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Posts
1909 -
Joined
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They probably just had some huge database corruption and they are having to roll everything back. I bet the game is back up by Monday.
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For me it is the destination ... and the origination.
Specifically, I either make characters because of a cool story concept, or because I want to see how a certain powerset combo plays when done. So I care about level 1 and level 50. I don't care much about the in-between or how I get there. I also don't really care about shards or any of that. In fact I dont even know how to do that stuff, I'm kinda ignoring the new system entirely.
But I cant really enjoy my character until they are level 50, or at least its hard. Once I have all my powers and slots, I can then relax and enjoy the character. If I want to see how a certain powerset does on certain epic / famous / old-school missions, I'd rather push to 50 asap, slot with generic IOs or SOs, and then use Ouroboros to re-visit it. Even story concept characters, I don't really enjoy until they are done, or I feel "nervous" or "unsatisfied" until they are level 50.
THEN I actually pull them out of the "done" barn and play them through missions.
YMMV. -
All,
Has anyone played COH on the Macbook Air 11" (11.6") model? While I mainly play on my iMac, I would love a light and portable machine that I could use to take over to my friends' house to use for D&D and other roleplaying games. I could have all my gaming stuff in pdf form, plus gaming apps, PLUS while I'm waiting for my friends to put the kid to bed, I could surf or plink around with COH.
The entry model is only a 1.4 core 2 duo but it has the 320M gpu in it. I would think it would do adequately with non-Ultra settings. The 13" would have a 1.86 core 2 duo, but might be bigger and heavier than I'd want. Maybe.
I'm just curious if anyone has tried it.
Lewis -
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Weird. I really love mine. My Defense numbers are adequate (27% to 30% vs most types other than psi) and things don't see me other than the spawn I'm attacking. Yet with the new Fury changes, I still keep at least 50% Fury even when only 3 guys are attacking me. Siphon Life keeps me standing in conjunction with my defenses.
Anyway, I like DM/EA just fine. I think DM or Stone Melee are the best sets to combine with EA.
Lewis -
Without looking at the rest of the thread, I'd say:
Energy Melee / Fire Armor .... squishy and mostly slow and single target-oriented.
Energy Melee / Stone Armor .... just ponderously slow.
Dual Blades / Dark Armor .... mainly because the Oppressive Gloom might make guys wander out of your ideal blade setup. But it might not be too bad.
Lewis -
Gravity Control is one of the harder ones to try for a first-time Dominator. Your area-effect controls dont become reliable until the late 20s.
As for a good secondary pairing, I'm not sure. If you can get past the difficulty of the primary, the secondary is probably workable no matter what you take.
I have a level 43 Grav/Fire that I really like, but it took FOREVER for it to mature, and even then it doesn't feel safe sometimes. I have a level 40 Grav/Elec that is OK but not great. I also have a level 41 Grav/Energy that I really like a lot.
In a way, I'd say Gravity/Energy could be good, only because Gravity Controllers in the early levels will be holding 1 or 2 targets and then defeating them. Energy Assault is pretty heavily single target focused so its a good match. But if you make it to high levels, you might wish you'd taken a more AOE-oriented assault set.
Due to some of the awkwardness of Gravity Control, I'm partial to assault sets with Power Boost, which extends the duration of your holds. With that in mind, /Energy, /Ice and /Earth are probably good. On the other hand, Gravity Control has a more ranged feel and /Earth Assault has a more melee feel.
So a good long term combo that has good controls in the late game, power boost for longer duration controls, and a mix of AOE and Single target damage (as well as a mix of ranged and melee damage) would be Gravity/Ice.
But every combo is workable. Take the one you like the look of the most and you'll probably do fine.
Lewis -
I'm sure you'll enjoy your brute you selected.
I just wanted to comment that when I saw you say you wanted to play /EnergyAura, my first thought was that you might want to give Stone Melee / Energy Aura a shot. Sure, Stone/Willpower might be "better" but I think that Stone Melee and Energy Aura compliment each other. Stone Melee can be a bit endurance heavy but Energy Aura gives you an endurance recovery tool. Energy Aura isn't as well-rounded as it could be on its defenses and survivability, but it can still be pretty decent, and Stone Melee has lots of knockdown mitigation as well as a stun for when you need that extra edge in survival.
Plus I think Stone Melee has more of a classic fun brute smash.
Stone Melee/Willpower is also a really great combo, and probably better than Stone Melee/Energy Aura. But since you mentioned you liked the idea of Energy Aura and stealth, I figured I'd mention it.
Enjoy your War Mace dude tho. Its a pretty fun set also.
Lewis -
Thanks for the replies. Sorry it took me so long to respond.
I won't take Overload on principle. I won't defend this principle or even say what it is, because it is based on emotion and preference, not reason.
As for everything else, I'm open to the suggestions.
The reason I had taken both Dark Consumption and Energy Drain is that I wanted the set bonuses from Dark Consumption. I am currently level 23 and I enjoy having Dark Consumption, but perhaps I won't need it after I get Energy Drain. Of course, my Energy Drain won't be well-slotted for some time, but I might respec and readjust slots.
I will need to pick up the lost smashing/lethal defense from dropping Dark Consumption and it's set bonus. I guess I could pick up Flurry and throw another Kinetic Combat set at it. I have 7 full sets in my base.Or I guess I could use Smashing Haymaker instead since I only need the 1.88% to equal what I lost. Or I could throw the slots on Boxing and work that into my chain. Actually, when I19 goes live and Stamina becomes inherent, I could pick up Air Superiority. Hmm.
But again, I'll have to try it out. I'm an endurance *****. I'm nervous about trying to maintain weave (or both weave and maneuvers) with only one of the 2 drains.
As for Taunt, again, I did it for the set bonues. i guess maneuvers or weave are better. I wanted to avoid the end cost of them. I also like taunt for pulling groups away from other nearby groups (more for when I'm teamed, I realize my stealth doesnt suppress on this guy).
I'll think about the suggestions and see if I can work them in, and/or try them on as I level up.
Thanks,
Lewis -
The stupid forum ate my response. I will re-craft it.
Basically, Earth/Storm is an amazing character. Is it the one you should invest 1.5 billion into? That depends on your goals.
If you are looking to efficiently face-roll content, farm alignment merits, farm purples, power level, shrug with indifference at the most overpowered enemy groups and challenges, then Earth/Storm is probably not the place to sink in that kind of money.
If you are looking to have a lot of fun, and you are sure you'll continue playing the character often, and you want one hell of a controller that can benefit greatly from an expensive build, then Earth/Storm is a fantastic choice.
Earth/Storm benefits most (IMO) from lots of global recharge. You can get Stalagmites to recharge before it wears off. You can have Volcanic Gasses up most of the time. Your single target hold will feel like it is on auto-fire. You can have 2 or 3 lightning storms out, and the recharge helps stack Thunder Clap with itself and Stalagmites. Tornado and Freezing Rain also benefit from recharge greatly. Your epic attacks will all enjoy some crazy-good recharge.
Earth/Storm also benefits strongly from procs, especially damage procs. My build has lots of global recharge AND still manages to get 8 or 9 procs in my various AOE effects. Good stuff!
So decide on your priorities. Earth/Storm is a great choice to throw money at to have fun, but if your goals are to enable wealth on other characters, you might pick something else.
Enjoy!
Lewis -
I think Necro/Storm is the way to go.
Of course, I 3-box, and I have a Necro/Storm trio. So its kinda unfair.But even a Necro/Storm soloer is great.
One of my Necro/Storm MMs is an Egyptian demi-god (he is not undead). One of them is a Drow Sorceress. I think the 3rd one is an Olmec or Aztec Priestess.
Good times!
Lewis -
I still prefer Mace Mastery on Bots/Traps simply because it pushes my Smashing, Lethal and Energy Defense well over the soft-cap. I really like being able to basically ignore Sappers and most melee guys.
Lewis
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
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Here is a modified version of the build I'm using on my Thugs/FF. i say modified because I'm actually using the Soul Mastery pool because I'm running a Thugs/FF trio. Therefore my Melee and my S/L defenses with 3 bubbles and 3 maneuvers and etc is soft-capped even without Scorpion shield, since my 3 masterminds buff each other. I went with Soul Mastery becuse I'm going to triple-stack Oppressive Gloom.
But I modified the build slightly here just to show how easy it can be so soft cap yourself. My various bubbles let me get 33.63% defense on my Thugs if I keep them all protected in non-powerboosted bubbles. I'm not sure how much defense they get from the 2 enforcers (who have 1 def IO in them). But my defenses for my Thugs, even solo, would be close to the softcap, if not over, even without using the uniques.
Anyway, you probably wont like my build since it doesnt have Aid Other or any of the AOE knockback powers. But I'm just posting it as an example of easy self-softcapping even when solo.
Have fun with your Thugs/Traps MM!
Lewis
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Asphalt Angel: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(34)
Level 1: Force Bolt -- Acc-I(A)
Level 2: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 4: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(9), Flight-I(9), Krma-ResKB(17)
Level 10: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Acc(15), BldM'dt-Dmg(15), DefBuff-I(34)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(17)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(39), RedFtn-EndRdx(40)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
Level 24: Boxing -- Acc-I(A)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(34)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(39)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), Dmg-I(37), RechRdx-I(37)
Level 38: Detention Field -- Acc-I(A), Acc-I(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(42), GftotA-Def/EndRdx(42), S'dpty-Def/EndRdx(50)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 6: Ninja Run
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Quote:My comments were based on:Are you guys just making general comments with my build or do you both run IO'd ice/kins that your completely satisfied with and that's what your comments are coming from?
1) looking at your build generally, occasionally with IO sets in mind, but mostly just general placement and slotting from an SO/generic view
2) 43 levels of Ice/Kin experience
3) level 50 experience with ice/storm, ice/forcefield, and fire/kin
4) general controller experience
On Ice control generally, I prefer ranged defense (assuming I even bother) mainly because it makes it easier to open with Ice Slick safely. But most recently I've regisned myself to opening with the AOE sleep, because I can then place my other stuff more safely. Having S/L def in melee is nice to stack with AA but generally AA keeps you safe all on its own even without S/L def, unless the foe levels are WAY over yours.
Also, yes I use AA, but not always. It depends on the situation, and on my secondary. Sometimes I take AA as early as possible and sometimes I delay it until later. It kind of depends on what I'm planning to do with the overall build approach.
Lewis -
You probably already know this, but you can monitor your PVE stealth value. You might want to monitor it and keep it visible so that you can maybe figure out exactly when you are losing stealth.
Lewis -
It almost looks too haphazard to be a joke build.
This is the Illusion/FF build I would make. Basically, I'd shoot for soft capping. When I19 comes out, I'd sneak CJ into the build also, in order to cap my AOE defense. It is close already, but just a bit shy.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Mirror Image: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Personal Force Field -- Krma-ResKB(A)
Level 2: Blind -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7), Lock-%Hold(11)
Level 4: Deceive -- Pplx-EndRdx/Conf(A), Pplx-Acc/Rchg(31), Pplx-Acc/EndRdx(31), Pplx-Acc/Conf/Rchg(31), Pplx-Rchg/Conf(37), CoPers-Conf%(43)
Level 6: Deflection Shield -- GftotA-Def/EndRdx(A), GftotA-Def(15), DefBuff-I(15)
Level 8: Swift -- Flight-I(A)
Level 10: Insulation Shield -- GftotA-Def/EndRdx(A), GftotA-Def(17), DefBuff-I(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(27), S'bndAl-Dmg/Rchg(27), S'bndAl-Build%(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-End%(39)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(43), RedFtn-EndRdx(46)
Level 24: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(25), Flight-I(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(48), Abys-Acc/Fear/Rchg(48), Abys-Fear/Rng(48)
Level 28: Superior Invisibility -- EndRdx-I(A), EndRdx-I(36)
Level 30: Flash -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(37), BldM'dt-Dmg(50)
Level 35: Boxing -- Acc-I(A)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43)
Level 41: Scorpion Shield -- RedFtn-Def(A), RedFtn-Def/EndRdx(42), LkGmblr-Def/EndRdx(42)
Level 44: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Detention Field -- Acc-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
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Quote:I wouldnt expect that it would. However, the power itself has a long recharge, so the comment about it working well if you have a lot of recharge is only meant in terms of being able to blast someone as often as possible.The debuff doesn't stack with itself. Still a good attack to have on short recharge for a controller though.
Lewis -
You can have your post "Reported" as inappropriate for asking a question in the most appropriate forum? For not using search? Seems a little extreme. If that is somehow fair, then I'd think you could be reported for having a low post count and then "Reporting" anyone who made a comment you didnt like.
If someone asks a question about controllers in the controller forum, and you dont like it, just move on to the next thread. Reporting someone seems extreme.
I myself wonder the same thing the original OP did, I've just never made a post on the subject. But I find it shocking that if I *had* wanted to know a good place to do a certain activity, in the context of my AT and build, and I'd asked here in this forums, that somehow I would get reported.
Bizarre.
Lewis -
Wow. I knew Domination felt good when I used it but I didnt realize how good it was. All I knew was that I could hold stuff I normally couldnt. Sweet!
Lewis -
Here are the problems I see. I'll start with the BIG ones and work down randomly from there.
* You took Fulcrum Shift WAY too late. You should take it at level 38, no exceptions.
* You are missing Siphon Speed entirely. That is one of the most KEY powers for a /Kin.
* Ice Slick needs 3 recharge IOs in it. You may also want to consider a range slot but that is optional. 3 recharge is a must in my opinion.
* Block of Ice needs some serious end reduction. I dont care if you have transference or not, you will crush your endurance bar just from spamming this.
Now on to some of the other less critical issues. These are still important but they are of lesser priority.
* Stamina comes pretty late. I'd take is sooner. Of course, with Issue 19, the whole Fitness line will be inherent.
* Siphon Power is decent, but you could take Chilblain during the levels 1-4 and open up another power instead at the time that you previously were taking Chilblain.
* You probably only need 1 slot in Health.
* Jack Frost's slotting is kinda all over the place. I would go for only 4 slots, with set items 2-5 from the Expedient Reinforcement set (level 50 IOs). That will get his accuracy in the 40s and his damage in the low 90s. But 6 slots is probably overkill UNLESS you want to put some Hami-O acc/mex and/or Hold IOs in there also.
* The end reduction on chilblain is a bit low, and frankly, if you take it, I'd slot it for damage to help you solo.
* Shiver needs a touch of recharge.
* Fissure needs a bit more endurance and recharge IMO.
* Seismic Smash needs a bit more Accuracy and Damage.
OK with that out of the way, let me also say that while you CAN slot for capped Smashing/Lethal defense (as you did) I'd almost say if you were going to try to cap something, you might want to consider capping Ranged Def instead. But I dont think capping defense is that big a deal.
One thing my personal build does, which is sort of unorthodox, is that I took Flash Freeze. Yes, it is a sleep power, but i learned that Ice Control doesnt really have any "safe" openers except for when Glacier is up. Otherwise you have to deal with alpha-retaliation. Even with other slows in effect and Ice Slick, you are going to eat some retaliation strikes.
So my build took Flash Freeze as an opener, then I drop Ice Slick under them and they are screwed then because the ones that done fall are still slept until they do, or so it seems. Flash Freeze really made me like my Ice/Kin more.
But at the very least address the top 4 issues. The rest is negotiable. For reference and a comparison view, I'll post my build below.
EDIT: note that in the build below, I have a Posi Blast set in Ice Blast. It doesn't take them, but Mids has that in the current build as a bug. But my global recharge numbers are the same because I'll actually be slotting a Decimation set, which has the same recharge bonus.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Frigid Brigit: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(17)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Nictus-Acc/EndRdx/Rchg(21)
Level 2: Chilblain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
Level 4: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 8: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(9), TmpRdns-Rng/Slow(9), TmpRdns-EndRdx/Rchg/Slow(37), TmpRdns-Acc/Dmg/Slow(46)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(23), EndMod-I(23)
Level 24: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(34), FtnHyp-Sleep/EndRdx(40)
Level 26: Glacier -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(29)
Level 28: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(43), ULeap-Stlth(43), LkGmblr-Rchg+(50)
Level 30: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(34), EndRdx-I(34)
Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Ice Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hibernate -- Dct'dW-Heal/Rchg(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
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What do you mean by "Reported"?
Anyway I dont know of any, personally.
Lewis -
Sure. I probably won't be changing my Fire/Kin because I got used to how the Rock Armor looks on top of an outfit consisting of black skin, black tights, and constantly burning fire. That actually makes the armor look almost good.
But I do have a few other controllers that would love to swing by and get Mace Mastery. My Fire/FF is going to so that he can be softcapped to pretty much everything, without looking like he is covered in poo.
And Poisonous Ray is pretty cool, esp with enough recharge on it.
Lewis -
I wouldn't even worry about containment on an Illusionist unless you team with groups that provide it regularly.
Right now I have a level 50 Illusion/Empathy that I play on occasion. She has more or less the powers I'm about to post but not the slotting or the enhancements. She also has Fireblast instead of Poisonous Ray. But this is how I would build her if my funds were unlimited. Once Stamina is inherent, I'd add GI and CJ for 2 more LOTGs (just because) and I'd probably pick up Fly.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Silver Shaman: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Perox(7), HO:Nucle(34)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27)
Level 8: Recall Friend -- Zephyr-ResKB(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Fortitude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), LkGmblr-Rchg+(40)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(43), Abys-Fear/Rng(43), Abys-Acc/Fear/Rchg(46)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(29), RechRdx-I(29)
Level 30: Resurrect -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 41: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(43)
Level 44: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Superior Invisibility -- EndRdx-I(A), EndRdx-I(48), LkGmblr-Rchg+(48)
Level 49: Hover -- Zephyr-Travel/EndRdx(A), Srng-Fly(50), Srng-EndRdx/Fly(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
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I thought they just removed PFF from Mace Mastery and replaced it with some kind of Focused Accuracy equivalent?
Maybe I'm confused. Carry on.
Lewis -
I wouldn't use Bonfire in an attack chain normally. As I said, I have a super cheap build which is capped to smashing/lethal so that I can farm foes that largely deal in smashing/lethal. However, I also use the exact same build for actual content and door missions. So I would be picking up Bonfire for using on door missions where the foes I'm fighting strongly resist/ignore my normal stuns but are vulnerable to stuns and knockback.
Smoke would help me slightly in Farming though, if only so that adjacent groups are kept aggro free until I'm ready, or possibly to stack with my 44.5% s/l def.
I expect most will go for the concealment pool so they can add 3 more luck of the gamblers. However, I wont, because my build is a deliberately super cheap build with nothing special in it.
Oh! One other thing I will definitely do is move combat jumping down to an earlier level so that I have KB protection if/when I exemplar down to do the Positron Task Force. But that isnt related to farming.
Lewis