, though I prefer Fire/Dark myself due to the significantly higher damage. You can tint Dark powers all sorts of colors now, though they will always be darker hues rather than really bright. You can get some pretty light pinks or greens, and you can do a lightish gray effect that makes them look like smoke or fog. You could make a Fire/Dark that had a cool "flame and smoke" theme, for instance.

    Controllers are always handy on groups and can be surprisingly fun solo if you pick the right sets. Plant or Fire tend to have more damage, and you can never go wrong with /Rad on any setting, or /Storm if you know what you are doing (ie, don't blow stuff around when melee characters are trying to punch it). My favorite Controller is Plant/Storm, both for solo and for teams, and the good news is that Plant Control can easily negate knockback so you can safely use things like Tornado or Lightning Storm on teams. Or you can skip the immobilizes and use KB as mitigation. Plant/Rad or Fire/Rad would be a bit more team friendly though, since Rad is about the best debuff set around.
  23. Interesting build... I wouldn't have considered trying to softcap Demons/Pain. It's a lot easier to make a tankermind with a set that provides defense, like /Traps, /FF, or Bots. It looks like your heals are a bit underslotted and you skipped Enforced Morale, so I'm assuming this is primarily a solo build? If you plan to team I'd try to fit one more slot in at least Nullify Pain and drop a heal IO in it.
  24. I've tested the Ember Demon and it's just a display bug. I'm sure you can do some odd things with Hami-Os, but with normal SOs or IOs (including sets), damage slotting does not actually boost the strength of Ember Shield. It will look like it in the powers display, but the actual resist values won't go up unless you slot resist enhancements.
  25. Quote:
    Originally Posted by Bad_Dog View Post
    While I have no experience with this combo, I am certainly impressed with this guy on Champion server and his Mind/Fire Dominator.

    See this thread: http://boards.cityofheroes.com/showthread.php?t=232036

    In his signature you can see screenshots from some impressive feats using it - notably Solo LRSF and Solo MoITF.

    Anyone with experience with this combo have any thoughts on how it would work duo with ill/rad?
    I believe the main way a Mind/Fire Dom solos TFs is by getting enough recharge to perma-confuse AVs. Since confuse doesn't cause aggro you can just sit there spamming it until the AV goes nuts on his buddies. It sounds like fun, but I'm not sure it fits well with an Ill/Rad's playstyle.

    What about a Mastermind? Ill/Rad is good at debuffing and holding aggro, so you could manually direct the pets without needing Bodyguard often. I'd go Thugs/Dark... lots of AoE, more debuffs (especially -resist), and you can slot Achilles' procs for more -resist. There's no such thing as too much -resist.