TheOOB

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  1. If I'm going to pick any power to use on a corpse, it's going to be a rez. People do faceplant sometimes, and rezzing them can turn the tides in a fight.
  2. My favorite archetype has always been controller, and my favorite power set always Illusion Control, it's just pure amazing. I've played Illusion/Rad before, and enjoyed it, but I never quite liked the theaming behind /Rad.

    Enter Time Manipulation.

    Given I don't have the numbers, but I'm seeing amazing synergy between the sets. Chronoshift seems like AM on steroids(even though it's a level 38 ability), and slowed response seems to fill the important roll of making your Phantom Army do more damage. Add in all the extra control, and only one ability that requires you to melee with foes, and I think time may be just as strong a pair with Illusion and Rad, if not better.

    What are others opinions on the pair?
  3. The only two sets I'd say are not good pairs with /kin are illusion and mind, for many of the reasons listed above. Illusion is very much a ranged set, and kin wants you in melee, and aside from some +recharge, kin doesn't offer much for phantom army which is the reason illusion controllers are good.

    Both mind control and kin rely on a lot of clicky abilities, which means you'll always have to choose between using kinetics or your mind abilities. Adding in that mind has sub-par AoE damage, and no pets to buff, and you can see there isn't a great deal of synergy.
  4. I'd agree the power isn't all that great, but I'm thinking of the image of having conductive aura, static field, choking cloud, and world of confusion all active at once. Maybe not effective, but certainly fun.
  5. I made this leveling build for an Elc/Elc dominator, and I wanted to know what people thought of it. I'm not terribly familiar with how dominators work, so I'm not sure how good it is.

    Also, would an Elc/Psi Dominator work any better than Elc/Elc?

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

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Tesla Cage -- Acc(A), Acc(5), Hold(9), Hold(31), RechRdx(34), RechRdx(36)
    Level 1: Charged Bolts -- Acc(A), Dmg(7), Dmg(31), Dmg(40)
    Level 2: Chain Fences -- Acc(A), Acc(5), EndRdx(15)
    Level 4: Lightning Bolt -- Acc(A), Dmg(7), Dmg(15), Dmg(37)
    Level 6: Jolting Chain -- Acc(A)
    Level 8: Air Superiority -- Acc(A), Dmg(9), Dmg(25), Dmg(37)
    Level 10: Havoc Punch -- Acc(A), Dmg(11), Dmg(11), Dmg(37), RechRdx(43)
    Level 12: Conductive Aura -- EndMod(A), EndMod(13), EndMod(13)
    Level 14: Fly -- EndRdx(A)
    Level 16: Static Field -- Acc(A), EndRdx(17), EndRdx(17), RechRdx(19), RechRdx(48)
    Level 18: Build Up -- RechRdx(A), RechRdx(19), RechRdx(23)
    Level 20: Hasten -- RechRdx(A), RechRdx(21), RechRdx(21)
    Level 22: Paralyzing Blast -- Acc(A), Acc(23), Hold(25), Hold(27), RechRdx(34), RechRdx(36)
    Level 24: Assault -- EndRdx(A)
    Level 26: Synaptic Overload -- Acc(A), Conf(27), Conf(31), RechRdx(40), RechRdx(40)
    Level 28: Static Discharge -- Acc(A), Dmg(29), Dmg(29), Dmg(36), RechRdx(43)
    Level 30: Tactics -- EndRdx(A), ToHit(43), ToHit(46), ToHit(50)
    Level 32: Gremlins -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34)
    Level 35: Combat Jumping -- DefBuff(A)
    Level 38: Voltaic Sentinel -- Acc(A), Dmg(39), Dmg(39), Dmg(39)
    Level 41: Charged Armor -- EndRdx(A), ResDam(42), ResDam(42), ResDam(42)
    Level 44: Ball Lightning -- Acc(A), Dmg(45), Dmg(45), Dmg(45), RechRdx(46), RechRdx(46)
    Level 47: Surge of Power -- RechRdx(A), RechRdx(48), RechRdx(48)
    Level 49: Power Sink -- RechRdx(A), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Domination
    Level 1: Sprint -- Run(A)
    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(3), EndMod(3)
    Level 4: Ninja Run



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  6. Well, I've been playing my tanker for awhile, now at level 25, and it's been a lot of fun. Getting Karma(-Knockback) helped a lot, and I'm saving merits/working on getting alignment mertis for my other -knockback IO's. The build starting getting a little slow for awhile until it hit level 18, when burn added the damage I needed, with hasten and build up helping even more.

    I haven't noticed any end problems unless my foes are using a lot of electric attacks, and consume has mostly been used as an extra taunt in teams.

    I do have a question, does Burn benefit from accuracy enhancements, also does it inherit my +damage bonuses(like, should I build up before or after casting Burn)
  7. Thank a lot for the help. Honestly I 6 slotted PP because I wasn't sure where to put those last slots, I haven't played a high level tanker and wasn't sure if I had enough -end. Even though it's a long way off, it seems like Cardiac would be best, provide some -end to make things easier when slotting IOs, and also extra damage resist would help get to the cap.
  8. I think I'm going to go Plant/Psi, it fits a concept I'm going with. Here is the build for the first 22 levels I'm thinking of going with, please tell me what you think.

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

    Click this DataLink to open the build!

    Level 23 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Psionic Assault
    Power Pool: Flight
    Power Pool: Speed

    Villain Profile:
    Level 1: Strangler -- Acc(A), Acc(5), Hold(13)
    Level 1: Psionic Dart -- Acc(A), Dmg(9)
    Level 2: Mind Probe -- Acc(A), Dmg(5), Dmg(15)
    Level 4: Telekinetic Thrust -- Acc(A), Dmg(7)
    Level 6: Spore Burst -- Acc(A), Acc(7), Sleep(13)
    Level 8: Seeds of Confusion -- Acc(A), Acc(9), Conf(11)
    Level 10: Mental Blast -- Acc(A), Dmg(11), Dmg(15)
    Level 12: Hover -- Flight(A)
    Level 14: Fly -- EndRdx(A)
    Level 16: Spirit Tree -- RechRdx(A), RechRdx(17), RechRdx(17)
    Level 18: Psychic Scream -- Acc(A), Dmg(19), Dmg(19)
    Level 20: Drain Psyche -- Acc(A), RechRdx(21), RechRdx(21)
    Level 22: Hasten -- RechRdx(A)
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Domination
    Level 1: Sprint -- Run(A)
    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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    I'm not sure if I should get Roots instead of Telekinetic Thrust(or maybe get booth and drop Spore Burst until later in the build), and I'm not too sure where to go from here, It seems I'll need to pick from a third power pool at some point and I'm not sure where to go.
  9. Is this a little better? I changed around the powers/slots a little, and added knockback protection IOs to Super Jump, Combat Jumping, and Temperature Protection(None of which get much benefit from normal SO's)

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

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- EndRdx(A), ResDam(5), ResDam(5), ResDam(31)
    Level 1: Scorch -- Acc(A), EndRdx(7), Dmg(17), Dmg(31), Dmg(43)
    Level 2: Fire Sword -- Acc(A), EndRdx(7), Dmg(15), Dmg(23), Dmg(42)
    Level 4: Healing Flames -- Heal(A), Heal(9), Heal(17), RechRdx(34), RechRdx(34), RechRdx(34)
    Level 6: Combat Jumping -- Krma-ResKB(A)
    Level 8: Blazing Aura -- Acc(A), EndRdx(9), EndRdx(15), Dmg(23), Dmg(40), Dmg(43)
    Level 10: Consume -- Acc(A), RechRdx(11), RechRdx(11), RechRdx(40)
    Level 12: Plasma Shield -- EndRdx(A), ResDam(13), ResDam(13), ResDam(31)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Taunt -- Taunt(A)
    Level 18: Burn -- Acc(A), Dmg(19), Dmg(19), Dmg(37), RechRdx(43)
    Level 20: Build Up -- RechRdx(A), RechRdx(21), RechRdx(21)
    Level 22: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 26: Fiery Embrace -- RechRdx(A), RechRdx(27), RechRdx(27)
    Level 28: Fire Sword Circle -- Acc(A), EndRdx(29), Dmg(29), Dmg(33), Dmg(37), RechRdx(45)
    Level 30: Boxing -- Acc(A)
    Level 32: Tough -- EndRdx(A), ResDam(33), ResDam(33)
    Level 35: Incinerate -- Acc(A), EndRdx(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(46)
    Level 38: Greater Fire Sword -- Acc(A), EndRdx(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(46)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45), Heal(46), Heal(48), Heal(50)
    Level 47: Weave -- EndRdx(A), DefBuff(48), DefBuff(48)
    Level 49: Rise of the Phoenix -- RechRdx(A)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(50), Heal(50)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 4: Ninja Run
  10. Thanks for the advice. Honestly, once I hit 30+ I'm probably going to start throwing in a few IO's here and there, and I'll definatly run straight for the knockback ones. Would a Blessing of the Zephyr Knockback global and a Steadfast Protection Knockback global provide enough -knockback? The steadfast seems easy to get via merits, and the zephyr could be gotten with alignment merits.
  11. I rolling a new tanker in the near future, and decided to go Fire/Fire because I've always liked the ton of AoE damage those sets can put out. A made a basic leveling SO build in mids I think will take my character to 50, but I figured I'd show it to the experts in the forums to see their opinions.

    I want the build to be able to tank for teams, but it also must be able to solo decently as I'm not always going to be on a team. I haven't played a tanker much before, so I wasn't sure on some issues such as when to take taunt, and which attack powers to take and how to slot them.

    Anyways, suggestions? Comments? Thanks in advanced for the help

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

    Click this DataLink to open the build!

    Blazing Phoenix: Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- EndRdx(A), ResDam(5), ResDam(5), ResDam(33)
    Level 1: Scorch -- Acc(A), Dmg(9), Dmg(34), Dmg(43)
    Level 2: Fire Sword -- Acc(A), EndRdx(7), Dmg(19), Dmg(34), Dmg(43)
    Level 4: Healing Flames -- Heal(A), Heal(9), Heal(15), RechRdx(31), RechRdx(43), RechRdx(45)
    Level 6: Combustion -- Acc(A), EndRdx(7), Dmg(15), Dmg(31), Dmg(42), RechRdx(48)
    Level 8: Combat Jumping -- DefBuff(A)
    Level 10: Blazing Aura -- EndRdx(A), Acc(11), Dmg(11), Dmg(23), Dmg(37)
    Level 12: Plasma Shield -- EndRdx(A), ResDam(13), ResDam(13), ResDam(34)
    Level 14: Super Jump -- EndRdx(A)
    Level 16: Consume -- RechRdx(A), RechRdx(17), RechRdx(17)
    Level 18: Burn -- Acc(A), Dmg(19), Dmg(23), Dmg(37), RechRdx(50)
    Level 20: Build Up -- RechRdx(A), RechRdx(21), RechRdx(21)
    Level 22: Taunt -- Acc(A)
    Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 26: Fiery Embrace -- RechRdx(A), RechRdx(27), RechRdx(27)
    Level 28: Fire Sword Circle -- Acc(A), EndRdx(29), Dmg(29), Dmg(31), Dmg(40), RechRdx(46)
    Level 30: Boxing -- Acc(A)
    Level 32: Tough -- EndRdx(A), ResDam(33), ResDam(33), ResDam(37)
    Level 35: Incinerate -- Acc(A), EndRdx(36), Dmg(36), Dmg(36), Dmg(40), RechRdx(46)
    Level 38: Greater Fire Sword -- Acc(A), EndRdx(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(46)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45)
    Level 47: Weave -- EndRdx(A), DefBuff(48), DefBuff(48)
    Level 49: Rise of the Phoenix -- RechRdx(A)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(50), Heal(50)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
    Level 4: Ninja Run
  12. I'm thinking of starting a mastermind, planning on playing him during the double xp weakend. I haven't played a MM since around when CoV came out(when I played a Necro/Dark), and I was thinking of taking the Demon Summoning primary.

    I have a few quick questions, first, are the Demon Summoning whip attacks any good, their secondary effects seem like they could be fairly good. Second, which secondaries go well with demon summoning, I like active sets with a variety of abilities like dark, and I'm not too fond of purely buff/healing focused sets like pain domination and force field.
  13. I don't think many of your questions have been answered for sure, but what I got from reading the freedom info is that premium players will not be able to create supergroups, but can be members just fine. Not sure if they can be leaders however.

    The devs have mentioned that pretty much any extra character slot you earned from just about any source you'll keep if you go premium, which should include the veteran rewards ones.

    I can't even begin to guess how 3 will turn out.

    They haven't said much about 4, but from what I understand free players won't have AH access, and you can gain it back either with PP or through the paragon rewards program, though I would be willing to bet VIP players will get more slots them prem players.
  14. Anything with /rad can be a god in teams, they have possibly the best buff in the game, and their debuffing is also some of the best in the game.

    I personally like Illusion control, but like every set, it has weaknesses. PA is some of the best soft control in the game, but sometimes you just need more hard control.

    If you are talking about a pure team build, just looking for the most hard aoe control and buffs/debuffs as possible, I'd have to agree you can't get much better than earth/rad. Earth provides some incredible control thats good for a team, and well rad pairs well with everything.
  15. Your standard defender single target hold has around half the duration and twice the recharge of a controller hold, and doesn't deal damage, but many of them are magnitude 3 which means they will hold a lt. in one application, boss in 2.

    I think they are usually still worth it to take, with enhancements you can easily keep an annoying enemy out of a fight, or keep a boss down a notable percentage of the time, and if you team with a 'troller it helps a lot if you can stack holds on tougher opponents.

    Controller mezzes are clearly superior in almost every way, but defender/corruptor ones are still useful.
  16. Personally I'm not fond of /fire on scrappers, it's defensive numbers are pretty low, which seems to hurt scrappers the most, and it really benefits from taunts on BA and burn.
  17. Every 2% of resistance blocks the same amount of damage as 1% of defense. Defense has the major advantage that it blocks non-damaging effects, but resistance is more reliable because a)An unlucky run from the RNG won't kill you, b)Res debuffs are not nearly as common as def debuffs, and c) ToHit debuffs directly negate def, but damage buffs are mitigated by res like any other damage.

    So def is better when it works, but it's less reliable, which is a fair balance.

    Also note, that layering def with resist is good, it's usually better to stack the same type with eachother. The more res you have, the less valuable each percentage point of def is, and visa versa. So as long as you are not hitting the cap on either, it's usually better to stack res with res and def with def.

    Example-

    You have 60% resistance, and have a choice to add either 20% resistance or 10% defense. Your are target by an attack that deals 100 base damage and has standard(50%) hit rate.

    80% res = 10 average damage(100 * .5 * .2)

    60% res 10% def = 16 average damage(100* .4 * .4)

    And the opposite, you have 30% def, and have the same choice and the same attack

    40% def = 10 average damage(100 *.1 * 1)

    30% def, 20% res = 16 average damage(100 * .2 * .8)
  18. You have to give the devs some credit. They usually say things correct in their presentation, and usually mention when something isn't for sure set in stone, and they do correct people sometimes. That said wild speculation will always exist, and the devs have better things to do than troll the forums and correct everything that people say, especially when the exact details they are allowed to mention might be limited.

    As for someone hearing something wrong at SDCC, I couldn't possibly imagine an event where a small group of people being overwhelmed by thousands of fans might accidentally say something wrong once, or in a way that could be misinterpreted. /sarcasm
  19. Empathy provides all the healing you really need, the first aid power pool just adds crappy heals that are far inferior to the heals you already have as an empath.

    The fact is, you get 24 powers from level 1 to 50, and empathy only has 9 powers, which means you have 15 other power choices to pick from. You're not going to get any better heals with power pools, the the only good buffs from the pools are from leadership, which accounts for 3 power choices. Assuming you take 2 from a travel pool, you still have 10 powers left(well 9 minus the required power from your secondary).

    So in short, empathy already has enough healing to keep a good team up and running, and you have more power choices than there are good support abilities in the power pools, luckily you have a secondary power set that has some very good powers, so you might as well invest in it.

    And you know what, dealing damage helps your team, the faster foes die, the less hp your team looses, and defenders do pretty good damage. Right when you picked the archtype it was pretty clear that the class was support and ranged combat, so if you don't blast, you're only playing half the character.

    If you don't want to do direct damage, go roll a Mastermind or a Troller.

    ((TLR would you play a scrapper without taking defensive abilities? They why would you play a defender without blasts))
  20. My Illusion/Rad got his powers from an arcane book containing the history of universe, complete from it's creation to it's end. His illusion powers involve invoking the terrible secrets of creation and showing people the images of their own demise and insignificance, and the radiation is a manifestation of the primal energy contained in the creation, and destruction, of the universe.

    You can really find a flavor for anything :P
  21. TheOOB

    Ill / Ta Build

    I'll also agree it's really hard to read your posts, with random capital letters and period it's very difficult to see where one thought ends and another begins; also paragraphs are a very nice thing.

    One small nitpicky point, you didn't take deceive, which think is one of the major draws of illusion control. Not only is the power really good, but it's an excellent set mule as confusion sets are often very cheap on the market.
  22. It's hard to make any generalizations about controllers and how they play. Control sets all play very different from one one another, and support sets are likely to most varied sets in the game, meaning a control is all kinds of different things depending on their build. A Fire/Kin can unleash tons of damage, but a Stone/Force Field is never going to deal much damage on their own.

    Containment lets controllers do enough damage to work solo before epic power pools, but with most builds the going will be slow. Safe, but slow. In teams most controllers don't focus on damage, instead using their controls to keep keep enemies out of the fight while buffing/debuffing on the side, giving their side a tactical advantage. My Ill/Rad controller I'm leveling right now does some decent damage, but I don't focus on killing foes in a team fight, I focus on keeping my team alive. Scrappers and blasters are for the killing.
  23. Hey all, I've never played a Dominator before, but beings Controller is my favorite class, I figure I might enjoy doms as well. I'm particularly interested because I'm not sure if I'll be able to maintain my subscription for long, so I'd like a controller-y archtype, I can play when I phase into premium whenever freedom launches. I'm interested in Plant Controll(and to a lesser extent ice and electric control) as they are sets I've never used before and seem rather fun, but I know nothing about the secondaries.

    I never play blasters, and rarely scrappers, so most the offensive sets are a mystery to me, if I were to pick one of the control types above, which secondaries should I look at, and are the melee attacks worth picking or it is better to stick at a range?
  24. Hey all, I just made a new Broad Sword/Shield defense toon today, and I thought I'd get the forums advice because I'm not terribly familiar with these sets(or scrappers in general). I'm hoping to have a character who is fairly tough to kill and can handle being in large fights. I guess first is checking to make sure these sets work well together, and next is to see is my build is any good. Here is where I am right now.

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

    Click this DataLink to open the build!

    Avenging Sword: Level 11 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense

    Hero Profile:
    Level 1: Hack -- Acc(A), Dmg(5), Dmg(7)
    Level 1: Deflection -- EndRdx(A), DefBuff(9)
    Level 2: Slice -- Acc(A), Dmg(5), Dmg(7)
    Level 4: True Grit -- Heal(A)
    Level 6: Battle Agility -- EndRdx(A), DefBuff(9)
    Level 8: Parry -- Acc(A)
    Level 10: Active Defense -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 12: [Empty]
    Level 14: [Empty]
    Level 16: [Empty]
    Level 18: [Empty]
    Level 20: [Empty]
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run(A)
    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

    Where would you suggest taking this character from here?
  25. Dark is a very powerful debuff set with some control mixed in, I'm just happy it can heal at all, much less having a powerful(if small) heal with a decent debuff on the side.