kebin

Apprentice
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  1. I like how people reply to the troll even though there's a warning label in his signature that it's a fake post lol
  2. Mmmk. I kind of situated a build... It is probably really expensive but some of the numbers look decent except maybe the endurance recovery. But here's kind of what I have going...

    This has a big bonus to Accuracy, but has a lower +HP and end recovery than the build could have. The KB resist isn't too bad I don't think. Let me know what in this set is good and what I should seriously change out. I will probably keep reposting builds to try and get it right, but I will delete each one that I create so it doesn't cause a huge clutter in the thread. So anyway please tell me how I can improve this build, whether it's using cheaper sets that work better for the money or, anything really.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    MoobySnax: Level 50 Mutation Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Chilblain
    • (A) Devastation - Accuracy/Damage
    • (3) Devastation - Accuracy/Damage/Recharge
    • (3) Devastation - Accuracy/Damage/Endurance/Recharge
    • (5) Devastation - Chance of Hold
    • (5) HamiO:Nucleolus Exposure
    • (46) Trap of the Hunter - Chance of Damage(Lethal)
    Level 1: Infrigidate
    • (A) Shield Breaker - Accuracy/Defense Debuff
    • (7) Shield Breaker - Accuracy/Recharge
    • (7) Shield Breaker - Accuracy/Endurance/Recharge
    • (9) Shield Breaker - Defense Debuff
    • (9) Shield Breaker - Chance for Lethal Damage
    Level 2: Block of Ice
    • (A) Thunderstrike - Accuracy/Damage
    • (11) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (13) Thunderstrike - Damage/Recharge
    • (13) HamiO:Nucleolus Exposure
    • (46) Ghost Widow's Embrace - Chance of Damage(Psionic)
    Level 4: Snow Storm
    • (A) Pacing of the Turtle - Range/Slow
    • (15) Pacing of the Turtle - Endurance/Recharge/Slow
    • (15) Pacing of the Turtle - Accuracy/Endurance
    • (17) Pacing of the Turtle - Chance of -Recharge
    Level 6: Arctic Air
    • (A) Malaise's Illusions - Chance of Damage(Psionic)
    • (17) Malaise's Illusions - Endurance/Confused
    • (19) Malaise's Illusions - Accuracy/Endurance
    • (19) Malaise's Illusions - Confused/Range
    • (43) Malaise's Illusions - Accuracy/Confused/Recharge
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (21) Recharge Reduction IO
    Level 10: Shiver
    • (A) Pacing of the Turtle - Accuracy/Slow
    • (23) Pacing of the Turtle - Accuracy/Endurance
    • (23) Pacing of the Turtle - Endurance/Recharge/Slow
    • (25) Pacing of the Turtle - Chance of -Recharge
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (25) Run Speed IO
    • (27) Run Speed IO
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Combat Jumping
    • (A) Karma - Defense/Endurance
    • (27) Karma - Defense/Recharge
    • (29) Karma - Knockback Protection
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (29) Performance Shifter - EndMod/Recharge
    • (31) Performance Shifter - EndMod/Accuracy
    Level 22: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (31) Jumping IO
    • (31) Jumping IO
    Level 24: Arctic Fog
    • (A) Steadfast Protection - Resistance/Endurance
    • (33) Steadfast Protection - Resistance/+Def 3%
    • (33) Steadfast Protection - Knockback Protection
    • (33) Karma - Knockback Protection
    Level 26: Maneuvers
    • (A) Shield Wall - Defense/Endurance
    • (34) Shield Wall - Defense/Recharge
    • (34) Shield Wall - +Res (Teleportation), +3% Res (All)
    • (34) Karma - Knockback Protection
    Level 28: Benumb
    • (A) Accuracy IO
    • (36) Accuracy IO
    • (36) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (37) Adjusted Targeting - To Hit Buff/Recharge
    • (37) Adjusted Targeting - To Hit Buff/Endurance
    • (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (43) Rectified Reticle - Increased Perception
    Level 35: Jack Frost
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (39) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 38: Heat Loss
    • (A) Pacing of the Turtle - Accuracy/Slow
    • (40) Pacing of the Turtle - Accuracy/Endurance
    • (40) Pacing of the Turtle - Chance of -Recharge
    • (40) Pacing of the Turtle - Range/Slow
    Level 41: Hurl Boulder
    • (A) Devastation - Accuracy/Damage
    • (42) Devastation - Chance of Hold
    • (42) Devastation - Accuracy/Damage/Recharge
    • (42) Devastation - Accuracy/Damage/Endurance/Recharge
    • (43) HamiO:Nucleolus Exposure
    Level 44: Seismic Smash
    • (A) Mako's Bite - Accuracy/Damage
    • (45) Mako's Bite - Accuracy/Endurance/Recharge
    • (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (45) Mako's Bite - Chance of Damage(Lethal)
    • (46) HamiO:Nucleolus Exposure
    Level 47: Rock Armor
    • (A) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense/Recharge
    • (48) Luck of the Gambler - Defense
    • (48) Karma - Knockback Protection
    Level 49: Earth's Embrace
    • (A) Gladiator's Armor - Resistance
    • (50) Gladiator's Armor - Recharge/Endurance
    • (50) Gladiator's Armor - End/Resist
    • (50) Steadfast Protection - Knockback Protection
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 7.5% Enhancement(JumpSpeed)
    • 12.5% Enhancement(RechargeTime)
    • 7.5% Enhancement(FlySpeed)
    • 2.5% Enhancement(Confused)
    • 7.5% Enhancement(RunSpeed)
    • 7.5% Enhancement(JumpHeight)
    • 54% Enhancement(Accuracy)
    • 5% FlySpeed
    • 145 HP (14.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -35)
    • Knockup (Mag -35)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 8.3%
    • MezResist(Repel) 2000% (10% chance, in PvP)
    • MezResist(Sleep) 13.3%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 20% Perception
    • 16% (0.27 End/sec) Recovery
    • 44% (1.87 HP/sec) Regeneration
    • 13% Resistance(Smashing)
    • 13% Resistance(Lethal)
    • 13% Resistance(Fire)
    • 13% Resistance(Cold)
    • 14.3% Resistance(Energy)
    • 14.3% Resistance(Negative)
    • 13% Resistance(Toxic)
    • 13% Resistance(Psionic)
    • 5% RunSpeed
    • 1.5% XPDebtProtection
    ------------
    Set Bonuses:
    Devastation
    (Chilblain)
    • 12% (0.51 HP/sec) Regeneration
    • 22.9 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Shield Breaker
    (Infrigidate)
    • 2.5% (0.04 End/sec) Recovery
    • Status Resistance 2.5%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 11% Enhancement(Accuracy)
    Thunderstrike
    (Block of Ice)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    Pacing of the Turtle
    (Snow Storm)
    • MezResist(Sleep) 2.75%
    • 2.5% Enhancement(Slow)
    • 9% Enhancement(Accuracy)
    Malaise's Illusions
    (Arctic Air)
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% Enhancement(Confused)
    • 2.5% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Pacing of the Turtle
    (Shiver)
    • MezResist(Sleep) 2.75%
    • 2.5% Enhancement(Slow)
    • 9% Enhancement(Accuracy)
    Blessing of the Zephyr
    (Super Speed)
    • Knockback Protection (Mag -4)
    Karma
    (Combat Jumping)
    • 1.5% XPDebtProtection
    • 15.3 HP (1.5%) HitPoints
    • Knockback Protection (Mag -4)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    Blessing of the Zephyr
    (Super Jump)
    • Knockback Protection (Mag -4)
    Steadfast Protection
    (Arctic Fog)
    • 1.5% (0.03 End/sec) Recovery
    • 15.3 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Karma
    (Arctic Fog)
    • Knockback Protection (Mag -4)
    Shield Wall
    (Maneuvers)
    • 10% (0.42 HP/sec) Regeneration, 2.5% (0.04 End/sec) Recovery (in PvP)
    • 22.9 HP (2.25%) HitPoints, MezResist(Repel) 1000% (10% chance, in PvP)
    • 3% Resistance(All)
    Karma
    (Maneuvers)
    • Knockback Protection (Mag -4)
    Adjusted Targeting
    (Tactics)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    Rectified Reticle
    (Tactics)
    • 20% Perception
    Expedient Reinforcement
    (Jack Frost)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% Resistance(All)
    Pacing of the Turtle
    (Heat Loss)
    • MezResist(Sleep) 2.75%
    • 2.5% Enhancement(Slow)
    • 9% Enhancement(Accuracy)
    Devastation
    (Hurl Boulder)
    • 12% (0.51 HP/sec) Regeneration
    • 22.9 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Mako's Bite
    (Seismic Smash)
    • MezResist(Immobilize) 3.3%
    • 15.3 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Luck of the Gambler
    (Rock Armor)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    Karma
    (Rock Armor)
    • Knockback Protection (Mag -4)
    Gladiator's Armor
    (Earth's Embrace)
    • 2.5% (0.04 End/sec) Recovery, 2.5% (0.04 End/sec) Recovery (in PvP)
    • Knockback Protection (Mag -3), MezResist(Repel) 1000% (10% chance, in PvP)
    Steadfast Protection
    (Earth's Embrace)
    • Knockback Protection (Mag -4)
  3. I've gotten a bit more PvP experience now (still w/out IO's though); so now I finally have some questions that are probably more answerable now....

    I would like to be more of a damage controller, as an Ice/Cold I have the 2 single target attacks and the 2 important debuffs. Within the AT power sets, which powers would be most effective for the style I'm looking for?

    As far as power pools go SS/SJ/Fitness seem to be the standard and most effective. I have heard that Fly is not too bad for a troller (would like some info as to why I should use or avoid it) and I have no idea what the Epic or 4th pool should be. As far as DMG goes it looks like /Earth is the best epic since it has 2 higher dmg powers, an armor power, and the +HP power, but... the /Ice has hibernate which appears to be a useful power. With the 4th power pool set I'm not sure if Stealth or Leadership would be the most effective. Stealth gets extra slotting for - KB, while Leadership gets the +perception.

    So this is where I am stuck at, I would like to hear from more experienced players as to what I should really be looking for. If a damage controller build is really impossible for Ice/Cold I would not mind being a support character, I just don't want to be a pure base buffer, I would like to at least have some combat ability in zone or arena.
  4. This is my ideal vision of a tank...


  5. kebin

    kin/elec def

    Ok thank you for the help.


    Edit: Also, what powers from each pool should I take, from kin I was taking siphon power, siphon speed, the heal, will take transference and fulcrum shift. With the Elec 2ndary I was taking pretty much everything but the Tier 9 nuke and the sniper shot. I could probably drop the heal from the primary because I mostly used it as a way to keep the -regen going but it seems like it'd be overkill and be too troublesome to have to stay in melee range to get a heal to benefit myself. Also short circuit has a really nice drain but it seems really hard to land as well.
  6. kebin

    kin/elec def

    I'm making one mostly for the end drain in pvp. I'm having a really hard time figuring out how to slot this and also how to get a decent KB protection. The pools I was shooting for was speed, jump, fitness, and leadership. If leadership should be swapped out for a diff pool to help with KB that's fine. I really don't know where to start with this thing.
  7. I recently rolled one up for pvp as mostly an end drainer, and I'm having trouble figuring out what I would need to max out my KB potential. Can anyone help?
  8. Add deathtraps like in the newer Mortal Kombat games xD
  9. Yeah I don't really know what enhancements to put together. When I stopped playing a while ago is when the IO's were first comming out so I never really understood them.
  10. Yeah I hit 16 and just tried some dueling with guildies and the dmg per endurance isn't very efficient. Slowing the crap out of people and keeping them from flying was funny but it took wayyyy too long to actually kill anyone.
  11. I am going with Ice/Cold for my controller.
  12. I have been searching the PvP forums for any kind of controller info and it's been very difficult. It looks like PvP is primarily geared for whoever has the highest burst damage and with a controller you don't quite get the same kind of dmg available to the other classes. So as the title says... how do you use a controller in PvP? I really want to try one and it would be helpful to get info on how to use it in each kind of PvP situation (zone, arena, team, and tactics vs each class). If there are any kinds of guides out there explaining this please give me a link or something.
  13. Why Thermal or Cold as the secondary? I'm only asking because I'm not quite sure how they would be effective since I stopped playing in the winter of 08 when controllers didn't have these powers. Also I've never really played a controller before so all the info I can get would be extremely helpful.
  14. I was wondering how well Earth/Kin Controller would do in any kind of PvP, zone or arena. I chose kin because I like how the debuff/buff skills work and would probably save me from having to go through 2 travel power pools with that jump skill. I'm not exactly sure which power pools other than fitness and super speed would work best. Any help would be much appreciated.
  15. super man would be considered a "natural" origin. he was born that way, and he's not mutated. so if it's some kind of alien type then it would be of "natural" origin. also an elf type or demon type could be considered "natural". so "natural" isn't as limited as just being a "normal" human as you think.