TheOOB

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  1. Quote:
    Originally Posted by MaHaBone23 View Post
    That PBAoE toggle... man, those always make me want to roll a primary with a similar toggle. I was going to roll a Grav/Time too, but now I maybe have to roll a Ice or Fire/Time...
    The PBAoE toggle is good, but I can see ranged heavy control sets, such as mind or illusion, skipping it(or putting it off till later and either under slotting it or using it for a set mule). I think without it Time still has loads to offer ranged control sets.

    I think I'll take it when it goes live, but I may respec out of it.
  2. Quote:
    Originally Posted by Laevateinn View Post
    That's why powersets that offer adequate damage and adequate control are better than those that specialize too heavily in one or the other.
    That depends on what you're trying to do with the controller. In a large mixed team that Earth/TA may be the best thing for the team, and their damage output is pretty horrible all things considered.
  3. I'm on Champion but it sounds fun. That many decoys might break some computers though :P. Also you know, they could almost run through on deceive alone.
  4. I play an Illusion/Rad, and I do a fair amount of damage(I do solo about 60-80% of the time), but as the team I'm on grows larger, the my damage output becomes less and less relevant. Put simple, once a team had 4+ people in it, assuming we have a dps person or two, I don't care about dealing damage. Sure my hold and pets deal some damage, and I'll throw a spectral wounds out there if I don't have anything else to do right this second, but my primary focus is to support my team.

    That means I hold the difficult enemies, lay my debuffs down to help my team kill faster, summon PA when my tank is having trouble holding aggro, and jumping in to heal that scrapper who just accidentally took an alpha. Perhaps even more than defenders, controllers are team players, and on any sufficiently large and diverse enough team you're job is to shift the tides of battle to you're teams favor, not to kill things. Controller is the only class that doesn't get a damage focused powerset.

    As for time, I personally think any set will benefit from time. Time looks to be a very strong and well rounded set, with buffing, debuffing, heals, and even some control. In fact it might just be the most well rounded defender set ever, it's biggest disadvantage being that it will take some time to mature as many of it's best abilities are late in the set.
  5. Controllers generally have very good accuracy, a single accuracy SO puts you at the accuracy cap for most of their hold abilities, so extra accuracy would not be useful.

    As mentioned above containment was added to address an issues controllers had, namely that aside from a few specialized builds, they couldn't solo. They could hold an enemy all day, but killing them took forever, so they literally doubled the damage controllers do agienst controlled target and controllers still are considered slow at solo(for many builds)
  6. This work a little better?

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 40 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Thermal Radiation
    Power Pool: Flight
    Power Pool: Leadership

    Villain Profile:
    Level 1: Summon Demonlings -- Acc(A), Acc(5), Acc(5), Dmg(7), Dmg(7), Dmg(9)
    Level 1: Warmth -- Heal(A), Heal(21), EndRdx(23), EndRdx(34), RechRdx(34), RechRdx(40)
    Level 2: Fire Shield -- ResDam(A), ResDam(9), ResDam(21)
    Level 4: Cauterize -- Heal(A), Heal(11), EndRdx(25), EndRdx(34), RechRdx(37)
    Level 6: Enchant Demon -- EndRdx(A)
    Level 8: Hover -- Flight(A)
    Level 10: Plasma Shield -- ResDam(A), ResDam(11), ResDam(23)
    Level 12: Summon Demons -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15), EndRdx(17)
    Level 14: Fly -- EndRdx(A)
    Level 16: Crack Whip -- Acc(A), Acc(17), EndRdx(33)
    Level 18: Hell on Earth -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 20: Thaw -- ResDam(A)
    Level 22: Power of the Phoenix -- EndRdx(A)
    Level 24: Assault -- EndRdx(A), EndRdx(25)
    Level 26: Summon Demon Prince -- Acc(A), Dmg(27), Dmg(27), Dmg(29), EndRdx(29), Hold(31)
    Level 28: Forge -- RechRdx(A), RechRdx(31), RechRdx(33), EndRdx(33)
    Level 30: Maneuvers -- EndRdx(A), EndRdx(31)
    Level 32: Abyssal Empowerment -- EndRdx(A)
    Level 35: Heat Exhaustion -- Acc(A), Acc(36), EndRdx(36), RechRdx(36), RechRdx(37), RechRdx(37)
    Level 38: Melt Armor -- Acc(A), Acc(39), EndRdx(39), RechRdx(39), RechRdx(40), RechRdx(40)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 4: Ninja Run



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  7. I'm making a new Demon/Thermal character, and I made a SO build to use while leveling before I start getting into IO's. I was wondering what others thought of the build. Any comments/suggestions are appreciated.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 40 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Thermal Radiation
    Power Pool: Flight
    Power Pool: Leadership

    Villain Profile:
    Level 1: Summon Demonlings -- Acc(A), Acc(5), Dmg(5), Dmg(7), Dmg(7)
    Level 1: Warmth -- Heal(A), Heal(9), Heal(25), RechRdx(33), RechRdx(33)
    Level 2: Fire Shield -- ResDam(A), ResDam(11), ResDam(17)
    Level 4: Cauterize -- Heal(A), Heal(9), Heal(25), RechRdx(34)
    Level 6: Enchant Demon -- RechRdx(A)
    Level 8: Hover -- Flight(A)
    Level 10: Plasma Shield -- ResDam(A), ResDam(11), ResDam(31)
    Level 12: Summon Demons -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15)
    Level 14: Fly -- EndRdx(A)
    Level 16: Corruption -- Acc(A), Acc(17), Dmg(34), Dmg(34), Dmg(37)
    Level 18: Hell on Earth -- RechRdx(A), RechRdx(19), RechRdx(19), Acc(21), Dmg(21), Dmg(23)
    Level 20: Thaw -- ResDam(A)
    Level 22: Lash -- Acc(A), Acc(23), Dmg(31), Dmg(33), Dmg(37)
    Level 24: Assault -- EndRdx(A)
    Level 26: Summon Demon Prince -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(31), Hold(40)
    Level 28: Forge -- RechRdx(A), RechRdx(29)
    Level 30: Power of the Phoenix -- RechRdx(A)
    Level 32: Abyssal Empowerment -- RechRdx(A)
    Level 35: Heat Exhaustion -- Acc(A), Acc(36), RechRdx(36), RechRdx(36), RechRdx(37)
    Level 38: Melt Armor -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), RechRdx(40), DefDeb(40)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)



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  8. Quote:
    Originally Posted by Mid_Boss View Post
    Resistance sets are inferior to defense sets. Not only is defense it's own mez protection (since you can't mez what you can't hit) but defense percentage is twice as effective as resistance. It only take 45% defense to reach soft cap which blocks 90% of incoming damage. You would need a resistance level of 90% to match that but the % on both resistance and defense buffs are the same so right there defense buffs are twice as effective as resistance buffs. 15% defense from a defense buff set bring me a lot closer to 45% cap than 15% resistance from resistance sets bring me to 90% resistance. Sonics still have that Psi damage hole that defense buff sets don't. Also, unlike EVERY other resistance set, Sonic has no healing to make up for it's inferiority to defense. Anyone who's ever played a /fire MM knows that even demons with /fire shields need healed CONSTANTLY to be kept alive. The 17% resistance from Dispersion isn't going to compensate for spammed heals. In short, you're going to be re-summoning a LOT.
    Perhaps you don't understand defense vs. resistance entirely. It's not so black and white. While it is true that with all things being equal, each point of defense is worth two points of defense, that is not always true. Resistance stacks better with resistance, and defense better with defense.

    For example, if you allready have 60% resist and you add 5% resist an enemy with a 100 damage attack will, on average, do 17.5 damage an attack against you, while if you have 60% resist and 5% defense they'll do 18 damage on each attack on average

    Furthermore, in the vast majority of cases, resistance powers provide a higher amount of resistance than defense.

    Also, while it is true defense has inherent mez protection, most resist sets do provide mez protection, and resist is much more reliable. You're not going to get hit with a lot of damage due to the RNG hateing you, -def is more common than -res(though to be fare def debuff res is fairly common), and a big one, ToHit buffs direct ally oppose defense, while +damage buffs and still mitigated by res.

    Def is better for most archtypes because all archtypes can reach that 45% softcap, but their res cap is fairly low. For people who can reach the 90% res hard cap, I'd say res is defiantly better.
  9. I'd say yes scorpion shield is the best shield, but it's not so much better that you can't take another. If the primary thing you want our of your PPP is +defense, then you can't go wrong, but other sets have good powers too, and resistance is never a bad thing.
  10. Personally I'd agree that Air Sup is the best pool attack by a mile, good damage, fast recharge and animation, and the knockdown provides great mitagation. Boxing is also a decent attack, especially if you load it with a couple procs, kick and jump kick I'm not fond of, but they work. Flurry is one of the worst powers in the game.
  11. I just purchased one, and it said it was allready used, sent a message to them, waiting for a reply.

    EDIT: After requiring me to send in screenshots of me entering the code, they sent me a new one that worked. The process was slightly annoying, but cheep enough where I would do it again.
  12. Quote:
    Originally Posted by Shred_Monkey View Post
    If nobody has any taunt going, the agro is going to be on the guy who starts the fights and on anyone who throws out AoEs... If you're running lighting field and/or always starting the fights, that may be why you're taking more damage then them. I'm guessing that somewhere in the teens-20s the willpower toon will start dieing a lot, because their taunt aura is going to kick in and draw all the agro if you 3 are teamed together.
    Luckily for scrappers, willpowers aura is a very brief taunt, so it's easy to break off and shake the aggro off on different people. Electric gets a lot of it's strength at later levels, the heal helps a lot,and the end drain can be used as an additional form of mitagation(much more noticeable if paired with electric melee. Power Surge is also, IMO one of the best ultimate abilities of any set, at least until you're so IO'd out you have max res anyways.
  13. TheOOB

    Scrappers Solo?

    Quote:
    Originally Posted by Overlord_Mondo View Post
    So Dark Melee/Shield sounds pretty awesome, I think that's what I'll go with. One last question, though. Scrappers are pretty similar to a Tanker, just with different numbers. Any thoughts on which of those I should choose? I like the idea of being more defensive and being able to tank for those rare occasions I'm not solo, but I don't know how large the damage gap is or whether it would be worth it.
    Tankers and scrappers are a lot more different than one would first think. Obviously tankers have notable higher defensive numbers, and weaker offensive numbers, but the difference is dramatic enough to effect the playstyle. Tankers tend to prefer a lot more AoE attacks, and rely on outlasting their opponents. Scrappers on the other hand try to tear their foes apart before they can be killed themselves. Resistance sets tend to be a little better for tankers, and defense sets better for scrappers, but that's not a hard and fast rule.

    I would say that scrappers are stronger solo characters, and may well be the strongest. Tankers are a good deal slower than scrappers, and if a foe is able to exploit a tankers weakness, there isn't a great deal the tanker can go(scrappers always have the option of just killing the foe very quickly.)

    Teams are where the difference comes to the forefront. The larger a team you are in, the less relevant the tankers damage output is, and the more important it is that they can keep a groups agrro, and survive the assaut. A scrapper is always about damage, and many scrappers tend to go twords the toughest target in the group and take them down as scrappers usually have very good ST damage and can take the aggro of a boss with little trouble.

    Also I'd agree that Dark Melee/Shield Defense is one of the strongest scrapper sets, though I'm also partial to Katana/Willpower.
  14. Mobs naturally try to avoid damage patches, their AI tells them it's bad to stand in them.

    Honestly I think FA is a poor secondary choice for scrappers because it takes too much effort to keep foes in burn.
  15. Thanks for the advice, the toon is level 8 now, and I just got darkest night and tar patch so I'm pretty tough now. I'll keep in mind much the slotting advice, and I think I might start putting an endrdx in each blast starting when I get DO's.
  16. I couldn't find too much info on these two sets, so I thought I'd make a build myself and see what others think of it. This is a leveling build, so I don't plan on getting too heavy into the IO system until I get higher level, but I'd like to hear what people think about my general slotting and power selection.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dual Pistols
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Acc(A), Acc(3), Heal(13), Heal(19), Heal(31), RechRdx(31)
    Level 1: Pistols -- Acc(A), Dmg(9), Dmg(25), Dmg(43)
    Level 2: Dual Wield -- Acc(A), Dmg(3), Dmg(15), Dmg(37)
    Level 4: Empty Clips -- Acc(A), Dmg(5), Dmg(15), Dmg(37)
    Level 6: Tar Patch -- RechRdx(A), RechRdx(7)
    Level 8: Darkest Night -- EndRdx(A), ToHitDeb(9), ToHitDeb(13), ToHitDeb(19)
    Level 10: Hasten -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 12: Shadow Fall -- EndRdx(A), ResDam(25), ResDam(40), ResDam(40)
    Level 14: Super Speed -- Run(A)
    Level 16: Fearsome Stare -- Acc(A), Fear(17), Fear(17), RechRdx(40)
    Level 18: Swap Ammo
    Level 20: Bullet Rain -- Acc(A), Dmg(21), Dmg(21), Dmg(34)
    Level 22: Petrifying Gaze -- Acc(A), Acc(23), Hold(23), Hold(43), RechRdx(46)
    Level 24: Recall Friend -- Range(A)
    Level 26: Suppressive Fire -- Acc(A), Dsrnt(27), Dsrnt(27), RechRdx(43)
    Level 28: Executioner's Shot -- Acc(A), Dmg(29), Dmg(29), Dmg(37)
    Level 30: Howling Twilight -- RechRdx(A), RechRdx(31)
    Level 32: Dark Servant -- Acc(A), Heal(33), Heal(33), ToHitDeb(33), ToHitDeb(34), Hold(34)
    Level 35: Piercing Rounds -- Acc(A), Dmg(36), Dmg(36), Dmg(36)
    Level 38: Hail of Bullets -- Acc(A), Dmg(39), Dmg(39), Dmg(39)
    Level 41: Dark Embrace -- EndRdx(A), ResDam(42), ResDam(42), ResDam(42)
    Level 44: Soul Storm -- Acc(A), Acc(45), Hold(45), Hold(45), RechRdx(46), RechRdx(46)
    Level 47: Summon Mistress -- Acc(A), RechRdx(48), RechRdx(48), RechRdx(48), Dmg(50), Dmg(50)
    Level 49: Power Boost -- RechRdx(A), RechRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(5), EndMod(7)
    Level 4: Ninja Run
    Level 18: Chemical Ammunition
    Level 18: Cryo Ammunition



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  17. On an illusion controller, I imagine Time's Juncture will see limited use. I understand the move is actually really good, but under most circumstances Illusion controllers prefer to be at a range, it keeps their pets on a leash, and makes it easier to see the battlefield and leverage your controls properly.

    In fact, all the powers are so good, I think Time's Juncture might be the only skippable power for an illusion controller. Not saying it won't be useful, but you only got 24 power choices, and I imagine you're going to take 8 from your primary, and taking all 9 from your secondary leaves you with only 7 left, which doesn't leave a lot of room for flexibility.
  18. Quote:
    Originally Posted by Silas View Post
    As for the idea that Defenders buff more, I disagree. I expect the same of any Corruptor or Defender, that they support the team and blast. Any Corruptor or Defender worth a damn does both.
    Except defenders have notably higher buff/debuff numbers, and notably higher damage numbers. I also expect that defenders are going to take most their primary powers, and they may skip a number of their secondary powers, while I expect the opposite from corruptor.


    Expecting the same thing from a corruptor as a defender is like expecting the same thing from a tank and a scrapper, they are very different archtypes.
  19. Every time I'm about to roll a corrupter, I wonder why I'm not just rolling a defender.

    As mentioned above, it depends not only on what sets you play, but how you want to play the character. Kinetics is usually better as a secondary than a primary, and some sets, like forcefields work just fine as a secondary and you may want more damage from your blasting set, so a corruptor is just fine.

    Some sets though, like dark miasma or sonic, get incredibly good numbers as a defender where they make very compelling primaries.
  20. For my 2inf, I think Illusion/Time will be strong. It has a strong +recharge, and a -res -def ability, the same traits which made rad such a good combo with Illusion. It won't be quite the AV killer as an Ill/Rad, but the extra control elements Time has will should make the build insane for team play.
  21. Quote:
    Originally Posted by darkangel32 View Post
    I have a 50 plant/kin and he is very good, lots of fun and can solo pretty well. cant speak for other control powers but plant/kin was alot of fun for me to level up.
    I imagine plant/kin would be great. Plant has good AoE damage, and is fairly safe to melee with. If only thorny were a better pet to buff.
  22. Temporal selection is the only time manipulation power that needs another target to be good. Temporal mending and chornoshift are both very similar to rad abilities that illusion controllers love, and the buff farsight provides is decent enough to be worth using just for yourself. My biggest problem with the pair is that Time's Juncture requires you to go into melee, which illusion trollers should avoid as a general rule.
  23. Quote:
    Originally Posted by Necrotech_Master View Post
    the hold which i think is called time stop, is still normally a mag 3, if you use time crawl on a baddy to cause them to have the delayed effect, then your hold will be mag 4, which will be great to help control a boss or 2

    personally i prefer time manip on a defender because all of the buff/debuff values are much higher than other ATs
    I think it's a great set for all archtypes that have it. Defenders will use the most powerful version true, but I'm specifically looking for a set to pair with illusion control :P
  24. Ahh, thanks. I can't wait to play an Ill controller with a high magnitude hold in his arsenal.
  25. Where can you find the numbers? City of Data didn't have them last I checked.