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  1. I haven't played grav/emp, but I have played both gravity and empathy to 50 in different combos, grav/storm and mind/emp. Mind/emp would probably be more similar since it works primarily from range as well. With grav/storm the range I played at varied by mobs, moving in to leverage Hurricane or stack stuns on some foes.
  2. I'd suggest a few changes to your build. With a few tweaks you can reach 196.3% recharge which will secure you perma-Hasten, reduce the down time on IW by 5 seconds or so, reduce the down time on auras as well as allow for some endurance reduction. I did swap a few powers and some slotting to achieve this, but I'll explain why. The data chunk will follow at the end of the post.
    • Dropped Invisibility for Grant Invisibility. You have nearly comprehensive stealth with Stealth and the IO in sprint. Invisibility cripples you with the Only Affect Self status. Any situation where you might use it will be covered by the IO/Stealth combo. With GI you can at least aid teammates on stealthable missions or top of their defense a bit.
    • Dropped Absorb Pain for Gravity Distortion Field. I find Absorb Pain fairly situational and I dislike the healing resistance it confers on the caster. GDF will help fill down time between Wormholes and can pick up a 7.5% recharge bonus with Basilisk's Gaze.
    • Dropped World of Confusion for Psychic Tornado. WoC has a terrible radius and a terrible duration. The Contagious Confusion proc is the only thing that saves it from complete uselessness. Working primarily from range you won't see it offering much mitigation. In fact, I'd place my buck on Psychic Tornado offering more mitigation via its knockup and -recharge than you'd see from WoC. I shifted the slots from WoC to your auras and AB to regain the 10% recharge bonus.

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  3. The ITF is a rough spot for control. The Cimeroreans PBAoE mez protection shuts down a lot of what you can do unless you're very proactive. If you confuse them before they can shout it will go a long way. Of course, you need to get to them before anyone else tosses out a mez, which generally means moving ahed of the tank. Your sleep will do little against them other than impede the aggro grabber from gathering them and triggering the shout that will protect them from other mezzes. Even when Mass Confusion is down confusing lieutentants and bosses will help.

    On the FF side of things, some of your tools don't mesh well with the open maps you'll find in the ITF. Force Bubble, Repulsion Field, and Telekinesis all work better on indoor maps where you can use walls and corners to limit the distance of the powers. You can use those powers to route ambushes at the computer or when fighting Romulus, but that may not be the best option if you have a kin or other powerset that will take advantage of the large mobs. Detention Field may seem useful for surgeons, but a simple confuse will keep them spot healing while leaving them open to be taken down.

    As for the STF, I've never seen a team cage the Flyer. If you take it down at the right time, you'll generally have 20 minutes or so to work without interference. Detention Field, however, can be very useful if you cage the right tower at the right time. It can also be useful in the event of engaging too many of the big 4, but know which one your teammates need indisposed.
  4. Quote:
    Originally Posted by Talen Lee View Post
    It's grotesque overkill. Sonic is a good fire-and-forget set, earth is great for active mitigation. Use one or the other, but using both on the same character is overkill. Try wedding them with sets with strengths in other areas. Earth/Kin, Fire/Sonic, for example.
    I'm not sure I'd agree with that assessment. The -res from sonic doesn't come into effect until a hit actually lands and the -def from earth control ensures that it does. Earth/kin may have a bit more synergy since /kin will benefit from defense debuffs on both sides of the equation, before and after /kin's buffs. However, that doesn't leave earth/sonic out in the could as a force multiplier. Perhaps, I am looking at earth/sonic's debuffs in a more aggressive manner, while you are considering the redundancy of the control, defensive buffs, and defensive debuffs.
  5. I've never played a mind/forcefield, but I have played both sets quite a bit. With my fire/ff and plant/ff, I slotted for softcapped lethal/smashing and ranged/AoE respectively. With mind, I would shot for a moderate amount of ranged and AoE defense with a healthy dose of recharge.

    When playing mind I find it better to play aggressively, often moving ahead of the tank. Taking advantage of the aggro free controls in Mass Hypnosis and Mass Confusion will let you mez most enemies before they can fire a shot at anyone. The defense and mez protection from FF should protect you from the few ranged shots that get through. When you stand off against mobs that are resistant to mezzes, fall back and pick of trouble mobs i.e. Surgeons during the ITF.

    Also, don't discount your contribution because you don't make big orange numbers. Watch your teammates health bars and how often they dip. With two layers of mitigation, I doubt they're moving much at all.
  6. Prior to GR I finished up my goal of having one of each control primary at level 50. Now I've got an Electric controller under way to complete the set. With one goal nearing completion, my mind has turned to experiencing all that controller secondaries have to offer. Until this point, I have definitely played favorites with /radiation and /storm.

    At the moment, I am considering an Earth/Sonic (for all around debuffing), an Ill/Cold (a nice means to stack defense on allies along with some very nice debuffs), and pairing any of mind, illusion, or plant with Trick Arrow. So, I ask, what pairings do you find enjoyable for the following secondaries (those that I haven't used yet): Cold, Thermal, Trick Arrow, and Sonic. Tell me about your experience with those combos or anything else that you think would be worth considering. I look forward to hearing your contributions.
  7. As a controller player, I am amused at the offense taken when a single AV battle circumvents Tanker survivability. For years, every AV fight and quite a few EB's have had in place a mechanism that nullifies nearly all control. As much as I hate the PToD and wish that there was a different, more dynamic mechanism in place (something like periods of high protection against different mezzes rather than a single time with immunity from nearly everything), it's a simple matter that you can't always be the top dog.
  8. ketch

    "Best" buffer

    Quote:
    Originally Posted by Sailboat View Post
    Depends on your standard of performance, I guess. If "no deaths" is your standard for best buffer, Vengeance entirely useless.

    Certainly the "hardcore" supergroup I occasionally run with has no use for it.

    I assume you're referring to "hardcore" as in the hardcore mode from Diablo 2, or deletion on death. I can see how it adds a degree of entertainment for some folks (turning a normal tough spot into a real HS! moment), but it led me to play over-cautiously and not enjoy myself as much.

    In fact, when I emp if the situation gets hairy and I'm barely keeping folks standing I'll let someone fall, knowing that in a few moments their death will allow the whole team to hit harder, hit more often, and avoid more damage. On top of that Resurrect will put the fall guy back on their feet with full health and endurance.
  9. ketch

    "Best" buffer

    Quote:
    Originally Posted by Silverado View Post
    Empathy is hands down the best buff set.

    It's a shame so many people see/play them as pure healers
    Especially an emp with Power Boost and Vengeance.
  10. It's worth noting that the magnitude of Sonic Cage and Detention Field is resisted by level scaling. Your Sonic Cage, enhanced to 7.9 magnitude, will be able to cage an even level Elite Boss (with innate protections of mag 6), but will fail against a +3 Elite Boss when its magnitude is resisted to approximately 5.1 mag.
  11. Quote:
    Originally Posted by _Zep_ View Post

    Against even level mobs or lower level ya us master minds can kick butt. The real XP and drops are for +3's however and there we have to use our secondary to its max to be even with other classes.
    The XP is there, but the drop rates don't change with +1, +2, or even +3 enemy level. The drop tables rely on the enemy rank, e.g. minion, lieutenant, or boss. For drops, you're better off setting your difficulty to -1/x8, bosses-yes, and then just mowing through weaker crowds.

    Of course, that's no problem for most mm's. They can set it on cruise control and roll.
  12. Quote:
    Originally Posted by Wyatt_Earp View Post
    The only reason that I can think of why this would be happening (other than being a bug) would be if Link Minds has an enhanceable resist component. Mid's shows it not being enhanceable for +Res(Psionic) but it could be wrong.
    I PM'ed Castle about this once, but got no response. There is a very small resistance component in Mind Link, but it is unenhanceable. I can confirm that from ingame experience.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    FYI I took Hover instead of Combat Jumping because you had Fly type powers in your original build. I would probably take CJ for myself, but it's really up to you. I find immobilization protection keeps me alive more than the ability to fly, mainly because the need to fly can be covered by a jet pack. Both powers have the same defense and slotting
    I'd like to second this very good, and perhaps understated, piece of advice. For /kinetic controllers, being immobilized may often mean you're just out of range of the transfusion that sustains your life or the transference that lets you keep fighting. Mobility is very important in leveraging the /kinetic set to your advantage and CJ helps to maintain that.

    Also, I'll second the importance of Hasten (hideous, it may be). It deducts a considerable amount from the AoE controls that provide safety and damage via containment. Bear in mind that, even if capped by FS, containment is doubling that damage. There's also a considerable advantage in raid environments when you need to quickly stack holds on the Mending Mito's or Rikti Magus. Consider as well that the new incarnate task forces do confront you with +4 enemies with no option to fight lesser enemies.
  14. It's been a while so I would have to check again, but I believe Power Boost affected my plant/storm controller's Freezing Rain. If that is the case, and I'm not misremembering, Power Boost should at least affect the -tohit debuff in Earthquake, which would be quite useful.
  15. As Tex said, it's been made more difficult to pull him away from the clones that boost his regen. However, you are still capable of knocking him from the platform and immobilizing him in the lava. This will negate a good deal of his regeneration. It's also very well worth it to invest in the temporary power Envenomed Dagger to further halt his regeneration. Doing these two things should slow his health regeneration to the point where damage from storm can finish the job.
  16. Quote:
    Originally Posted by Katerinae View Post
    note: bosses have mag 3 status protection, so you'll need 2 holds or 2 confuses stacked on them to hold them/confuse them. Usually I just worry about murdering the main bulk of the spawn first, then hold down the bosses. I realize that's backwards from how some play it. You can confuse a boss and then use mass confusion on the spawn, and then mass hypnosis, and then terrify... and not draw their notice until you terrify. with total domination, you can use dominate 'after' it reasonably safely, but i like to start dps'ing right away after the hold, and dominate the boss after i get those 2 aoe dps attacks off. also, rikti are kinda psi resistant, not your best mob choice. and Nemesis seem to have recently gained a tremendous resistance to confuse effects, so avoid them too.
    I'd greatly advise against this approach. A single boss can often deal upward of 400 damage in one attack. If that's coupled with a few enemies that slipped past the AoE mezzes, you can quickly see yourself in the red. That even discounts the presence of mezzing bosses like Master Illusionist and Vampyri. Mez those bosses first, I say, especially with a secondary that will offer you little means to mitigate that damage.

    As for trouble mobs, Carnies spring to mind. They've got a bit of psi defense that will throw off your ability to mez most of the group in a single shot. Master Illusionist should be your primary target for confuse. When they summon their Dark Servant, it will debuff the rest of the crowd making survival easier. Nemesis have confuse protection (they always have), which means double stacking confuses before it will kick in to effect. Some of their mobs also have protection from Fear. Part of excelling with Mind control is really knowing the enemy. Leverage things to your advantage by mezzing mobs that will debuff their allies or buff you, Rikti guardians, for example.
  17. Well, I had hoped to sell this by today, but nary an offer has come through. I've decide to drop my price to 2.5 billion to compete with all the others coming out of the woodwork lately.
  18. When LM mentioned Hover it occurred to me that, unless you spend your time hovering very low, it will prevent you from activating Stalagmites.
  19. The only glaring flaw I see with a quick glance is 5 slots in Quicksand. The recharge bonus is fairly small considering the opportunity cost of 4 slots. If anything, I'd slap a Hami-O in there and call it a day. You could use those 4 slots for a little damage in Fossilize (Thunderstike will also net you 2% more recovery) and to bring down the endurance cost of Weave (Gift of the Ancients will net you some more recovery).

    I'd also recommend an End. Reduc. in Mutation rather than recharge. If you have to rez someone every 60 seconds, you'll find the whopping endurance cost of 26 end. points will quickly leave you with little endurance for anythign else.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Even with a DM user who spams HT is lags behind the other two simply because it has the worst duration/recharge ratio and is impossible to make permanent. Of the four sets with high -regen the ratios are:

    Traps: 40d/90r
    Radiation: 30d/90r
    Cold: 30d/120r
    Dark: 30d/180r

    Traps is the best on paper since it's very easy to make permanent and it provides twice the debuff of the others. In practice it has some issues, primarily you need to move into melee range to drop the trap and you need to keep the AV reasonably stationary to get the full duration (the actual debuff lasts 10 seconds so you need to keep the AV in the cloud to reapply it).
    Don't forget, in addition to Howling Twilight, Dark offers Twilight Grasp which is easily spammable for a -50% regen debuff that lasts 20 seconds. With some good recharge one could stack that debuff 5 or 6 times.
  21. Crafted the IO at level 10 for early slotting. Starting bid at 3 billion. You can message me with a PM here or a message in game @Malli.

    Closing bids on Tuesday, Dec 14.
  22. ketch

    PB & Glee

    Quote:
    Originally Posted by Knowmad View Post
    Dimension shift + Detention Field can imprison a +4 AV. Moar!
    A bit of fyi on these two powers...

    Dimension Shift is actually a phase power. At one point it was mechanically similar to Detention Field, applying Only Affect Self and Untouchable, but now it uses the Phase status. There's two benefits to this: you can phase (via Phase Shift or the temp power Ethereal Shift) and affect enemies you've hit with Dimension Shift. The second, and greater benefit, is that there is no Phase status protection; if Dimension Shift lands the hit it will phase the enemy, even a +5 AV or a GM. However, they will not be immobilized and the visuals are a bit wonky, but the enemy will still be unable to affect you.

    As for Detention Field, controllers actually have a better version than defenders. A controller's Detention Field is mag 7.45 while a defender's is only 5.96. That means a controller can detain even level EB's with a single shot and the afore mentioned +4 AV's. Defender's cannot.
  23. Quote:
    Originally Posted by dave_p View Post
    BTW, I recently dumped a few 50 LotG +rech (crafted) exactly because they were going for over 220M, and in fact, I got 250M for at least one of them. They'll likely stabilize in the 100~150 range again before long so figured I'd take the excess I19-craze cash, since I can churn out all the LotGs I want w/tips (and I will again once I'm done Alpha-ing my 50s).
    I generally see LotG +recharge around 150 million, and attributed the higher price to all the level 50's coming out for respecs with i19. Like you, I have the patience to just buy it with a bit of tipping.

    Also, thank you to everyone who has replied. You've been very helpful. I'll probably ask for the 2B up front with the remainder after. It seems like my project was well timed with the bug that is reducing stock.
  24. Quote:
    Originally Posted by Lord_Apollon View Post
    It's handy for even the defensive sorts too. I run a mind/ff, my second toon ever in fact. Imagine being bubbled on top of a tanks defense. "Oh Hamidon....."
    Hamidon gruffly replies, "What?!" then blasts you with untyped (bypassing defenses), unresistable damage.

    Silliness aside, I have a few forcefield controllers. Force Fields is an interesting set when paired with controls. It doesn't require many power choices to provide the support a team desires and those few powers aren't hungry for slots either. That allows you to experiment with other powers that you may not have tried before.