UnicyclePeon

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  1. There are 3 reasons why I'm going for Body Mastery.

    1) I'm a nut for recovery, overkill or not. I want Physical Perfection.

    2) I'm a concept player to a degree. I personally dont like Scrappers that shoot ranged attacks out of their bodies. It is ok to have an aura of energy and even an extended aura of energy such as a fire sword. I can even live with a short range fire breath that is not so much a blast as it is just a haphazard escape of energy near your body. Same for something like combustion. But throwing ranged energy simply isn't what I want, so Fire Blast and Fireball are right out. Throwing a ranged immobilize or a ranged hold is off the table as well. It isn't thematic to me.

    3) None of the powers prior to level 41 are negotiable. I want Stamina. Super Speed is my favorite power in the game. I want all the iconic powers from the primary and the secondary when possible. If anything, I'd like more of them (such as Touch of Fear). If I'm playing a set, I want everything, except for some powers that push my buttons in a bad way (such as crash powers or rez powers). Also, I would never skip Tough on a resist set. So, that leaves me with, AT MOST, 2 power pics from an epic, at level 47 and 49. Even if the epic fire power were Combustion, or better (maybe a point blank Fireball) ... even though I could view it as an energy emission power and not a blast, I still wouldn't have room for it as I'd need 3 slots. I've only got 2.

    There you have it.

    Lewis
  2. Just for giggles I'm gonna post possible builds of my 3 favorites. That way if there are any glaring issues, I'll listen to advice. Also, I'll have copies here so I can snag them from another location tomorrow.

    Thanks,

    Lewis


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    FIRE/ELEC:
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  3. I appreciate all of the responses. I think I'll have to make a new alt or two. I'm particularly pleased because both of the detailed responses (je_saist, Werner) pointed to my top three favorite combos. That never happens. I usually end up having an emotional attachment to what I later discover is the worst option.

    Thanks,

    Lewis
  4. All,

    TL/DR; -- Can a Resistance set perform well enough without using inventions to push up its defenses?

    LONG RAMBLING POST:

    I never really played many Scrappers before it became possible to soft cap your defenses. I had an old launch-day DM/SR, but that was about it. Since inventions, I've played a lot of soft-capped Super Reflexes scrappers. I have tried Shields as well. Good stuff. I prefer to avoid being hit.

    Now I'm interested in trying a pure resist set. However, I'm wondering how they hold up compared to defense sets, ESPECIALLY if I DO NOT go around collecting a bunch of defense from inventions. After a half dozen SR and SD characters, I'm getting a little burned out on crafting everything with defense bonuses as a priority. Sick of it, actually.

    Can a Resistance set perform well enough without using inventions to push up its defenses?

    I'm kinda wanting a dual elemental setup. I consider Dark to be an element. What combo would you advise? I am a sucker for endurance recovery. I also tend to dislike element matches. That is why my preferences from most to least would be:

    Dark/Electric
    Fire/Electric
    Dark/Fire
    Electric/Fire
    Fire/Fire
    Electric/Dark

    Fire/Fire is a theme match, so I would normally be inclined to hate it, but the damage seems disgustingly good, so it is on the list. Electric/Dark has no recovery available at all, so it wouldn't make the list, except that I would like to consider /Dark. Electric/Dark is the most palatable of the elemental/Dark combos for my tastes.

    Anyway, again, can a Resistance set perform well enough without using inventions to push up its defenses? Which combo would you recommend and why?

    Thanks,

    Lewis
  5. You could use the random AT generator in my signature to get a random AT and powerset. Pick the first one from which you've not done either power set, and dig in.

    Lewis
  6. UnicyclePeon

    Dual blades/ SR

    I don't have time to comment since I'm about to walk out the door, but this is my DB/SR scrapper I have on live (level 50) right now. I like him a lot. It might not be the best build but it works for me.

    Lewis

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Black Mask: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(43)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(45), RedFtn-EndRdx(45)
    Level 2: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(43)
    Level 4: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(43)
    Level 6: Typhoon's Edge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), RechRdx-I(42)
    Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(45)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
    Level 24: Quickness -- Run-I(A)
    Level 26: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), RechRdx-I(40)
    Level 28: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 30: Dodge -- DefBuff-I(A), DefBuff-I(39), Ksmt-ToHit+(42)
    Level 32: One Thousand Cuts -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), KinCrsh-Rechg/EndRdx(40)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 38: Agile -- DefBuff-I(A), DefBuff-I(39)
    Level 41: Lucky -- DefBuff-I(A), DefBuff-I(42)
    Level 44: Boxing -- Acc-I(A)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/Rchg(48), S'fstPrt-ResDam/EndRdx(50)
    Level 49: Combat Jumping -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  7. UnicyclePeon

    Any regrets?

    I regret deleting my launch characters. I grew unhappy with them so ended up re-making them many times over. Several of them I ended up re-making again with the sets they had originally, but I can't get the badges or say they were created during the early launch. Dag-nabbit!

    Lewis
  8. I'm 43 years old. I try to keep as much joy in my life as I can, so most of my friends are in the 18-35 range. My hobbies include COX, Unicycling, Juggling, and Ballroom Dance. Remember, you have to keep moving. Once you stop, they put you in a box.

    Lewis
  9. Quote:
    Originally Posted by McVoodoo View Post
    I was somewhat irritated today - died 3 times during a Malta mission when I got held and couldn't react (no purples). So I guess that's the lesson there: Attitude? Check. Imps? Check. Fist full of Purple Eggs? Check.
    There's the lesson you might want to consider learning ... don't go up against Malta solo. There are some groups in this game that are just lame / super cheap. Malta is one of those. A single minion can chain stun in an AOE. That's just for starters. I personally play the game to relax, so I avoid Malta and Knives of Artemis on most of the controllers. Actually, I avoid them on almost every character type. If I do need to face them, I play on -1 / x1 or else get a buddy to team with and do it at -1 / x2. It saves headaches. Some people like the 'challenge' of Malta, but they aren't balanced, they are definitely cheap, and I play for fun. I get plenty of challenge from Arachnos and Nemesis. They can be tough but their challenge rating is within the bounds of reason. Malta can be done, but it isn't worth it. Builds with mez protection might have an easier time, but the amount of mez they throw around is cheap against anyone who doesn't have it. It doesn't make me feel like a big man just to brag that I can get through Malta. I can, but why bother?

    So, you might want to consider skipping Malta when possible.

    Lewis
  10. Much obliged. I didn't know I had to look at the tab for published arcs. Thanks to both of yall for responding!

    Lewis
  11. All,

    I discovered one of my old story arcs had a typo. I went into Edit mode and fixed it. However, the changes didn't push to the live version. So, I went to my edited copy and published it, assuming it would update the old one. It didn't. It made a new story with the changes, but the old one was still there. So, I unpublished the new one.

    Is there a way to edit the old published one? Or do I have to unpublish and delete it, and re-submit the new one? I don't want to lose my ratings (tho I only had 8) or any badges I may have got from those ratings, if any.

    Thanks,

    Lewis
  12. My answer depends on how difficult it is to cross over. However, I am hoping it is reasonable. Since I have all my villains on Protector and all my heroes on Pinnacle, I had to just take a risk and use the free server transfer deal to move characters over. I hope that the difficulty won't be such that I don't take them all over.

    So, not counting any Demon Summoning characters I may make, I plan to bring over:

    3 Masterminds
    7 Dominators
    2 Corruptors

    I won't take any Heroes to villain side. I may take one character through the new Going Rogue Praetorian World content .... maybe an Electric Controller.

    Lewis
  13. RI is a pretty vital component for soloing and for teams, just so you know. About the only time RI isn't useful is when you have a team steamrolling "easy" groups so fast that most of the spawn is dead before the cast animation for RI is complete. On any challenging team content, RI is invaluable. On most solo stuff, it is great as well.

    Lewis
  14. Anaku,

    Your post is messed up. You might want to edit it to use the Zetaboards export format, or one of the other ones.

    That said ...

    You skipped Radiation Infection. If you want to be a team controller, skipping this is a big oversight. Considering that it makes the enemies miss you, your goal of ranged defense is perhaps a bit misplaced. I'd at least take RI and slot it for hit debuff. Then things will miss you with everything: ranged, AOE, melee, etc. Foes affected will also miss your team-mates, which is the real point.

    Bottom line: please take Radiation Infection.

    Also, you took Choking Cloud. It is a decent power, but there is no way you'll be able to handle the Endurance cost comfortably with your build. It needs 95% endurance reduction, even if you have Accelerate Metabolism up some of the time and even if you have the Miracle and Numina uniques all of the time. Anyway, Choking Cloud isn't really particularly good for Grav/Rad. If anything, I'd take EM Pulse instead. EM Pulse is awesome, despite the self-inflicted -Recovery. EM Pulse is among the best AOE holds in the game.

    What else?

    Crush is slotted with an Immobilize set, but it is more appropriately slotted with a Ranged Damage set. I would slot it with the Thunderstrike set, as you did with Propel. Actually, I'd do something totally different, but if you insist on Ranged defense, use Thunderstrike.

    Your radiant aura slotting is underwhelming. Your Hover and Maneuvers slotting ... same opinion. They just don't cut it.

    Your Lingering Radiation slotting is pretty rough. It doesn't have any accuracy in it, and while optional, it could really use some endurance reduction if you are going to spam it on tough foes (ArchVillains). That may be an important aspect of being on a team. But simply 2 recharge? No way.

    Anything else?

    Fallout isn't the best power, especially the way you are slotting it. I'm not sure why you did it that way.

    Anyway, I'm pretty biased, so its hard for me to be helpful. I have a level 39 Grav/Rad and I took an entirely different approach. I will post it below. It has perma Hasten and perma AM without Purples or Luck of the Gambler. That said, it isn't cheap. Maybe it will give you some ideas. I hope this post helps.

    Lewis

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ms. Jupiter: Level 50 Technology Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Flight
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Crush -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
    Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(13), Lock-Acc/EndRdx/Rchg/Hold(13)
    Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(25)
    Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
    Level 8: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(50)
    Level 10: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(11), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc/Rchg(37), EndRdx-I(37)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43), RechRdx-I(50)
    Level 14: Super Speed -- Zephyr-ResKB(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(46), TmpRdns-Acc/Dmg/Slow(46)
    Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), Rope-Acc/Stun/Rchg(31)
    Level 28: Mutation -- RechRdx-I(A)
    Level 30: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(31), Flight-I(31)
    Level 32: Singularity -- HO:Endo(A), HO:Endo(33), HO:Perox(33), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg(34)
    Level 35: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-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-EndRdx/Rchg/Hold(39), EoCur-Acc/Hold/Rchg(40)
    Level 41: Power 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: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
    ------------
    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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  15. Quote:
    Originally Posted by moifus1 View Post
    If you add in the "Aid Other" power you will have covered the element of "Heart" and thus be able to summon the ever powerful Captian Planet!
    Well, I have O2 Boost, so I'm covered.

    Lewis
  16. I went with Earth/Storm, and I took the Fire Epic. That basically gives you Earth, Air, Water, and Fire.

    Now that we have Thermal and Cold as secondaries, there are lots more options.

    Lewis
  17. J,

    1) Yes the bug still exists, but in a very mild form. The imps used to become entirely brain-dead and unable to act (even if you summoned a new group and even after the burning oil slick vanished). Now, they just sometimes won't enter the lit oil slick and/or run out of it, but at least they keep attacking stuff that isn't in the slick, and sometimes they don't run out at all.

    So, it is tolerable.

    2) I played it to 50 back in the day when /TA was new-ish and when the bug was really, really awful. It is great now. Even back then, it was a fun ride, with more stuff to do in an encounter than you can shake a compound bow at. Endurance can be heavy at times, especially if you run Hot Feet, but it isn't terrible. Recharge is normal, in that some of the better powers are on long timers, but overall it is pretty reasonable. I'll post my slotting at the end.

    3) I almost exclusively teamed (90% of the time or more). You could do well for soloing with Hot Feet if you stick to weaker enemies. You can also do well if you take an attack power or two (Air Superiority, Ring of Fire, slot Char for damage, etc). However, I got on a team with friends and just played in groups all the way to level 50 (with rare soloing once I had Fire Imps). Now that I'm level 50 and have my full epic attacks, Hot Feet and Fire Imps, I do sometimes solo door missions. I normally team with friends on task forces or 8 man scanner missions.

    OK, below is my actual level 50 slotting on the live servers (Pinnacle). It isn't a cheap build, but it has pretty much everything. It is designed, in terms of power selection order and slotting order, to be played as-is from the ground up with no need for a respec, tho from the perspective that I usually always team on this character. I am thinking about upgrading my Flashfire power to the purple set for giggles, but I may not.

    Hope this helped. I really love my Fire/TA (used to hate her back when the bug was in FULL effect). She is great.

    Lewis


    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gaslight: Level 50 Technology Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Fire 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: Entangling Arrow -- Enf'dOp-Acc/EndRdx(A)
    Level 2: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(43), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-ToHitDeb/EndRdx(43)
    Level 4: Glue Arrow -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(5), TmpRdns-Rng/Slow(5), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(40)
    Level 6: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(7), GravAnch-Immob/EndRdx(19), GravAnch-Hold%(34)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25), RechRdx-I(46), RechRdx-I(46), RechRdx-I(50)
    Level 10: Ice Arrow -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(17)
    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(19)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Acid Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
    Level 24: Poison Gas Arrow -- FtnHyp-Plct%(A)
    Level 26: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(29)
    Level 28: Disruption Arrow -- RechRdx-I(A)
    Level 30: Hot Feet -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(34)
    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(34)
    Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), EoCur-Acc/Hold/Rchg(40)
    Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
    Level 49: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    ------------
    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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  18. True I suppose. Not to mention 8 Acid Arrows and 8 Disruption Arrows and 8 Hot Feet. I stand corrected.

    Lewis
  19. Quote:
    Originally Posted by DrMike2000 View Post
    Dark Pit (weak Blast set stun) is to Flashfire (good Control Set stun)

    as

    Short Circuit (weak Blast set end drain) is to <insert effective Electrical Control Power here>
    I don't agree. I find mag 2 (minion-only) stuns to be fantastic mitigation, even when you have nothing to stack them with.

    Anyway, back to end drain, I still hate it, unless it drains all endurance on minions and LTs, and keeps it at zero for as long as a stun. Even then, might as well just make it a stun or a hold.

    Lewis

    /hates end drain as a mechanic, even if they bump it
  20. I think comparing the limitations of Illusion/Kin to those of Earth/Kin is a stretch. The knockback caused by Phantasm is a direct detriment to Illusion/Kin. Phantasm knocks enemy targets out of range of your kinetics powers, often just at the moment you really needed them. Earth/Kin has no such negative. Local Man just doesn't happen to like the combo because he prefers to play Earth Control from range. That is a valid preference, but it isn't the same thing at all as the issue with Illusion/Kin.

    Earth Control is equally valuable from ANY range (since I don't value its point blank sleep power enough to ever take it). It isn't any weaker just because you get close. You may (or may not) have survival issues (my Earth/Kin doesn't), but the level of effectiveness is the same. You can't say that for Fire Control or Ice Control. Those sets lose quite a bit of effectiveness (damage and control, respectively) if you play them from range.

    So, Earth/Kin is a fine combination. I play mine in close without many deaths. The accuracy requirements of /Kin combined with the defense debuffs of Earth are pretty nice (even if it is the only true synergy). Fulcrum Shift on Animate Stone is still nice. Combining 2 team sets is still nice. Being able to fulcrum shift your own damage is still nice. Earth/Kin is an excellent set.

    That said, I still prefer Earth/Rad, Earth/Storm and Earth/Trick Arrow, but only because I favor control-heavy secondaries. Earth/Kin is still a good controller if you want to go that route.

    Just one final note: if people didn't ever try the non-ideal combinations of powersets, there would be a lot less variety in the game. Earth/Kin, Fire/TA, Illusion/Kin, etc. Heck, even Gravity/Empathy! It's all good.

    Lewis
  21. I've become enamored with my Fire/TA controller again. I bet an all Controller all /Trick Arrow team would be good silly fun. The lack of heals and such would make it "interesting" and the control would be massive. Hey, it wouldn't be nearly as awesome as 8 Fire/Rads, but what is?

    Lewis
  22. Quote:
    Originally Posted by Obscure Blade View Post
    Personally I'm rather hoping that endurance drain is NOT much of a feature of the set, since in practical terms for most builds that amounts to a low damage set with no useful secondary effect to make up for it.
    I agree with this. I LOATHE end drain, due the fact that it is always underwhelming even when you build for it, and the other functions of the power are lessened to "compensate."

    Not worth it.

    Lewis
  23. I think Earth/Storm is the way to go, though Earth/Trick Arrow is awesome too. Earth/Rad is nice, but you are avoiding /Rad.

    Lewis
  24. UnicyclePeon

    Demons?

    I, too, would love for the Zombies to look like Skeletons instead. If they did, I probably wouldn't ever play any other power set. Zombies are OK, and the puke is great, but they look stupid.

    Maybe one day they'll allow for customization of graphics such that your zombies would look like Skeletons, and their cone attack could use a fire breath or sonic howl animation but show black/negative energy.

    Lewis
  25. Quote:
    Originally Posted by devil dingo View Post
    My main concern with any controlller is lack of damage. I obviously never played illusion but i'm starting to think it might be boring.
    I would also like a controller thats not going to be very expensive.
    You might want to consider a Mind Controller. You get a good single target damage chain, and you get an AOE sleep power that is trivial to perma. You also get an AOE fear that does decent damage. The set is practical and effective without having to be expensive, just based on that alone. In addition, you also get plenty of other control powers that are fun.

    Mind control can get LOTS of control cheap, and has a single target chain. That's the bottom line.

    I'm not sure which secondary would go best with it. I have Mind/Storm at 50 and Mind/TA in the mid-30s. Both are great, and both provide ways to boost your personal damage. Force Field might be nice too. It can't improve your damage significantly, but you get mez protection, and its cheap (in terms of powers and slots needed) to be effective. That gives you lots of room to play with Mind Control itself.


    Quote:
    Originally Posted by devil dingo View Post
    I imagine that earth/storm will be very very safe but how is it damage wise??
    Pre-32, its slow. You'd want to slot up Stone Prison and Air Superiority as damage powers. You might want to put damage in your hold too. At 32 or 33, your pet starts contributing decent damage. At 35 and 38, your damage potential really increases with Tornado and Lightning Storm. Epics can unlock multiple attacks, which can really make you feel pretty decent on damage. Finally, Earth/Storm has a lot of damage-proc potential. My Earth/Storm has 10 damage procs in AOE powers AND still manages to have 53.75% global recharge.

    Bottom line is that Earth/Storm has pretty good damage, but not until the later periods in your career.

    Lewis