What's with the hate for Choking Cloud?


Carnifax

 

Posted

Does it make you an instant aggro magnet to a level tanks would envy or something. I've just run a little maths on this toggle and found that there's a 57% chance of holding a boss who's too close to you after 5s if you slot for hold, and don't do anything else - and an 84% chance of holding him in the 10-14.5s region.

As a toggle, that's incredibly scary for a farm build as long as there's someone else drawing aggro.

I therefore present the ambler:

Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char <ul type="square">[*] (A) Neuronic Shutdown - Accuracy/Recharge: Level 26[*] (17) Neuronic Shutdown - Accuracy/Hold/Recharge: Level 26[*] (37) Neuronic Shutdown - Accuracy/Endurance: Level 26[*] (37) Neuronic Shutdown - Endurance/Hold: Level 26[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Miracle - Heal: Level 26[*] (3) Miracle - Heal/Endurance/Recharge: Level 26[*] (3) Triage - Heal/Endurance/Recharge: Level 26[*] (43) Harmonized Healing - Heal/Endurance: Level 26[*] (43) Harmonized Healing - Heal/Endurance/Recharge: Level 26[/list]Level 2: Fire Cages <ul type="square">[*] (A) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 26[*] (13) Trap of the Hunter - Endurance/Immobilize: Level 26[*] (13) Trap of the Hunter - Accuracy/Endurance: Level 26[*] (17) Trap of the Hunter - Immobilize/Range: Level 26[*] (46) Accuracy IO: Level 25[/list]Level 4: Accelerate Metabolism <ul type="square">[*] (A) Recharge Reduction IO: Level 25[*] (5) Efficacy Adaptor - Accuracy/Recharge: Level 25[*] (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 25[*] (46) Efficacy Adaptor - EndMod: Level 25[*] (46) Efficacy Adaptor - EndMod/Recharge: Level 26[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 25[*] (7) Recharge Reduction IO: Level 25[*] (7) Recharge Reduction IO: Level 25[/list]Level 8: Hot Feet <ul type="square">[*] (A) Cleaving Blow - Damage/Endurance: Level 26[*] (9) Multi Strike - Damage/Endurance: Level 26[*] (9) Scirocco's Dervish - Damage/Endurance: Level 26[*] (11) Damage Increase IO: Level 25[/list]Level 10: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO: Level 25[*] (11) Endurance Reduction IO: Level 25[/list]Level 12: Hurdle <ul type="square">[*] (A) Jumping IO: Level 25[*] (40) Jumping IO: Level 25[/list]Level 14: Super Speed <ul type="square">[*] (A) Celerity - Endurance: Level 26[*] (15) Celerity - +Stealth: Level 26[*] (15) Celerity - RunSpeed: Level 26[/list]Level 16: Mutation <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 25[*] (19) Miracle - Heal: Level 25[*] (19) Numina's Convalescence - Heal: Level 30[*] (23) Numina's Convalescence - +Regeneration/+Recovery: Level 30[*] (45) Miracle - +Recovery: Level 26[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 25[*] (21) Endurance Modification IO: Level 25[*] (21) Endurance Modification IO: Level 25[/list]Level 22: Lingering Radiation <ul type="square">[*] (A) Accuracy IO: Level 25[*] (23) Recharge Reduction IO: Level 25[*] (25) Recharge Reduction IO: Level 25[*] (37) Curtail Speed - Accuracy/Endurance: Level 26[*] (40) Recharge Reduction IO: Level 25[/list]Level 24: Radiation Infection <ul type="square">[*] (A) Endurance Reduction IO: Level 25[*] (25) Endurance Reduction IO: Level 25[/list]Level 26: Cinders <ul type="square">[*] (A) Paralytic - Accuracy/Recharge: Level 26[*] (27) Neuronic Shutdown - Accuracy/Recharge: Level 26[*] (27) Essence of Curare - Accuracy/Recharge: Level 26[*] (31) Paralytic - Accuracy/Hold/Recharge: Level 26[*] (31) Essence of Curare - Accuracy/Hold/Recharge: Level 26[/list]Level 28: Choking Cloud <ul type="square">[*] (A) Paralytic - Endurance/Hold: Level 26[*] (29) Neuronic Shutdown - Endurance/Hold: Level 26[*] (29) Essence of Curare - Endurance/Hold: Level 26[*] (31) Hold Duration IO: Level 25[/list]Level 30: Bonfire <ul type="square">[*] (A) Kinetic Crash - Accuracy/Knockback: Level 25[*] (34) Kinetic Crash - Damage/Knockback: Level 26[*] (34) Kinetic Crash - Recharge/Knockback: Level 26[*] (36) Kinetic Crash - Recharge/Endurance: Level 26[*] (36) Kinetic Crash - Accuracy/Damage/Knockback: Level 26[*] (36) Kinetic Crash - Damage/Endurance/Knockback: Level 26[/list]Level 32: Fire Imps <ul type="square">[*] (A) Unquestioning Loyalty - Accuracy/Damage: Level 26[*] (33) Commanding Presence - Accuracy/Damage: Level 26[*] (33) Brilliant Leadership - Accuracy/Damage: Level 26[*] (33) Edict of the Master - Accuracy/Damage: Level 26[*] (34) Blood Mandate - Accuracy/Damage: Level 26[/list]Level 35: Recall Friend <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]Level 38: EM Pulse <ul type="square">[*] (A) Neuronic Shutdown - Accuracy/Recharge: Level 26[*] (39) Neuronic Shutdown - Endurance/Hold: Level 26[*] (39) Neuronic Shutdown - Accuracy/Endurance: Level 26[*] (39) Neuronic Shutdown - Accuracy/Hold/Recharge: Level 26[*] (40) Recharge Reduction IO: Level 25[*] (43) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 26[/list]Level 41: Indomitable Will <ul type="square">[*] (A) Recharge Reduction IO: Level 25[*] (42) Recharge Reduction IO: Level 25[*] (42) Kismet - Accuracy +6%: Level 26[*] (42) Kismet - Endurance/Recharge: Level 26[/list]Level 44: Mind Over Body <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance: Level 26[*] (45) Impervium Armor - Resistance/Endurance: Level 26[*] (45) Titanium Coating - Resistance/Endurance: Level 26[*] (50) Aegis - Resistance/Endurance: Level 26[/list]Level 47: Psionic Tornado <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 26[*] (48) Positron's Blast - Damage/Endurance: Level 26[*] (48) Positron's Blast - Damage/Recharge: Level 26[*] (48) Positron's Blast - Accuracy/Damage/Endurance: Level 26[*] (50) Positron's Blast - Chance of Damage(Energy): Level 26[*] (50) Recharge Reduction IO: Level 25[/list]Level 49: Grant Invisibility <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Damage Increase IO: Level 25[/list]Level 1: Sprint <ul type="square">[*] (A) Jumping IO: Level 25[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]32% Enhancement(Accuracy)[*]13.8% Enhancement(RechargeTime)[*]5% Enhancement(Immobilize)[*]76.3 HP (7.5%) HitPoints[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Immobilize) 6.6%[*]MezResist(Terrorized) 1.65%[*]13% (0.22 End/sec) Recovery[*]28% (1.19 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Neuronic Shutdown[u]
(Char)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.3 HP (1.5%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Miracle[u]
(Radiant Aura)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Harmonized Healing[u]
(Radiant Aura)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Trap of the Hunter[u]
(Fire Cages)<ul type="square">[*] 5% Enhancement(Immobilize)[*] 19.1 HP (1.88%) HitPoints[*] 9% Enhancement(Accuracy)[/list][u]Efficacy Adaptor[u]
(Accelerate Metabolism)<ul type="square">[*] 11.4 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.42 HP/sec) Regeneration[/list][u]Celerity[u]
(Super Speed)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.3 HP (1.5%) HitPoints[/list][u]Miracle[u]
(Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.51 HP/sec) Regeneration[/list][u]Paralytic[u]
(Cinders)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list][u]Essence of Curare[u]
(Cinders)<ul type="square">[*] MezResist(Terrorized) 1.65%[/list][u]Kinetic Crash[u]
(Bonfire)<ul type="square">[*] 3% RunSpeed[*] 2.5% Resistance(Smashing)[*] Knockback Protection (Mag -3)[*] 6% (0.25 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Neuronic Shutdown[u]
(EM Pulse)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.3 HP (1.5%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Kismet[u]
(Indomitable Will)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Positron's Blast[u]
(Psionic Tornado)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list]


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His plan is to walk up to people, stay alive for 5s by hook, by crook, or by using his two PBAoE holds, and then watch them melt helplessly. Probably not as fast a farmer as a fire/kin, but effective in his own way. Would this work?


 

Posted

[ QUOTE ]
His plan is to walk up to people and then watch them melt helplessly

[/ QUOTE ]

That sums up a Fire/Rad's way of ninja. CC is good on melee trollers.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Is there some reason you slotted everything with such low level IOs? Most are 26, which probably explains some of the overslotting you've done. Go for 30 to 35+, not 26s.

And personally I prefer the Earth epic in my Fire/Rad. The earlier AOE with a stun which can stack with Flashfire is brilliant. Plus it feels more melee-esque. But Psi would be my second choice I think for a Fire/Rad.

Hang on, where's Flashfire in your build? Best mez a Fire/Rad has.

And Choking Cloud will never hold a boss, it doesn't stack. Also, Cinders is overslotted for Recharge and doesn't have enough Hold in there. Ditto with EMP. Frankenslot 3 Acc/Hold/Recharge and 1 Hold/Recharge and you're good.

RI is taken far too late and is completely underslotted. Its your primary Acc debuff and early defense whilest levelling and soloing Hazard mobs. With Cages, Hotfeet and RI before level 10 you can solo white Perez mobs easily and level that way (the flurry of Insp drops you get doing this means you can keep going too).

Why did you 3 slot Superspeed??

6 slotting Bonfire is a waste of slots IMO. I spent them in Hotfeet, Fire Cages (2-3 Acc/Ends and 2 PROCs in Cages for me) and Choking Cloud for damage PROCs. Tricking out the Auras to do their maximum potential is preferrable to me over some recharge since they're so effective on a Fire/Rad.


 

Posted

The slotting was only intended to be provisional - 26 is where I start slotting in earnest (other than globals and procs) as it's the point of diminishing returns, so it provides an absolute floor for the modifiers. (The other point there is L26 is a direct match for SOs in case anyone wants to use them).

Yes, if going for Flashfires, Earth looks good. I'd just passed over its numbers on disappointment with Thunderclap and a few other stuns. Bonfire is 6-slotted as a holder for Kinetic Crash. Although on a toon that can farm like that Steadfast Protection's no knockback, and even the LoTG's recharge are probably affordable.

RI's underslotted because I find that slotting good enough on my Ill/Rad. But possibly that's because everyone's busy trying to hit my Phantom Army and ignoring me behind my Superior Invis. And for Superspeed, I wanted both the IO and the End. The set probably wasn't worth completing. And to fit RI in pre-10, Hasten goes up to 12 and Hurdle to 16. Meaning the teens are going to be deadly dull - 12: Hasten. 14: Superspeed. 16: Hurdle. 18: Health. 20: Stamina...


 

Posted

[ QUOTE ]
Meaning the teens are going to be deadly dull - 12: Hasten. 14: Superspeed. 16: Hurdle. 18: Health. 20: Stamina...

[/ QUOTE ]

I hear that

One trick is to ignore Fitness and then use a Vetern Respec at 22 if you have a few of them. You can cash in all your DOs (if you're strapped for cash this helps) and spec in Stamina then instead. Means the teens are a bit more lively, you can even take a power or two you're not sure of since you know you'll be speccing it out at 22.

On RI, I'm coming from purely a Levelling POV with my suggested slotting, and early levelling at that, once you get to 20s &amp; 30s on strong teams you've barely time to fire the thing off.

Flashfire is imperitive IMO though, it'll stop any shots coming in and let you close and lock down safely. Its got a much quicker recharge than the AOE holds too.


 

Posted

Hi,

[ QUOTE ]
And to fit RI in pre-10, Hasten goes up to 12 and Hurdle to 16. Meaning the teens are going to be deadly dull - 12: Hasten. 14: Superspeed. 16: Hurdle. 18: Health. 20: Stamina...

[/ QUOTE ]

I'd take RI at 6, Hasten at 10 and push Enervating Field out till post Stamina.
Enervating field consumes twice as much End as RI - I wouldn't advise it before Stamina especially while running Hotfeet and spamming cages.
In regards to CC I've got it on my Fire/Rad, I'd advise slotting with 3Hold and 3EndRedx.
To hold a Boss quickly hit him with Char as you jump into the mob and CC will stack to hold him. CC also sets up containment so you dont have to keep spamming Cages - I usually do though for extra damage.

Hope this helps.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

[ QUOTE ]
One trick is to ignore Fitness and then use a Vetern Respec at 22 if you have a few of them.

[/ QUOTE ]

I always do this.


I really should do something about this signature.

 

Posted

Also frankenslotting acc/end, end/hold and damage procs from sets should work. If I'm not all wrong the acc/end IOs increase the accuracy of choking cloud even though it cant be directly slotted (much like def/rech IOs in mind link). Havent tested this though on my ice/rad troller.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

I didn't think you could boost the accuracy of it that way. Boosting your base acc works well though, as does just using RI, infact RI alone is enough to make it alarmingly accurate.

On my 'fender I find irradiate is plenty good enough too


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

Well as I said I wasn't sure. Mid's shows an increase from the base 75% hit chance when slotting with acc/end or acc/hold enhancers. And even if it doesnt work I'm 100% global acc bonuses affect it.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

[ QUOTE ]
Well as I said I wasn't sure. Mid's shows an increase from the base 75% hit chance when slotting with acc/end or acc/hold enhancers. And even if it doesnt work I'm 100% global acc bonuses affect it.

[/ QUOTE ]

No, as far as I remember you're right there. The "lock" on Acc in Choking Cloud is purely a "you cannot slot Acc SOs here" type of one, you can bypass it with suitable Set IOs.


 

Posted

But there's still a certain % chance to hold seperate from accuracy calculations isn't there?


 

Posted

This is one of the best description I've read of CC and how it works.

[ QUOTE ]
Choking Cloud (Level 28)
Self Toggle PBAoE Foe Hold

Radius: 15 ft
Cast time: 2.03 s
Recharge time: 90 s
Endurance cost: .832/s
Accuracy modifier: 1
Mez: Mag 2 Hold, 50% chance; Mag 1 hold, 80% chance; every 5 s

Choking Cloud is a pretty nice power, if you are a Defender. Every five seconds, it makes two separate hold attempts at each foe in range. With proper slotting, minions will be held fairly quickly and almost indefinitely. Coverage on lieutenants will be more spotty, and bosses won't usually be bothered at all without additional holds stacked. Other than the hefty endurance cost, the power's biggest drawback is the massive recharge time, which makes fighing enemies with mezzes a real problem. As a Controller, you have better and more endurance-efficient control options, but if you really want to max out control at the expense of other powers you could do a lot worse.

CC cannot be slotted for accuracy; the only way to improve its effectiveness is to slot for Hold duration so that when an enemy is held, he stays held for more time. It's not clear whether ToHit buffs or Defense Debuffs from other powers improve performance. If you take CC, be prepared to invest the needed slots.


[/ QUOTE ]

Courtesy of FunkyWaltDogg's Grav/Rad guide.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

[ QUOTE ]
But there's still a certain % chance to hold seperate from accuracy calculations isn't there?

[/ QUOTE ]

Nope, as far as I know that's the fixed accuracy check.

Not sure why that Grav/Rad guide says :
[ QUOTE ]

It's not clear whether ToHit buffs or Defense Debuffs from other powers improve performance.


[/ QUOTE ]

It's easily seen that Defense Debuffs do improve the effectiveness of Choking Cloud, in exactly the same way that they improve Sands of Mu and the other Vet Reward attacks.

That description seems to be pre-i9 as well (and thus omitting how IOs affect it altogether). The "long recharge" is no longer an issue either, it was reduced to a more sane number a few months ago.

Far as I know in i13 it WILL still be dropped by mezzing as its an offensive aura.


 

Posted

Rad infection and Choking Cloud are made for each other, especially since RI has delayed aggro. If for whatever reason you don't have flashfire or cinders ready RI is a good opener, puller and even herder.