Jumping vs. Flight for Fire/Rad Controller
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Solid Idea is Solid. I may need to try this out some time....
Don't neglect Teleport as a possible travel power. All it takes is a bit of practice to use and you can "suddenly appear" in the middle of the spawn with both hot feet and choking cloud (Lockdown proc is really nice) running.
Immobilizes don't bother you since you can still teleport even when immobilied and can actually benefit you. If the immob you are hit with has -KB the mobs actually GIVE you KB protection. |
@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
I actually like that redundancy. Earth/Storm is a study is redundancy. Snowstorm + Quicksand = mobs come screeching to a halt. Freezing Rain + Earthquake = permaflop. Stalagmites + Thunderclap = Stuns on stuns. I'd rather bury a mob in status effects than squeeze out a few more points of defense against them.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Earth/TA is another prime example:
2 Slows - Quicksand and Glue Arrow. Quicksand is area targetted which in my book is more useful than Mob targetted. Quicksand has a built in defense debuff, Glue doesn't. Both have -fly. Quicksand recharges faster and lasts longer. Glue has a -rech built into it but usually all I need the slows for is enough time to keep stuff out of melee range until I can lock it down. For me winner is Quicksand and Glue Arrow can be replaced by something that the power set combo doesn't have.
Stone Prison - I really really don't need another single target control, especially a soft one. I don't need the defense debuff in it since I'll have far more than I need just stacking the other more useful controls. That makes a pool attack's front loaded damage more useful and I'm not paying the extra end cost of the soft control in the tier 1. That's another free slot.
PGA is another no brainer for me. I don't need to debuff the damage dealt by locked down Mobs, The sleep is mag 2 and is another soft control, its got a decent radius but it's chance to occur isn't 100% and is virtually useless since Stony, Oil Slick Arrow, Earthquake or just about anything else that I and the team are going to do is going to wake them right back up.
This same reasoning makes Salt Crystals useless and with all the lock down in the 2 paired sets you can get away with out Earthquake as well. If you need Knockdown you have it in OSA and OSA does bunches of damage Earthquake does none. That leaves the to hit debuff and and the defense debuff in Earthquake. The hit debuff you don't really need since you can get it in Flash Arrow and quite frankly you have defense debuffs a plenty in your other powers.
You can also get away without Flash Arrow for the same reasons that you can get away with out Smoke from Fire/.
This leaves you lots of options for other things that you just can't get from your Primary and Secondary. You could for example take the entire leaping pool.
Jump Kick gives you your pool attack to replace the tier 1 primary.
Combat Jumping gives you immob protection, a bit of defense, unsupressed movement, vertical movement at practically no end cost.
Super Jump gives you the second easiest travel power in the game.
Acrobatics gives you KB protection and Hold protection.
So in just one pool you have 4 powers that give you much more benefit than many of your primary and secondary powers and those abilities aren't in your primary or secondary and I still have several other pool power picks available to me Fitness is an easy choice and I still have a couple options for utility that my primary and secondary fail to provide.
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