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Posts
1909 -
Joined
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Not specific to Fire/Kins, I'll be taking either Recall Friend or Fly on all my controllers. On the ones in which I have Super Speed and Hover, I'll be taking BOTH Fly and Recall Friend.
I do have a cheap Fire/Kin build I use. I'll probably pick up Smoke and Bonfire, since I had to skip them in order to get everything else. However, my "farm" build is a fully functional build that isn't gimped to other purposes, so my answer isn't really specific to my Fire/Kin being capable of farming. I have all the powers you'd expect, and I'm pretty team-oriented. I dont have Increase Density so I'll probably pick that up with my 3rd freed up power.
But otherwise, my answer is basically the same as it'd be for a non-farming character.
Lewis -
Most of my WP characters have been Tankers or scrappers (I forgot I had a MA/WP around level 40). But I've only ever done one WP brute. She is OK. She is level 40, Elec/WP. I don't really play her anymore, but not so much of WP.
The reason I never play her anymore is that my friends and I used to have heroes on one server and villains on another. But with GR and the free server transfers, we moved all the villains to the hero server and crossed them over. About the only villains I didnt cross over were the ones whose names weren't available. Its too bad. Some of my favorite characters were ones where the names were taken. But the names were too intrinsic / inherent to my way of thinking about the character that I wasnt willing to lose the name.
So, my Elec/WP brute languishes on another server because I can't bear to give up the name or play the character without the name.I get her out and take her on a mission on very VERY rare occasion.
Anyway, as for the SS/SR character I started, his name is Silver Lion, and he is currently level 24. So far I like him a lot. I don't rage too often yet, but I probably will once I get some recharge slots in it. He has been a breeze so far, and I'm using the Heroic power animations. They are nice!
Lewis -
Does Domination actually double the magnitude? I've played a ton of Dominators but I never actually measured the effects. I always assumed it was +1 mag. But again, I never thought about it.
Lewis -
About the only thing I really like about Willpower is the ability to have QR + Stamina, and the Regen is kinda cool. But I dunno, I just don't like the mixed resists and defenses it has. I think if I had a soft-capped one, I'd like it more, but I dont have that kind of money. Also it seemed the higher level I got, the more that exotic stuff got under my skin.
But for whatever reason, I didnt enjoy Claws/WP (scrapper) much, tho I played her to 50. I didn't like WP/SS as a tanker. Just felt brutally sluggish and not as tough as I'd prefer (on SOs). I have mixed feelings about my WP/Energy Tanker. I played all those to 50 except the WP/SS tanker who was 40 I think. Oh, I also played a WP/Stone tanker to 50 and I liked it. I think her extra mitigation helped but it took forever to kill anything.
I dunno. A love affair with WP in the low-medium levels had me start a bunch but by the endgame I mostly resented all of them. Whereas Super Reflexes seems to be the reverse for me. Its rough going until late, but the endgame play just suits me more. Even with a super cheap soft-capped build, I can get into trouble, but I feel ... I dunno. Smoother somehow. I guess it suits me.
So yeah. Just didnt like the WP/SS.
Lewis -
All,
Thanks for the info. I am planning to do both Axe and Mace. I have a concept character that has to be Axe, and Mace is about the only other weapon set I havent tried that I still want to try.
Lewis -
All,
I was casually comparing Battle Axe and War Mace and the power-sets seem identical. Well, at least in terms of how many are single target, how many are PBAOE, how many are a melee cone, and exactly which level they get each type of power at. They both get Build Up as well.
I'm wondering, are these two more or less the same other than aesthetics? Or is there a critical difference that sets them apart?
This sorta reminds me of Broadsword vs Katana. I've noticed before their power layouts are also more or less identical, but I've heard that (for whatever reason; attack chains with high recharge perhaps?) Katana is way better than Broadsword.
Is there something similar hidden in the comparison between Axe and Mace that I should know about? Or is it largely down to visual preference?
Thanks,
Lewis -
I believe you need 70% global recharge, in addition to having Hasten 3-slotted with recharge, in order to get perma-Dom. I think. I also hear that you probably want your global recharge to be more like 75% or 80% just to give you a bit of a gap or a moment to recast it with some luxury.
Somebody correct me if I'm wrong though. I've never done it myself.
Lewis -
Of course. I'm just letting him know that, since AOE powers had been mentioned by you in your very first post in this thread, that I'd let the OP know that Illusion will not be a go-to set for leveraging that.
Lewis -
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I have been thinking about making a Dark Melee/Energy Aura Brute. He will be all ghost/assassin/stalker in terms of theme, but he will be a brute. How does this build look? I figured I'd go with the DM primary so that Siphon Life could make my life easier on survival with the flaky defenses. Also I'll be playing to level 22 as a Villain then I'll probably "tip" over to Hero and avoid all the toxic and psi that I can avoid.
Lewis
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Silent Strike: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Shadow Punch -- (A)(7)(7)(13)(36)(39)
Level 1: Kinetic Shield -- (A)(15)(15)(19)(45)(46)
Level 2: Smite -- (A)(3)(3)(13)(34)(39)
Level 4: Shadow Maul -- (A)(5)(5)(11)(34)
Level 6: Power Shield -- (A)(17)(17)(19)(46)(46)
Level 8: Siphon Life -- (A)(9)(9)(11)(21)(21)
Level 10: Entropy Shield -- (A)
Level 12: Hasten -- (A)(36)(36)
Level 14: Super Speed -- (A)
Level 16: Hurdle -- (A)
Level 18: Dark Consumption -- (A)(40)(40)(43)(45)(45)
Level 20: Health -- (A)
Level 22: Stamina -- (A)(23)(23)
Level 24: Energy Cloak -- (A)(25)(25)(27)(50)(50)
Level 26: Soul Drain -- (A)(27)(31)(31)(37)(37)
Level 28: Energy Drain -- (A)(29)(29)(31)(37)(40)
Level 30: Dampening Field -- (A)
Level 32: Midnight Grasp -- (A)(33)(33)(33)(34)(39)
Level 35: Combat Jumping -- (A)
Level 38: Boxing -- (A)
Level 41: Tough -- (A)(42)(42)(42)(43)(43)
Level 44: Energy Protection -- (A)
Level 47: Taunt -- (A)(48)(48)(48)(50)
Level 49: Superior Conditioning -- (A)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1415;691;1382;HEX;| |78DA9D934B6F524114C7875729AF025268A14081528142B1A88BFA488CDA36D1144| |345A351232175845BF0D25CA8B6AEFC00AE5CB8F31BF85EEA476A1B1F5DFAC0F318| |8824AE24E1FFBBF7CC9973FE1C66CABB2B6E219E5D1026D7E576BDDBAD5D32767AD| |256AE37B44D4F556B4BBD97A8F60CAD25ED428810ADD6CAB22D6571A56EB4F831CC| |E115F950EA5D595CD5A5D1D8AB5DDC31EAFE2B7A531A50A4387870563A9D76B1BA2| |DE503373DAE693D5D76BBFCB22EEBDB9ADEF0A89546B3076FE1D56D6D7350B55CEF| |F6A4B1C73EA7C1530EBEFB62F0E9DB44059012631B8CEB04779530B7052889E32D3| |3E2356E30A95D4E1386265C0C37E198875098202C7A0907834DB0CBC4BDCCDCCB3C| |D22B39D2EB105E2CBCCB6A794C2BD6278C5D82738F907C4A780B6A53D66C6CCDC7D| |67C23D61647AC7D817CBBB266CF50DFF12CE33C04AD16E12C53E2649ABA4C2E73F4| |1DC0C1DD8423494B29A8E3E25266579E4273A380040F2708CF18351983905795F16| |629EB1BA89FC6D5B7F97F5056E627E31761E137A1D067E08C4AC20E8502AA50E02A| |3C64C43884821C32075F5072E82523419D3E804EA9894DF1C4A67962D33CB1084FA| |CC4132BF1C4BE437E58F90B3FA242119D10EF30F6A1494CA40F1887848FB034A376| |CD54A95094071BBD4688DF20A4D95A86F10634A67E55AC40A123D059F587CDF2594| |AF0594AF0594AFCEB2C85601629552815A7151384E6D5BF311FA19005425935902C| |4E2626724B642B57629C242C9C629C26BC87FCBCAA9D67935F418BEAE8169BE4E08| |4C6D862B0AD529BE0F00BB1A42A2CF12F8F5A87D7530876B7FE77888F5CC53ABC58| |C2C4876CCD3ABCA17D876F7883FEF7F3C93D68EAD8708256516EA2DC42B98D7207E| |52ECA3D94FB283594FEE7E16EEF32FA3A837216E51C4A10FC89E79869C78BE34271| |A378502650BC283E94004A04E5154AFF0FDB2DE95B| |-------------------------------------------------------------------|
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I guess you are going for Darkest Night and some set bonuses for defense and the stacking with the -tohit in your attacks to generate as much effective defense as possible. I guess that is cool, seems interesting. However, you seem to be doing it at the expense of some of your powers. Also, some of your powers seem slotted a bit weird.
Here are some specific complaints:
* Your blazing aura is totally unslotted. So running it would be foolish which means taking it is foolish unless you commit to using it.
* Your resists for plasma shield could be better.
* The recharge on soul drain is low. I would think you'd want to max the recharge on it since it really helps your damage potential.
* You didnt slot midnight grasp for damage, which I feel is a mistake. It is a fantastic damage power.
* You probably took Firey Embrace WAY too late. It really helps your damage, and damage is the main thrust of the AT. I would take it sooner.
* I'd personally take Hasten much sooner if I were going to take it.
Well, those are the things that jump out at me. I'd personally probably build for recharge more than anything else, so that I could get my Healing Flames, Soul Drain and Burn going as often as possible. I would make defense my secondary concern. I do think Darkest Night and Soul Mastery is a good choice.
Good luck!
Lewis -
Ice *does* have an every-fight alpha-absorber (or alpha mitigation) in the form of Flash Freeze (ranged AOE sleep). I know, I know. Things don't stay slept for long. But when you are soloing, it is a nice way to get a safe opener going. THEN you can run in with AA and/or cast Ice Slick under them. Much safer.
Most people don't like taking it, but it can be good for that if you are willing to commit to using it when it makes sense and not using it when their wont be much point.Plus the AOE sleep is a good place for the purple sleep IO set.
Lewis -
Quote:You have Gravity/Storm too as I recall. So looks like all you are missing is Elec/Storm.I use Super Speed on almost all my Stormies. My first one, Ice/Storm, had fly. But since then, I have used Super Speed on my Ill/Storm, two Earth/Storms (different servers), Mind/Storm, Fire/Storm and Plant/Storm. On the Ill/Storm, choosing Super Speed allowed me to skip both SI and GI and let me fit in more Storm powers.
Just get them all to 50 and we can be BFF.
Lewis -
Of course, if he goes with Illusion Control, he wont have an every-fight method of generating AOE containment, since Illusion Control does not have an AOE Immobilize. So the suggestion of Illusion may not go well with the intent/hope/title of this very thread.
Don't get me wrong. I do think Illusion Control is very good. I've got 3 Illusion Controllers at level 50 myself (Storm, FF, Sonic). I'm just saying that he may be disappointed that he won't be conveniently leveraging any APP Containment.
But its all good.
Lewis -
Wow. Do Controllers get Water Spout? I didnt know that. I bet Illusion/Storm/Waterspout would be fun.
Anyway, this is my electric control plan. I doubt I'll actually run the armor or that I'll afford it but I'm slotting towards this.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Spark Girl: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9)
Level 1: Gale -- Acc-I(A)
Level 2: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(50), GravAnch-Hold%(50)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(21)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(40)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
Level 10: Steamy Mist -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), TtmC'tng-ResDam/EndRdx(11), S'fstPrt-ResKB(43)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(21), FtnHyp-Sleep/EndRdx(40)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(17), UndDef-Rchg(17), Achilles-ResDeb%(19)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(25), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(31)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(29), Acc-I(31)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(50)
Level 35: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Combat Jumping -- LkGmblr-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 4: Ninja Run
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Having played both Ill/Storm and Grav/Storm to 50, Ill/Storm is way more chaotic, due to the way the storm powers interact with the illusion powers. However, I'm not saying Grav/Storm is bad. On the contrary, it is great!
Enjoy!
Lewis -
Here is a decent and cheap build that has soft-capped smashing/lethal defense at level 50.
It isn't an uber/expensive build by any stretch of the imagination. What it IS, though, is a cheap playable build that you could follow from level 1 up, using the power picks and slot placement just as I have them here. You can simply use SOs, generic IOs, or cheap franken-slotted set IOs to get by with the character. I will point out, though, that during the level-up period, it is a team-oriented build. If you planned to do a lot of soloing, you might have to fit in Ring of Fire and Air Superiority. But I always team when I'm playing a /Kin.
Anyway, once you are level 50, you'll be able to farm vs Smashing/Lethal-heavy groups, but you'll also have all the tools you need to solo or to team. Once the Inherent Stamina comes in Issue 19, you'll be able to move Combat Jumping to level 16 for KB protection in task forces (tho you'd want a level 18 or less Karma KB IO in that event). You'd be able to get Speed Boost at level 20 also, for the Posi task forces (assuming they are still level 15 and that your level 20 powers are available to you). You'd also be able to pick up Increase Density, Smoke, and Recall Friend in the build for maximum "teamy goodness".
The most important thing about the build is that it is pretty darned cheap. I myself hate marketing so I prefer a bit of farming, and if you are going to farm, don't sink a bunch of money in your farm build. Go lite, go cheap, go easy.
I wish I could stand to play the market though. I find the guides vaguely sketchy, I guess because they dont want to reveal the hottest items for turn-arounds, but I found that a turn off.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Hell Witch CINDERS: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(19), NrncSD-Dam%(40)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), C'ngBlow-Dmg/EndRdx(11)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(37)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(25), NrncSD-Acc/EndRdx(25), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(34), NrncSD-Dam%(40)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34), S'fstPrt-ResDam/Def+(43)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(46)
Level 32: Fire Imps -- 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: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Combat Jumping -- DefBuff-I(A), Krma-ResKB(50)
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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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I agree with Local Man. I have a Grav/Storm at level 50, and it is a LOT of fun. Storm and Rad are the sets that made me appreciate Gravity more, but really it was Storm that made it awesome.
As for most Chaotic, that'd definitely be Illusion/Storm.
Lewis -
I agree with Muon. Mind Control has TONS of control, but unless you've got some insanely crazy levels of global recharge and hasten, you won't have reliable AOE hard control, because Mass Confusion and Total Domination are on very long timers. And on crazy global recharge you'll kill faster so you still wont usually have hard control every fight.
Of course, what people mean by "hard control" varies. In COH, I use the term to mean "if affected, foe cannot retaliate against me or my allies". That means the types of hard control are: Hold; Disorient/Stun; Confuse; Intangible. Whether they wobble around or not is irrelevant. Mind Control has AMAZING control, and it is effective, but their bread-and-butter controls aren't what I consider "hard" control. That said, Mind Doms are very effective.
Anyway, I think the way to go for a newbie is Plant/Fire. That was my first Dom as well back when COV came out. I made him as soon as it went live. Great combo. Plant/Fire isn't my favorite Dom, but its definitely one of the best beginner Doms.
I also really like Earth/Fire, but it takes a little longer to mature.
I think that for a new Dom, the primary powersets to avoid are Ice and Gravity.
Ice Control is ... well it requires finesse and a different approach in my opinion, because it doesn't have a "safe" opener. I'm not saying you cant use the other tools to survive, but to me, "safe" means "I can open on the foes with out retaliation". Ice doesn't provide this (other than the AOE sleep power, which you can definitely use but requires finesse). That's really what it comes down to. Ice Control requires a bit more finesse or a bit of a different approach that is very different than the way other Dominators play.
Gravity simply gets all its control later than other Dominators, and their AOE stun which eventually IS available every fight as a bread and butter hard control, well it teleports foes, but it can also scatter them some. So it requires some finesse at times, and it gets its reliable AOE controls much later. Well, you get Dim Shift but you can't attack the shifted foes. if Grav were to swap Dim Shift and Wormhole in terms of level they become available, a lot of my reservations would go away. You do get Singularity though, which gives you extra hold magnitude and gives you a wee tank. But I just dont think this combo is really very newbie-friendly.
Any of the other primaries are fine, but as I said above, I think Plant/Fire is the best newbie Dom set, and Earth/Fire is also massively effective, it just doesn't rock hard by level 8 like Plant Control does. Earth control feels strong by 12-18, but it doesn't feel truly monstrous until level 26 or above, whereas Plant feels monstrous as soon as you get Seeds of Confusion.
Lewis -
My feelings about Sonic match O.Rex's feelings.
Over and above that, I will say that to me the combo of Electric/Sonic will always be unsatisfying because I played Elec/Sonic in beta back when the Elec aura was a damage aura. THEN Elec/Sonic was nice because you could magnify the damage. Now? It feels empty.
Lewis -
I don't really like Willpower that much, at least not with Super Strength. I tried it to level 40 already. As for the Electric Armor suggestion, I dont really like resist sets very much. They just aren't my thing.
But I'm definitely interested in all comments, especially on tweaks to the existing build. I'll read them and consider them all.
Thanks!
Lewis -
Quote:That is why I am putting in a Miracle and a Numina and 3 performance shifters and taking both Stamina, Physical Perfection, and the other one that increases max end or whatever. So that I *CAN* use it.The thing is, when you do have full Fury and get Rage, you'll use it.
But otherwise, how does the build look, for leveling up order and for end game? Is it adequate?
Thanks,
Lewis -
All,
I have a hate-hate relationship with Super Strength. Well, but I *want* to love it. I preferred the old Rage Crash because I couldn't do anything, so I didnt lose endurance. I never figure out, even after 10,000 uses of Rage, that I'm in the crash until its over and half my endurance is gone. So the new form it has now crushes my soul and makes *ME* rage. I've deleted a level 40+ Ice/SS tanker *twice* and a level 39 or 40 WP/SS tanker once, as well as at least one Fire/SS tanker. Man that rage change made me hate it. Good for tankers I guess. Anyway.I'm rambling.
I've decided to go with my favorite melee armor set (Super Reflexes, eventually soft-capped) along with stupid levels of recovery, in order to hope to make it where I can maybe really like Super Strength and not mind the Rage crash. Also, being a Brute, maybe I won't have to rely on Rage so much (since I'll generate some of my own bonus damage from Fury).
Woof. I keep coming back to the well. I guess that makes me a glutton for punishment.Anyway, I wanted to get opinions on this build if possible, and to ask generally how the combo is to play.
Thanks,
Lewis
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
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I have the fortune to be able to run a trio, so I just run 3 of them constantly on my /Storm MM trio and I run up in the foes. Scatter be damned. None of the bad guys hit anything, there are 3 snow storms on everything, and 3 freezing rains. Later there will be 3 AOE immobilizes.
I know you dont have that luxury.
But yeah, you might prefer to skip it. I would never skip it. The benefits are massive. I've had years and years to play Stormies, so I've learned how to use it well, even when I don't have an AOE Immob to play with. However, that takes a lot of time, effort, patience, practice and skill.
Lewis -
Here is my Demon/Storm build. I went for high defenses due to the fact that he is actually part of a Demon Summoning Trio. He will have a Demon/Dark and a Demon/FF traveling around with him in fights, and all of them shoot for high defense values in preference to everything else. I also went for Hover/Fly on these builds due to the fact that it makes travel to missions and in missions easier as a trio.
The reason I went with Soul Mastery instead of Mace Mastery (as you might expect, since I'm otherwise shooting for stacked defenses) is that I plan to have all 3 of my Masterminds not only defense capped when traveling together, but also they will be 3-stacking oppressive gloom in the end-game for the perma-boss Stun. Plus, Oppressive Gloom can stack with Thunder Clap's stun and Tornado's stun (not that I will be throwing around much Tornado). The triple Oppressive Gloom will also stack with Howling Twilight from the Demon/Dark I'll be teamed with.
Good times!
Lewis
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
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