My first controller *panic*
Both are pretty good, Calli' got rad because of the heal you get to start with, which at the time seemed like a pretty good deal.
I don't think you can go wrong with either, although I have a new controller who is /kin and that is 100 times better in my opinion.
Fire/rad is truly excellent, with some nice synergy between the sets, and is probably more controllery than the other choices. (I'm thinking with Choking Cloud)
Fire/kin is damage central, especially once you get those insane monkeys, and gives you the option to avoid travel powers with the siphon speed/inertial reduction option.
Never seen a fire/storm. Ever. Could be nice, especially with the whole fire/cold thing going on. (Snow Storm, Hurricane for debuffery)
How good is Choking Cloud because i've been looking at some of the powers and toggles I get with fire/rad and it seems like endurance is going to be a large problem with Choking Cloud draining about 4 end per second and Hot Feet draining around 2 end per second. Plus the other rad toggles :/
Anyone know a way around this? Or preferences on which powers to take?
I've seen it used very effectively, but endurance will be a problem... Unfortunately I'm only speaking at second-hand experience of the combo, so can't be much use. I personally think you should go fire/storm, just for rarity value.
well if you dont wanna take a proactive role storm prolly wont be the set for you as well, storm is pretty hard to master and wrong usage of it WILL cause the team to hate you
fire/rad is very powerful though and a decent combo
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
You got any ideas on what are the key powers to take in each set i.e. must haves ?
[ QUOTE ]
I personally think you should go fire/storm, just for rarity value.
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That's a pretty decent point right there. I'm tempted to do it myself If only I could find a spare slot tho... 99.99% sure the name Firestorm would be taken already though, by a fire blaster no doubt or is copyrighted already, shrug.
I'm currently levelling (every now and again when I get bored) a Fire/Rad, which I'm currently bloody impressed with, tbh. Last night I was playing him and mused about the killing power of a Fire/Kin though... I have a pair of Ice/Kins already though, both powersets I love, btw, but kin is definitely very active, and means you can't sit back unsk'd vs high mobs, like you probably could with Rad or such. Sitting back has never been my strong point in game
Not sure about uber powers in the sets though, kin has so many good ones, but my highest is only 24, so I haven't seen them all. Transfusion, Siphon Speed, Siphon Damage, Speed Boost, Transference, Fulcrum Shift are all must haves in my book... Inertial Reduction (jumpy thing) and Increase Density (mez/knockback/dmg-res ish) are both great, but not as important I think, unless you want to go travl powerless (IR) or more team oriented (ID & IR).
For Rad, off the top of my head without knowing them all... The heal, Accelerate Metabolism (big time), the 3 Target Auras (whos names I can never remeber), maybe mutation and fallout if you're a big team player? Someone else will have better ideas, sorry.
Whatever you pick, enjoy! Trollers are great!
Tempted to do a /storm or /bubble right now actually. Hmm.
For Fire/Storm my must-haves would be:
Choke
Fire Cages
Flashfire
Cinders
Bonfire
Flamey-death Munkies
Storm:
Snow Storm
Freezing Rain
Steamy Mist
Hurricane
Lightning Storm
I'd be very tempted to get Tornado too thanks to Fire Cages -knockback aspect. Normally I despise the power though.
For Fire/Rad:
Choke
Fire Cages
Flashfire
Hotfeet (certainly pre 32)
Cinders
Bonfire
Flamey-death Munkies
Rad:
Heal thing
AM
Radiation Infection
Enerving Field
Lingering Rad (at about level 35)
EMP
*Edit. My god. I forgot Hurricane!!
Lol. Well I can't start this controller until I come back in the summer or until my uni does something about opening the ports needed for coh. So i've got plenty of time to get a good build for one.
Anyone got ideas for must have fire powers? Then I can start up a make-shift build.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Controller
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Radiation Emission
---------------------------------------------
01) --> Char==> Empty(1)
01) --> Radiant Aura==> Empty(1)
02) --> Fire Cages==> Empty(2)
04) --> Accelerate Metabolism==> Empty(4)
06) --> Radiation Infection==> Empty(6)
08) --> Hasten==> Empty(8)
10) --> Enervating Field==> Empty(10)
12) --> Flashfire==> Empty(12)
14) --> Super Speed==> Empty(14)
16) --> Swift==> Empty(16)
18) --> Health==> Empty(18)
20) --> Stamina==> Empty(20)
22) --> Hot Feet==> Empty(22)
24) --> Cinders==> Empty(24)
26) --> Lingering Radiation==> Empty(26)
28) --> Recall Friend==> Empty(28)
30) --> Teleport==> Empty(30)
32) --> Fire Imps==> Empty(32)
35) --> Team Teleport==> Empty(35)
38) --> EM Pulse==> Empty(38)
41) --> Fissure==> Empty(41)
44) --> Hurl Boulder==> Empty(44)
47) --> Earth's Embrace==> Empty(47)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Containment==> Empty(1)
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A quick build of fire/rad with no slots as of yet. Couldn't think of a useful lvl49 power but this is mainly what powers to choose and where to put them. I'm going to do a Fire/Kin and post that after.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Controller
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
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01) --> Char==> Empty(1)
01) --> Transfusion==> Empty(1)
02) --> Fire Cages==> Empty(2)
04) --> Siphon Power==> Empty(4)
06) --> Swift==> Empty(6)
08) --> Hot Feet==> Empty(8)
10) --> Siphon Speed==> Empty(10)
12) --> Flashfire==> Empty(12)
14) --> Health==> Empty(14)
16) --> Recall Friend==> Empty(16)
18) --> Cinders==> Empty(18)
20) --> Stamina==> Empty(20)
22) --> Speed Boost==> Empty(22)
24) --> Assault==> Empty(24)
26) --> Teleport==> Empty(26)
28) --> Inertial Reduction==> Empty(28)
30) --> Tactics==> Empty(30)
32) --> Fire Imps==> Empty(32)
35) --> Transference==> Empty(35)
38) --> Fulcrum Shift==> Empty(38)
41) --> Fissure==> Empty(41)
44) --> Hurl Boulder==> Empty(44)
47) --> Earth's Embrace==> Empty(47)
49) --> Team Teleport==> Empty(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Containment==> Empty(1)
---------------------------------------------
Thats a quick Fire/Kin build i've made.
I'm liking the looks of both of them, not sure entirely which one to use. Now I know someone will quote my earlier post about my laziness for kinetics and despite that being quite true my statement was based on a team saying "come on speeeedd booooooooooooost" and such a like so I don't think that should be my reasoning for not choosing a power set.
Slotting i'm going to worry about later, this is mainly power set and power placement.
Thoughts?
Well fire/kin is probably one of the most damaging combos in the game. We're talking outdamaging scrappers/blasters in some cases. Fire/rad will be a safer set to level, and probably better for soloing. Kin is certainly very active, but that doesn't mean you have to turn into a buff-bot. I posted my fire/kin build in the thread here. I found Bonfire ok, but probably not a must-have. I also never took the single-target immob or Smoke. From kin, I skipped Repel but took all others, including IR which I respecced into around 30 as travel power (took AS/Fly before then). If you go rad, everything except Fallout is quite good (even the rez if you team a lot). I ended up dropping Choking Cloud on my ill/rad, but some people like it. So enjoy, but please, avoid Earth epics! (I would suggest Fire for Kin and Power for Rad)
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
Ah thanks I think i've got a nice build, putting in slots now. The epics still a little confusing though as they have quite different ones to other AT's (im a newbie to controllers remember hehe).
So epics then. Why is earth not good? I just thought a self heal, ranged attack (+containment) and a pbaoe knockback + disorient could be quite good?
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Fire/Kin
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
---------------------------------------------
01) --> Char==> Acc(1) Hold(3) Hold(3) Dmg(5) Dmg(5) Rechg(7)
01) --> Transfusion==> Acc(1) Heal(27) Heal(27) Heal(29) EndMod(29) Rechg(31)
02) --> Fire Cages==> Acc(2) Acc(7) Dmg(9) Dmg(9) Rechg(11)
04) --> Siphon Power==> Acc(4) Rechg(31) Rechg(31)
06) --> Swift==> Run(6)
08) --> Hot Feet==> EndRdx(8) EndRdx(11) EndRdx(13) Dmg(13) Dmg(15) Dmg(15)
10) --> Siphon Speed==> Acc(10) Rechg(34) Rechg(34)
12) --> Flashfire==> Acc(12) Acc(17) DisDur(17) DisDur(19) Rechg(19) Rechg(21)
14) --> Health==> Heal(14)
16) --> Recall Friend==> Rechg(16)
18) --> Cinders==> Acc(18) Acc(21) Hold(23) Hold(23) Rechg(25) Rechg(25)
20) --> Stamina==> EndMod(20) EndMod(36) EndMod(36)
22) --> Speed Boost==> EndMod(22) EndMod(36) EndMod(37)
24) --> Assault==> EndRdx(24)
26) --> Teleport==> EndRdx(26) EndRdx(42) Range(43) Range(45)
28) --> Inertial Reduction==> Jump(28)
30) --> Tactics==> EndRdx(30)
32) --> Fire Imps==> Acc(32) Acc(33) Dmg(33) Dmg(33) Dmg(34)
35) --> Transference==> Acc(35) Rechg(37) Rechg(37) EndMod(39) EndMod(39) EndMod(39)
38) --> Fulcrum Shift==> Acc(38) Acc(40) Rechg(40) Rechg(40) Rechg(42) EndRdx(42)
41) --> Fire Ball==> Acc(41) Dmg(43) Dmg(43) Dmg(45) Rechg(45)
44) --> Fire Blast==> Acc(44) Dmg(46) Dmg(46) Dmg(46) Rechg(48)
47) --> Consume==> Acc(47) Rechg(48) Rechg(48)
49) --> Team Teleport==> EndRdx(49) EndRdx(50) EndRdx(50) Range(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Containment==> Empty(1)
---------------------------------------------
Ok, build i've just done for Fire/Kin. Used Fire epic as at least I know the powers well (hehe blaster) and I can see how good they'd be with containment. Ignore the numbering of the slots I put them in as and when.
What you guys think?
Fire is best for damage, psi is great mez protection, and primal if you want to enhance your mezzes and other secondary effects.
Well best among storm/rad/kin pve intended would be fire/kin imo. The dmg u deal is stupidly high (im building one myself atm) storm and rad would do better in pvp tho prolly, it will depend on what u want ur toon for.
Anyway, id advice u to spare hot feet (i know i'll be yelled at now), but own experience points out that imps will do all the dmg while u will do the mezz/buff/heal job (tho id pick HF till lv 32 and then respec it out, or playing solo would be an uthopy).
If u plan to pve mainly, take psi epics (id u dont like it for any reason, go for fire). If u r going to pvp a lot, go for primal, fire or psi.
Every way you go you will have a very nice combo.
Most dmg: fire/kin (and you have to be very active!)
Most control: fire/storm (but you probably need a buffer since you will use endurance like f**k
Bit of both: fire/rad
I've more or less played all troller combos and I have to say that fire/kin was the most fun
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Fire/storm does insane damage aswell and more visual with the flashfire+firecages+hotfeet+freezing rain+fireball+imps+lightning storm combo.
Only problem is by the end of it you want have any endurance
Fire/kinetics is serious ownage and least downtime out of the sets.
I have a fire/storm and it is quite a nice combo, alot of control + damage.
In PvP I fought an MM with fully upgraded pets with Ill/Rad and had little chance (though didnt have fear). Fire/Storm on the other hand it was different as storm alowed me to control his pets while killing him.
Same princible also works for PvE .
I have a mind storm at lv24.
I know a lot of people have problems with the aoe sleep power, i.e, you sleep mob, blaster throws fireball, they all wake up.
Very useful for getting a team into place, once you are high enough you should be able to sleep very large groups of enemies, this means tankers and blasters can get into position and properly nuke. Its also useful as your aoe hold aggros groups if you don't get em all. So what I usually do is
aoe sleep - aoe dom - freezing rain - snowstorm
this slows the enemies massivly, debuffs em to hell and back and they still can't move!
Steamy mist and hurricane are absolute musts, they keep me alive when it all goes wrong, its surprising much less damage ranged attacks do compared to melee range.
Take telekiniesis and then practise your little heart out until you can push an entire mob into a corner. Very easy to go badly wrong with this power but when it works the mobs can do nothing against it.
Confuse has always been a tricky one. I like it but I only partly see it for its original use, getting the mobs to attack each other. It can also be used for.....
Just like a hold, if there is only one left, they just stand there.
Confusing CoT mages, forcefield generators, any bad guys that buff, suddenly you have an extra defender with the team
Carrying debuff auras towards thier mates. Drop a rad aura or snow storm onto billy no mates and he will happily fun into melee range of a mob and de-buff em all.. and hit em!
Other ATs seem to see the confuse aura as a target but this doesn't matter, its only a utility, don't rely on it.
The only power I question at the moment is O2 Boost. Its an OK heal but I have found that people can't and don't rely on me to heal, its just there for helping the other healers out when it gets rough, you can probably leave it if you don't want it.
Anyways, find a good team... you cannot solo... well... you can.... but it is very very dull.
Hope this hasn't just been random ramblings
"Oh my God, they're coming right for us!"
Never tried a controller before so thought I would start one when I have access to coh again.
Since I started with a fire blaster i've decided on fire primary (plus I know some of the powers already which should make it easier)
In terms of secondary I thought about Storm, Rad and Kinetics. Not sure about kinetics because I'm lazy and the set is mostly single target requires me to be proactive.
This leaves Storm and Rad and I was hoping you guys could give me some advantages and disadvantages of each. Maybe a few choice powers.