Mind/Rad - Help me!
From mind, you can skip... Mesmerize/levitate... and that's about it. From rad, I'd say mutate, chocking cloud, and fallout, but since you want fallout, that leaves 2. You also want 8 pool powers, which gives a total of 23, out of 24 available powers, which is bad. I'd say drop at least fallout, and propably the leadership pool as well.... unless you're making it for PvP only, in which case total dom, mass confuse and mass hypnosis are droppable, as well as possibly EMP.
Eek, thought it'd be tight, but didn't realise that tight. Cheers max!
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
Righty, here's what I've come up with. I hate having to leave slots off of Health and Tactics, but seems the only way I can make the concept work.
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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: Corruptus
Level: 50
Archetype: Controller
Primary: Mind Control
Secondary: Radiation Emission
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01) --> Mesmerize==> Acc(1)
01) --> Radiant Aura==> Heal(1)
02) --> Dominate==> Acc(2) Acc(3) Hold(3) Rechg(5) Rechg(5) Rechg(7)
04) --> Accelerate Metabolism==> EndMod(4) EndMod(7) EndMod(9) Rechg(9) Rechg(11) Rechg(11)
06) --> Confuse==> Acc(6) Acc(17) Rechg(43) ConfDur(43) ConfDur(43) ConfDur(46)
08) --> Swift==> Run(8)
10) --> Hasten==> Rechg(10) Rechg(13) Rechg(13)
12) --> Telekinesis==> EndRdx(12) EndRdx(15) EndRdx(15)
14) --> Super Speed==> Run(14) Run(17)
16) --> Hurdle==> Jump(16)
18) --> Total Domination==> Acc(18) Acc(19) Rechg(19) Rechg(21) Rechg(21) Hold(42)
20) --> Stamina==> EndMod(20) EndMod(23) EndMod(23)
22) --> Radiation Infection==> EndRdx(22) EndRdx(25) EndRdx(25) TH_DeBuf(27) TH_DeBuf(27) TH_DeBuf(29)
24) --> Enervating Field==> EndRdx(24) EndRdx(34) EndRdx(34)
26) --> Terrify==> Acc(26) Acc(29) Dmg(31) Dmg(31) Dmg(31) Rechg(33)
28) --> Lingering Radiation==> Acc(28) Acc(33) Slow(33) Rechg(34) Rechg(36) Rechg(36)
30) --> Mass Hypnosis==> Acc(30) Acc(39) Rechg(39) Rechg(48)
32) --> Mass Confusion==> Acc(32) Acc(37) Rechg(39) Rechg(45) Rechg(45)
35) --> Fallout==> Acc(35) Acc(36) Dmg(37) Dmg(37) Dmg(42) DefDeBuf(46)
38) --> EM Pulse==> Acc(38) Acc(40) Rechg(40) Rechg(40) Rechg(42) Hold(46)
41) --> Assault==> EndRdx(41)
44) --> Tactics==> EndRdx(44) EndRdx(45)
47) --> Vengeance==> DefBuf(47) DefBuf(48) DefBuf(48)
49) --> Fire Ball==> Acc(49) Dmg(50) Dmg(50) Dmg(50)
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DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
3 recharges in dominate with hasten and AM? Surely more hold duration would be more effective?
Would propably drop one or two EndRdx from RI in favor of DefDebuff
I would suggest moving some slots around as follows:
- Confuse is fine in PvE with 2 accuracies (maybe 1 confdur, but not more)
- Rad Infection is fine with 3 TH_Debuff, 1-2 Def_Debuff and 1 endred
- With Stamina and AM, 2 endred in Enervating Field should be enough
- Fallout? Really? I'd skip it for sure.
- Tactics needs 3 TH_Buff, that's the whole point of taking it.
- I wouldn't skip the Epic shield (much more useful than Fallout).
- Radiant Aura is not the best heal, but could use at least the 3 heals (if not 1-2 recharges)
Hope some of this helps
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>
Should've explained the concept some...
Basically, I need to be able to use fallout and vengeance. Technically, I should have mutation too, but something had to go. Might swap it in for Fire Ball.
Not sure on the slotting, since I'm only 20 at the moment - will try swapping some hold durations into dominate, as long as it stays spammable. Will see if I can get by with less endredux in RI as and when - defdebuff would be nice, for sure.
Confuse I absolutely and completely adore, a perma-confused boss is great, and with AV's even if you can't hold them perma, when holds are down, he's confused and standing about like a noffett (or even better, wading through his own minions knocking them the wrong side of next tuesday). Great fun!
In this case, the point of taking Tactics is to get to vengeance. No point in having the character if I can't keep his concept alive...
Radiant aura or Tactics may get some love if I swap Fireball for Mutation, since I doubt I'll be slotting that.
Cheers for the feedback chaps, all taken onboard!
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
[ QUOTE ]
- Confuse is fine in PvE with 2 accuracies (maybe 1 confdur, but not more)
[/ QUOTE ]3 confdur enables using it effectively on multiple targets, as well as affecting AV's.
[ QUOTE ]
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- Confuse is fine in PvE with 2 accuracies (maybe 1 confdur, but not more)
[/ QUOTE ]3 confdur enables using it effectively on multiple targets, as well as affecting AV's.
[/ QUOTE ]
For multiple targets he has Mass Confusion. Confuse works on AVs with just 1 confdur if you stack it
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>
[ QUOTE ]
[ QUOTE ]
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- Confuse is fine in PvE with 2 accuracies (maybe 1 confdur, but not more)
[/ QUOTE ]3 confdur enables using it effectively on multiple targets, as well as affecting AV's.
[/ QUOTE ]
For multiple targets he has Mass Confusion. Confuse works on AVs with just 1 confdur if you stack it
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yeah but stackin goes alot easier if you have added duration per instance of confuse
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
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[ QUOTE ]
- Confuse is fine in PvE with 2 accuracies (maybe 1 confdur, but not more)
[/ QUOTE ]3 confdur enables using it effectively on multiple targets, as well as affecting AV's.
[/ QUOTE ]
For multiple targets he has Mass Confusion. Confuse works on AVs with just 1 confdur if you stack it
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yeah but stackin goes alot easier if you have added duration per instance of confuse
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Of course, but you can't 6-slot everything. I wouldn't do it with Confuse, default duration is pretty decent.
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>
Just one point...
Accelerate metabolism is a great power when you get SO enhancements, otherwise recharge time is too long...So you can get it later in the game...On the other hand, Radiation Infection is one of the best low level powers and a must in a rad build, so i'll suggest you to switch them, get rad infection at 4 (and 6 slotted-2defdeb,3accdeb,1endred- asap) and AM at 22...
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Just one point...
Accelerate metabolism is a great power when you get SO enhancements, otherwise recharge time is too long...So you can get it later in the game...On the other hand, Radiation Infection is one of the best low level powers and a must in a rad build, so i'll suggest you to switch them, get rad infection at 4 (and 6 slotted-2defdeb,3accdeb,1endred- asap) and AM at 22...
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AM at 22? Don't agree at all: AM is very helpful in the low levels since it gives you (and your team-mates) +dmg +rchg +recov +spd and some mez protection (slot 3 recharges first then 3 endmod). The main effect of Rad Infection (which I agree is also great and should be taken as early as possible) is the accuracy debuff, so slot 3 ThT_Dbf first, then 1-2 Def_Dbf and 1 endred if/when you can. I would actually move TK back to 22 which is very hard to run properly before SOs (and Stamina).
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>
Well, both of them should be taken a.s.a.p. However RAD INF should be got earlyer than AM... Ok It is great (I know how it works) but the reacharge time is too higher to be taken at lvl 4 if this means to skip RAD Inf until 22...i.e. Rad infection will allow you to kill Frostfire easyer and it is almost sure that no one in your team will die, on the other hand, you will have to wait ages until AM is ready an this does not mean that you will kill Forsty whithout visiting hosp... in any case both are great powers to get, a musts...But RI at 22... no way! It's Better delay AM or another Mind power (however since i've never played an Mind Troller i do not which pow to delay)...
And concerning how to slot RI, well the def debuff is being underrated by most ppl, I agree that the ToHit Debuff is what keeps you alive and 3 slotts are necessary, but the Def debuff allows your team to hit purples, so it is really worth to slot 2 of them.
Personally I'd delay the Stamina Run by one level and take RI at level 8. Means you get Stamina at 22 instead of 20 but I do that with all my toons anyway. Not missing out on a power like RI for 14 levels just to get stamina slightly early.
And what about mind powers?
Are all of them worth to be got before RI?
I would also delay stamina if this is the only way to get RI earlyer...
Confuse is a very good power.
With my level 14 Mind/TA controller I have got it 5 slotted.
With 1 ACC, 2 Recharge and 2 Confuse durations I can keep 3 even level enemies confused.
My idea was to specialize in single target control effects [ which is working fine at low level ] and so I wasn't planning on getting Total Domination. Maybe I need my own thread rather than hijacking yours.
@Unthing ... Mostly on Union.
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And what about mind powers?
Are all of them worth to be got before RI?
I would also delay stamina if this is the only way to get RI earlyer...
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I'd agree to delay Stamina until 22, and as I mentioned before, TK is a great power, but extremely endurance-hungry, so probably can be moved back until after 22.
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>
I never played Mind but any builds I've dreamt up on a planner I usually only take one of Mesmerize / Levitate. Don't think you need both of them so maybe theres a space there.
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and some mez protection
[/ QUOTE ]Resistance, not protection.
Personally, even though AM is nice, RI should definitely be taken ASAP, and AM can be taken later.
My reasoning for taking RI late and TK early... RI I'd be using on just about every mob, and I was finding it a huge and constant endurance drain - TK isn't up as often, and when used I usually drop it to either position a group of foes, or to push them back a bit to give us breathing space - I'm finding that uing it irregularly is endurance efficient and tactically sound!
RI, on the other hand, is good before SO's, but not great. So I'd rather wait til I can jam an end reduction or two in RI before committing myself to it.
Basically, my endurance situation is not great, and taking a couple of hungry togles earlier won't help that, so I chose to concentrate on control until after stamina.
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
Well, although i do not agree with you i've to recognise that I have the point of view of a rad defender (however Rads are one of the most controller like defenders) so probably you are right form the controller's point of view...I'll try to start an Illusion/Radiation troller before long...Maybe then i'll uderstand your point of view properly... In any case up to today i disagree with you...In my oppinion, following the reasons you gave, INV tankers should not get Unyelding and Temporal Inv. until they get SO endredux... Maybe i have RI too overated but for me it is one of the best low level powers in the whole game.
With my Fire/Rad RI was the early lynchpin of the build when I was street hunting in the Hazard Zones. I had 4 Accuracy debuffs DOs in it at level 12/13. Without it I wouldn't have survived the "run in and stand there laughing" bits of my masterplan.
Saying "It's no use until you get SOs" isn't true if you just specialise until 22, concentrating on one aspect of the power. This applies for a lot of powers and its probably the only way to get any meaningful use from TOs at the start of the game.
That said I was using it in a specific way for a specific build. Your Mileage May Vary as they say
Fair dinkum, but I don't think it can be compared to sacrificing Tanker primaries. For a Tanker, Armour is the main reason they are there (well... for most tanks, anyway ). For controllers, Control is. Much like a Tanker might put off taking offensive powers until he either has his defences sorted or until he has space to take some (Tanker builds, like Controllers builds, I've found to be very tight in the early levels), I'm putting off my DeBuffs (Which, while they'll help my control no end are not the be all and end all of the controller) until I have the power picks free to take them, the endurance to run them, and the SO's to make them effective.
Basically, I couldn't take everything before 24, so something had to give, and the Rad toggs were the most likely candidate.
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
KK, of course it is up to you...As I said, i'm talking from the Defender's point o view.
On the other hand, just to warn you, My Rad/Rad def has the leadreship power pool (Tactics and maneuvers) and besides they are not very useful as RI and EF makes the things easyer enough , the main point is that you will end up with more toggles than you can afford... I have slotted 2 endred in every Leadership pow, 3 endred in EF and 1 in RI and if I use EM Pulse and do not pay attention to my blue bar, i got out of end...I'll drop this power pool becuse i want to get Temporal Invulnerability at 44, and i will not be able to use all my toggles from then on...
Righty, I've got my Mind/Rad controller sat at level 19, and I fear he's a little gimped.
So far, he has Levitate, Mesmerise and Dominate from Mind, Radiant Aura, Radiation Infection, Accelerate Metabolism and Enervating Field from /Rad, and swift/hhealth and CJ/Superjump.
I've never played a controller before, and it looks like I'm going to have severe problems finding all the slots I want - So I'm hoping someone can advise me on what I should probably be achieving from the character, and what powers (if any) can be passed up on - I'd like to pick up Fallout and Vengeance, but the rest is pretty flexible. And I'll definitely be needing Health and Stamina...
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!