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Posts
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Joined
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I'm not running Snow Leopard (I bought my iMac a month or two before it came out, I think) and I also have the problem. I have OS X version 10.5.8. Should I be having this issue? Because I am.
I haven't tried the work-around but I guess I will.
In case it matters, I have an iMac with a 3.06 GHz Intel Core 2 Duo. My memory is listed as "4 GB 1067 MHz DDR3".
Lewis -
Here are some of the combos I think would be rough. I suspect they would drive me insane. Its mostly speculative opinion, however.
* Electric / Devices Blaster (I played one of these. Hated it.)
* Gravity/Empathy controller (slow, very low control compared to most)
* Martial Arts / Invulnerability scrapper (single target, klunky)
* Trick Arrow / electric blast defender (redraw, crappy blast set)
* Stone Armor / Dark Melee (single target-ish, seems slow and tedious)
* Assault Rifle / Trick Arrow corruptor (redraw hell)
* Energy/Energy brute (slow single target attacks, mediocre secondary)
* Merc/Poison (weakest primary, secondary challenging esp vs big groups)
* Ice/Energy Dom (AOE control openers unsafe, knock-back poor mix with AA and Ice Slick, power boost only minimally helpful)
* Stalker ... cant comment, hate them generally. I would guess Spines/Energy Armor would be a rough combo.
Again, don't get offended if I listed your favorite combo, or if you know otherwise from personal experience. This is just my gut feeling. I'd certainly be open to being educated.
Lewis -
Making it non-binary is what would seem most likely to make it useless.
Most of the foes still have frightening attacks they can do even with almost no endurance left. That just doesn't cut it. Binary control is where its at (Confuse, Hold, Stun). Even the other forms of non-binary control (knockdown, slow) at least prevent a certain percentage of attacks from coming your way. But endurance drain only prevents some of the exotic attacks, however, you'll still eat full alpha. It will just be basic attack alpha, the stuff they can do with only 5 endurance left. But that is still too much incoming damage to be worth it.
They could make the endurance go to zero and STAY at zero for 10-20 seconds but at that point it may as well be a stun.
Now if they did something like make a "retributive endurance drain" ... something like a curse in which any time the enemy used endurance while cursed, they'd damage themselves moderately ... THAT would be a good unique power. But, you'd still want traditional types of control too. That way, you can EITHER lock them down OR make them damage themselves, or possibly both slow them and curse them.
Lewis -
Both sets are great, but the Fire/Rad is the better overall character. Fire/Rad is better at the low levels (both in terms of damage and control). It is better on teams for the most part. It has more utility and versatility. It has greater control. Fire/Rad can simply handle more content in the game. Fire/Rad has more of the things people generally want for fighting end-game content (tough AVs, etc).
Both are fun, however.
Lewis -
I think all the primaries are fun, though each works a bit different with Storm. I have every possible Storm controller at level 50.
My favorite 2 are Earth/Storm and Illusion/Storm. I can never decide which of the two I like more. My Earth/Storm was my first level 50 ever. She is great. My Illusion/Storm was maybe my 5th level 50 ever. Both are awesome characters.
I'd recommend Illusion/Storm. It fits your idea of a set that summons nightmarish things. You'll be summoning a bunch of spectral horrors (Phantasm, Phantom Army, Spectral Terror) directly from your mind, not to mention tormenting and infecting others with your horrific visions (Confuse, Blind, Spectral Wounds, Flash). Then from the Storm side you'll be summoning Hurricanes, Tornadoes, Wind, Rain, Ice, Storms, Snow .... are they real or in the mind of the enemy? Either way, you'll be ruining their day. I think it fits perfectly with your concept.
Plus, Illusion/Storm is among the better combos for being able to solo well right from level 1. However, it makes a fine teaming character too, with a little effort.
As for the other storm combos, I love them all. You wouldn't really be going wrong with any of them. Illusion/Storm just seems like a perfect match for your concept.
Lewis -
Well ultimately, any 2 or 3 masterminds in a team are likely to crush just about any foes they face. So everybody could just pick their favorite secondary and roll with it. The crushing of the opposition will still be sweet!
Lewis -
You shouldn't have any worries. Why?
(1) Every power set is useful.
(2) Teams value most of the sets. The only one that some don't like on teams is Storm, but even with Storm, you can learn to play in a way that is team friendly.
(3) Most of the sets let you hang back if you want. Ice and Fire control do require you get in close for maximum effectiveness, and /Kinetics as a secondary can require that you get in close for maximum benefit. BUT, you can play those sets even at range and you'll do OK. Now if you mean "busy" then Mind Control, /Kinetics, and /Thermal can be busy. But they are all fun.
So, by all means, play what you want to.
By the way, Illusion Control and Plant Control are both highly valued by teams, so no worries there. So feel free to pick either one. Good combos for you might include:
Illusion/Radiation, Illusion/Empathy, Plant/Radiation, Plant/Kinetics.
But really, you could just about pick randomly for primary and secondary and get something pretty good. If you want to give that a shot, click the link in my signature and generate some random controllers.
Lewis -
I think there are a few ways to go here.
As someone else pointed out Thugs/Storm is tasty, and Thugs/Storm x3 is disgusting. You can leave hurricane on all the time for giggles, tho you wouldn't even have to since the triple steamy mist helps with defenses, plus it lets you get in close before being seen, AND it gives nice resistances with 3 of them running. 3 lightning storms, 3 freezing rains, 3 snowstorms, and O2 boost to top off thugs. Tornado and Gale for lulz. Plus, if you all run Steamy Mist slotted for Defense, and if you all run Maneuvers, you'll generate 30% defense to all. Not too shabby, especially with the Thug Enforcers casting their own Maneuvers (which only affects all the thugs). You guys will have good defenses, and your thugs will have maxed defense. That doesn't even count Hurricane. Also, the triple steamy mist will give you 45% resistance to fire, cold and energy, which is nice for the pets. If you slot it for both resist and defense, you'll be floating at 69% on those resists.
The other way to go is to drive with Thugs/Traps and to have 2 Thugs/FF wingmen. That is the route I took. By level 22, with Dispersion Bubble x2, FF Generator x1, and Maneuvers x3, everyone will be running at 51% defense to all. Game over.
Another option would be to go Thugs/Traps + Thugs/FF + Thugs/Pain. With Dispersion Bubble x1, FF Generator x1, and Maneuvers x3, you'll "ONLY" have 39.6% defense to all, but hey. Not too shabby. You can trivially pick up the 5% or so with set bonuses on each mastermind. However, then you'll have AOE healing, regen, mez protection that covers (for the traps driver) the stuff Dispersion Bubble won't, and possibly a rez. Not to mention Damage resistance, accuracy buffs, and enemy debuffs from /Pain. Good times.
If you really just wanted a Stormie on the team, Thugs/Traps, Thugs/FF, and Thugs/Storm is great. With Dispersion Bubble x1, FF Generator x1, and Maneuvers x3, and Steamy Mist x1 slotted for defense, you'll have 45.5% to all. Even if you don't slot Steamy Mist for defense, you'd be at 43.3% defense. Not too shabby. You'd lose all the Pain stuff, but you'd have stealth as you approach, and you'd still have the Chaos of the Storm powers for when you want them.
Traps + FF + Dark Miasma would also be spiffy. You'd hit the same numbers for defense as the combo with the Stormie, but you'd have a lot more control options, not to mention Fluffy.
Man! Good times!
Lewis -
Oh and the stupid-expensive-good perma-IW version for giggles:
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I like posting my builds. My Fire/Rad does NOT look like this currently, but only because I've changed some of my goals since the build she has now. Eventually I want her to look like this:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ CON FIRE RAD: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- 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: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(43), GravAnch-Hold%(46)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
Level 8: Recall Friend -- RechRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(34)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-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 -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(23), TmpRdns-Rng/Slow(23), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(43)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Hot Feet -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(27), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(34)
Level 28: Choking Cloud -- G'Wdw-EndRdx/Hold(A), G'Wdw-Acc/EndRdx(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31), UbrkCons-EndRdx/Hold(31), HO:Endo(34)
Level 30: Combat Jumping -- Krma-ResKB(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(46)
Level 35: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- RedFtn-EndRdx/Rchg(A), RechRdx-I(45), RechRdx-I(45), LkGmblr-Rchg+(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(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 4: Ninja Run
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Both are interesting options. I like both /Dark and /Traps, and I guess either one would work well with /FF and /Pain. Hrm.
Maybe I should make 2 different demon 3-box teams, one for hero side and one for villain. One team could be Traps/Pain/FF and the other could be Dark/Storm/FF.It's probably overkill. I dunno.
Man now I feel more stumped than ever. Heh.
Lewis -
All,
I am thinking of a 3-box team of Demon Summoners. I'm trying to decide which would be better:
(a) Demon/Storm x3
(b) Demon/Pain x3
(c) Demon/Pain, Demon/Force Field, Demon/Force Field
The first option would be chaos incarnate. The second option would have regeneration and healing and damage resistance out the wazoo, but I would have to manually provide myself status protection. The third option would be more of an auto-pilot option and the defenses would layer well with the demons, and I'd have mez protection while still having heals.
Which of these 3 options do you think I should do, and why?
Thanks,
Lewis -
Your post is all jacked up. You might want to repost it using different export codes.
Lewis -
Quote:I hope not. I hate all my experiences with End Drain being weak everywhere else in the game.I wonder if they are going to play up the end drain effects of electric as a form of soft control. Like, maybe powers that reduce the max end of targets or increase the amount of end it costs for enemies to use powers.
Quote:Or maybe something like chain lightning, but with a hold that jumps from enemy to enemy.
Lewis -
I am kinda stumped, and frustrated.
The thing is ... I don't actually like the whips. Yeah, I know. But I just don't like them. I played with them on test. Whatever. And yet the -res seems un-skippable from a min-maxy perspective. Its just too good to be able to add in some -res with the whips. Since I'm used to building my Masterminds in a certain way (for some secondaries) ... fitting in even one whip attack throw a major kink in my stride.
I am interested in many of the secondaries. I like Storm, Traps, Pain and Darkness, probably in that order. I've never made a Trick Arrow Mastermind, so that tempts me as well. Force Field is also tempting. Hrm.
If I were to go with a secondary that gave me room for a whip attack, I'd go with Traps or Pain. Pain might be best. I can heal, but I don't like absorb pain, so I might as well take Corruption or something like that.
Man, I am so stumped.
Also, I have the ability to 3-box if I really want to. So, I'm kinda tempted to do Traps and FF x2. Or another possibility would be Pain + FF x2. Another tempting combo would to run 3 Demon/Pain masterminds together or 3 Demon/Storm.
Ah heck, I dunno.
Lewis -
I play my Fire/Fire Dom in the thick of things, but Cinders, Hot Feet, Consume and Combustion aren't single target or melee range attacks. I dropped Incinerate, play in melee range, and I don't miss it.
Lewis -
My first suggestion is Illusion / Empathy also. You can be subtle and heal without ever being seen. You can summon Phantom army and deceive enemies. It is a great combo.
Lewis -
To be honest, I like fighting statues.
When all the foes are standing there helpless while they get melted down, that makes me giggle like a schoolgirl.
Lewis -
To be honest, I've got 4 different /Fire Dominators, 2 of them in the low 40s and 2 at level 50. I didn't take Incinerate on any of them, and I don't miss it. I had a harder time WITH it in my build due to my playstyle not meshing well. None of Fire's other attacks are melee attacks so it is just awkward to me. I didn't even like it on my Fire/Fire (level 50). It's not my bag.
So, waiting until level 41 or whatever, shouldn't be a big deal. IMO.
Lewis -
All,
I skipped Snow Storm, Frostwork, Stone Prison, and Salt Crystals. I took everything else. I made mine as a (primarily) team build oriented for (eventually) recharge. I wouldn't mind having Snow Storm for AV situations, but otherwise I do not miss it at all.
Here is my build. You could easily put LOTG in both shields and in Arctic Fog, and throw the relatively cheap purple set in Stone Cages and move a recharge from Frost Breath and put it on Sleet so that you could get Tempered readiness recharge bonuses in both Heat Loss and Sleep. Then you'd hit around 85% or so recharge I guess. But, it wasn't worth it to me.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Frostquake: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7), EoCur-Acc/Hold/Rchg(17)
Level 1: Infrigidate -- TmpRdns-Acc/EndRdx(A)
Level 2: Ice Shield -- GftotA-Def/EndRdx(A), GftotA-Def(9), DefBuff-I(9), Krma-ResKB(25)
Level 4: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(46)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 10: Glacial Shield -- GftotA-Def/EndRdx(A), GftotA-Def(11), DefBuff-I(11)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Swift -- Flight-I(A)
Level 18: Earthquake -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(19), RechRdx-I(19), Achilles-ResDeb%(25)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23), P'Shift-End%(50)
Level 24: Recall Friend -- RechRdx-I(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(31)
Level 28: Benumb -- Acc-I(A), Acc-I(31), RechRdx-I(34), RechRdx-I(34), RechRdx-I(34)
Level 30: Arctic Fog -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam/EndRdx(37), Aegis-ResDam/EndRdx(37)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(43)
Level 35: Sleet -- CtlSpd-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(36), P'ngTtl-EndRdx/Rchg/Slow(36), RechRdx-I(36), Achilles-ResDeb%(37)
Level 38: Heat Loss -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(39), P'ngTtl-EndRdx/Rchg/Slow(39), P'ngTtl--Rchg%(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(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), RechRdx-I(50)
Level 49: Hibernate -- RechRdx-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: Containment
Level 0: Ninja Run
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Warden,
Yeah I meant to state that specifically, but that was part of what I meant by Grav and Earth's knock-up, knock-down, knock-back and other powers playing very well with one another. I failed to specify in my post. Ah well.
I think the combo would be pretty fun. Grav / Earth / Water (Mako) would be a cool "Nature" variant.
Lewis -
Cool. Nothing wrong with trying something for yourself!
Lewis -
If he has /Regen as his secondary, I would go with a set that can both heal AND provide him with defense or resistance. Basically, the Defense and Resistance will slow the rate at which he needs to heal, but you'll still be able to heal him, yourself, and your pet (if you have one). However, Kinetics is still amazing, so I wouldn't rule it out.
Therefore, I'd consider Thermal, Empathy, Cold, and Kin in roughly that order.
Thermal lets you heal, slow down his incoming damage, buff his damage, and debuff enemies.
Empathy doesn't have the foe debuff, but it can still heal, slow down incoming damage (Fortitude's defense), and buff.
Cold doesn't have a heal, if I'm not mistaken, but it does have a HP boost (that doesn't heal, IIRC). However, I don't like the HP boost. Still, it lets you give him defenses, and it has some other tools for reducing his incoming damage via debuffing the foes, not to mention increasing his damage by debuffing damage resistance. Just no heals are really available to you here.
Kin (and even Rad) are still good, but maybe less interesting.
Plant and Earth are both fine primaries. I prefer Earth, but you might consider Plant simply because it has some fun and unique powers (Seeds of Confusion, Carrion Creepers).
Earth/Thermal and Plant/Cold would be strong choices. Truthfully, any combo you make will probably be quite fun.
Lewis -
I have a love/hate relationship with Gravity. You have to get to a pretty high level to start getting reliable area control that still lets you damage the foes. Still, I love the set once I get to the 35-40 range. Of course, some of the soft control in /Earth Assault may help a bit with the wait.
As for combining Gravity and Earth, be mindful that a lot of your Earth Attacks are melee range, more so than pretty much any other assault set. However, some of your Gravity powers can knock guys away from you (Propel, Wormhole, Singularity), though you can manage it with care. So, it could be a bit awkward.
I think it would be a challenging but interesting combo, and the knockback / knockdown from both sets could be as amusing as it is challenging. Throw in Water Spout for giggles.
Lewis
/quickie level 50 build:
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I would lean towards Ice/Storm, with DM/Invuln being a close second. But, I base that on my own personal preferences for fun.
Lewis