Still looking for suggestions


Anaxagoras

 

Posted

Well, I've decided to stick with the Controller. Two things have happened that have influenced me. First, I took the excellent advice of the people here, and added Radiation Infection. Second, I got to L20 and Stamina. My, what a difference.

Now, as I proceed into the real life of the character (L20-40), I wonder why Enervating Field is considered so valuable? It reduces enemy damage, which is already mitigated by Radiation Infection, and it reduces Resistance. Is this latter half really so valuable?
Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs). Does this sound reasonable?

Again, thanks to all!


 

Posted

My suggested build to 19. (20 would be Stamina, of course.) Only slotted with DO's, since it's trivial to get enough funds blueside for a full set with basic selling of salvage on the market, no actual marketeering skill or time required.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Professor Oddment: Level 21 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight

Hero Profile:
Level 1: Crush -- Acc(A), Dmg(3), Dmg(11), EndRdx(11), Dmg(19)
Level 1: Radiant Aura -- Heal(A), Heal(5), EndRdx(19)
Level 2: Gravity Distortion -- Acc(A), RechRdx(3), Hold(13), Hold(13), EndRdx(17)
Level 4: Radiation Infection -- EndRdx(A), EndRdx(5), ToHitDeb(15)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Propel -- Acc(A), Dmg(9), Dmg(9), Dmg(15), EndRdx(17)
Level 10: Swift -- Flight(A)
Level 12: Crushing Field -- Empty(A)
Level 14: Hover -- Flight(A)
Level 16: Health -- Heal(A)
Level 18: Fly -- Flight(A)
Level 20: Stamina -- EndMod(A)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment







Basic tactics: Pick a lt., hit with Crush followed by RI. Hit everyone with CF. Hit another with Gravity Distortion. Hit yet another with Propel. Refresh CF. Hit the RI anchor with Crush if CF misses and he starts to run. Otherwise just cycle attacks ignore the anchor until the rest are defeated.

Unless you're playing at higher settings or on a team that generally means 2 to3 at a time for the most part. The same tactics should easily work on groups of 6 or more by using terrain to control LoS, so two spawns close together shouldn't be an issue if it happens.

Those tactics and powers alone will work until the late 20's at least, and even to 50 in most cases. Now assorted phase and stealth powers are available as temp powers both through the market, as mission rewards for some arcs, slotting a stealth IO and by running patrols in PvP zones, but even if taking the stealth pool is necessary for peace of mind i'd suggest waiting until the mid-20's at least.

Well, that's how i'd probably solo a Grav/Rad. YMMV


Edit: revised build slightly.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Well, I've decided to stick with the Controller. Two things have happened that have influenced me. First, I took the excellent advice of the people here, and added Radiation Infection. Second, I got to L20 and Stamina. My, what a difference.

Now, as I proceed into the real life of the character (L20-40), I wonder why Enervating Field is considered so valuable? It reduces enemy damage, which is already mitigated by Radiation Infection, and it reduces Resistance. Is this latter half really so valuable?
Yes, reducing resistance means they take more damage and reducing enemy damage is good for the ones who don't miss. That said, as long as you stay solo and on base difficulty it isn't really all that necessary. For me it would be since by level 22 (i usually put it off EF until after getting Stamina) i generally start cranking up the settings a bit.

Quote:
Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs). Does this sound reasonable?

Again, thanks to all!
LR is easily skipped on your solo build. If nothing else it frees up room for more pool powers.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
It's double dumb to call out negative reppers twice.
And I'll continue to do so as long as certain childish dickwads feel they can get their little boost of anonymous self-esteem at my expense. As I said, I turned off rep so I wouldn't have to put up with it.

Since I'm being forced to put up with it, I will use the only means of responding I have available to me.

(And this required yet another negative point, illustrating again how ridiculous the rep system is)


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
And I'll continue to do so as long as certain childish dickwads feel they can get their little boost of anonymous self-esteem at my expense. As I said, I turned off rep so I wouldn't have to put up with it.

Since I'm being forced to put up with it, I will use the only means of responding I have available to me.

(And this required yet another negative point, illustrating again how ridiculous the rep system is)
Don't you ever get any positive rep?
Edit: i also don't understand why you're "being forced to put up with it". i personally rarely look at the rep comments, and then only when the whim strikes me, so i have no idea why you feel forced to do so.

(Of course the natural human urge is to rebut or counter negatives and accept positives as normal; and positive rep doesn't require leaving a comment, so it's more likely to be left blank when positive....)

Moving on... i hope you stripped out immobilize enhancers in your new build. No immobilize power really needs them to be effective or for stacking IMO. Those that can easily ignore most immobs are better hit with holds anyway. Stamina is great for turning more arduous combinations of sets into fun builds.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Well, I've decided to stick with the Controller. Two things have happened that have influenced me. First, I took the excellent advice of the people here, and added Radiation Infection. Second, I got to L20 and Stamina. My, what a difference.

Now, as I proceed into the real life of the character (L20-40), I wonder why Enervating Field is considered so valuable? It reduces enemy damage, which is already mitigated by Radiation Infection, and it reduces Resistance. Is this latter half really so valuable?
Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs). Does this sound reasonable?

Again, thanks to all!
Glad to see that your character is playing better Ultimo.

I personally wouldn't skip Enervating Field or Lingering Radiation-- but that's entirely up to you. When solo, and on lower difficulty settings, they will be largely superfluous. However, Enervating Field stacks wonderfully with containment if you find your dmaage lacking.


 

Posted

Quote:
Originally Posted by Schismatrix View Post
Don't you ever get any positive rep?
Edit: i also don't understand why you're "being forced to put up with it". i personally rarely look at the rep comments, and then only when the whim strikes me, so i have no idea why you feel forced to do so.

(Of course the natural human urge is to rebut or counter negatives and accept positives as normal; and positive rep doesn't require leaving a comment, so it's more likely to be left blank when positive....)

Moving on... i hope you stripped out immobilize enhancers in your new build. No immobilize power really needs them to be effective or for stacking IMO. Those that can easily ignore most immobs are better hit with holds anyway. Stamine is great for turning more arduous combinations of sets into fun builds.
I do get positive rep, but I try not to comment on it, as it would seem self-serving. I would even be happy to get negative rep if it were somehow constructive, but most of the time it's just insults or stupidity designed to frustrate or cheap shots. That's why I turned it off.

It seems to me that if someone has a criticism or compliment, they should have the common courtesy to express it publicly so it will be clear whether they're being an ***. As I say, if the rep system would just turn off, I'd not have to post on this subject.

Yes, I took the immob enhancers out. Those powers seem better suited to doing damage, so I went that route.


 

Posted

Quote:
Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs).
FWIW, LR also does a -recharge debuff of 75% for 30 seconds. That's a really significant reduction of incoming damage. And the -regen helps whittle down any of the harder targets you may encounter, especially bosses with high smashing resists.

Just something to consider...


...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville

Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar

 

Posted

Quote:
Originally Posted by Mr_Enigma View Post
FWIW, LR also does a -recharge debuff of 75% for 30 seconds. That's a really significant reduction of incoming damage. And the -regen helps whittle down any of the harder targets you may encounter, especially bosses with high smashing resists.

Just something to consider...
Noted, though as the team build will likely include all three debuffs, I could always switch to that build as required (since it would be situational).


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
The original Champions (pnp) character had a multipower with virtually all the powers in it, so versatility was important.
This line alone may be part of the negative rep you've received in this thread. It's the reason I avoided commenting before now in the first place. To those that also played the Pen and Paper version of Champions, it's a laughable sentence. There ya go, up front, no rep involved.


 

Posted

Quote:
Originally Posted by Ignatz View Post
This line alone may be part of the negative rep you've received in this thread. It's the reason I avoided commenting before now in the first place. To those that also played the Pen and Paper version of Champions, it's a laughable sentence. There ya go, up front, no rep involved.
I'm not sure why that would be a negative thing, but at least you bring it up publicly so it could be discussed.

As for it, the point was that he was a wizard and capable of many things, just not all at once. The Multipower fit that well.

Anyhoo, wandering off topic...


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
I'm not sure why that would be a negative thing, but at least you bring it up publicly so it could be discussed.

As for it, the point was that he was a wizard and capable of many things, just not all at once. The Multipower fit that well.

Anyhoo, wandering off topic...
Most mystic masters in Champions pnp used variable power pools for the "whatever i can think of" magic, and only used multipowers for much higher-powered, commonly used bread and butter offense, defense and utility spells. In fact i believe it was the Mystic Masters supplement that gave some of the best examples of this, including using variable power pools to add naked advantages (if i recall the terminology) to the multipower slots with GM permission. Actually, the lack of a GM being able to make judgment calls for every player's character design and use of their powers is one of the reasons an open character/power design system like the Hero System is not feasible in current MMO's. You'd need something that approached real AI to referee each player, something not currently possible.

Anyway, moving on...


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Schismatrix View Post
Most mystic masters in Champions pnp used variable power pools for the "whatever i can think of" magic, and only used multipowers for much higher-powered, commonly used bread and butter offense, defense and utility spells. In fact i believe it was the Mystic Masters supplement that gave some of the best examples of this, including using variable power pools to add naked advantages (if i recall the terminology) to the multipower slots with GM permission. Actually, the lack of a GM being able to make judgment calls for every player's character design and use of their powers is one of the reasons an open character/power design system like the Hero System is not feasible in current MMO's. You'd need something that approached real AI to referee each player, something not currently possible.

Anyway, moving on...
I agree. I have to note, however, that the character was created before Variable Power Pools (which I regarded as cheating). Even so, I'm not sure a system couldn't be devised that used somethign similar to what Champions had. Again, though, that's a topic for a different thread.


 

Posted

Glad to hear things are picking up.

My 2c on Enervating Field:

Resistance debuffs increase your total damage (ie base and enhancement values) by the amount stated, so putting EF on a target makes you do 22.5% more damage. It also sucks twice as much endurance as Radiation Infection and takes a second or so to cast, so gains in both damage per endurance and damage per second are negated a bit by these factors.

If you're soloing and facing anything less than a boss, it may not be worth it. I found this on my Mind/Rad controller and often couldnt be bothered activating EF for really run of the mill PVE content.

On a team its gold though, since it amplifies everyone else's Fireballs, KO Blows and Full Autos and so on..


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
I agree. I have to note, however, that the character was created before Variable Power Pools (which I regarded as cheating). Even so, I'm not sure a system couldn't be devised that used somethign similar to what Champions had. Again, though, that's a topic for a different thread.
Didn't VPP first appear in the Champions III supplement, which came out in '83/'84? So you made your character around '82? Hmmm...


Dr. Todt's theme.
i make stuff...

 

Posted

Possibly even before that. I played first edition Champions...

Heh, I like the tag, "Gimp Yourself for Concept" - the point is that I make threads like these in an effort to find a way to make a concept build that works fairly well. I haven't played every set, nor every AT to high level, so the expertise and opinions of those that have experience I don't is very useful (to me and others who may be reading), even if I don't follow every suggestion.

Sometimes, even if I HAVE some expertise with an AT or power set, someone may have a good idea I just haven't thought of... You never know. I live by the philosophy that the only bad question is the one you didn't ask.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Now, as I proceed into the real life of the character (L20-40), I wonder why Enervating Field is considered so valuable? It reduces enemy damage, which is already mitigated by Radiation Infection, and it reduces Resistance. Is this latter half really so valuable?
It's as useful as any other -20% to -30% Res debuff, so, yes. I personally know no one who took it for the -Dmg or who made a Rad Emission character and didn't take it.

Quote:
Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs). Does this sound reasonable?
Yes. LR is nice for huge targets but I've found it more of a luxury for ordinary fights. Accelerate Metabolism is higher on the "take this power" list.


 

Posted

In regards to the running anchor problem; an immob, ST or AOE, or lingering rad, handles that problem well. LR also stacks slows on another controller's ice patch, say, and doesnt mess with their knockdown. Then again, grav's immob doesnt prevent kd either, so you're good either way.

I often found that the holy trinity of /rad debuffs on my ill/rad were sufficient 'control' for most spawns, keeping my team safer while simultaneously making the mobs more vulnerable to attack and defeat. After laying down the debuffs, i would then engage in more surgical single target control. worked very very well.


50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!

 

Posted

Quote:
These threads are always full of fail.
And for some reason asking a question is worthy of yet more negative rep and snide commetary.

I'll say it again, publicly, since sending emails to the webmaster is apparently pointless, I turned rep off, it would be nice if it would ******* TURN OFF.


 

Posted

Allrighty then, here's the two builds I'm using now. The solo build has been well tested, but the team build is new. It's been used once so far, fighting with Eochai. The character is now L22. If you have any comments or further suggestions about either build, I'm happy to see them. I should also say, the epic pools are still in consideration. I was thinking of having a different epic pool on each build, but that's up for grabs. It's kind of a concept thing.

Solo Build...

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Doctor Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Crush -- EndRdx-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), Range-I(43)
Level 1: Radiant Aura -- RechRdx-I(A), RechRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(46), Heal-I(46)
Level 2: Gravity Distortion -- EndRdx-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Dmg-I(13), Range-I(45)
Level 4: Accelerate Metabolism -- RechRdx-I(A), EndMod-I(13), EndMod-I(15), EndMod-I(15)
Level 6: Radiation Infection -- EndRdx-I(A), DefDeb-I(17), DefDeb-I(17), ToHitDeb-I(19), ToHitDeb-I(19), ToHitDeb-I(21)
Level 8: Crushing Field -- EndRdx-I(A), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25), Range-I(46)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Hover -- Flight-I(A), Flight-I(25), Flight-I(27)
Level 14: Teleport -- EndRdx-I(A), EndRdx-I(27), Range-I(43)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Gravity Distortion Field -- RechRdx-I(A), RechRdx-I(31), Acc-I(33), Hold-I(33), Hold-I(33), Hold-I(34)
Level 24: Grant Invisibility -- DefBuff-I(A)
Level 26: Wormhole -- EndRdx-I(A), Acc-I(34), Dsrnt-I(34), Dsrnt-I(36), Dsrnt-I(36)
Level 28: Invisibility -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 30: Phase Shift -- RechRdx-I(A)
Level 32: Singularity -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(39), Dmg-I(39), Dmg-I(39)
Level 35: Lingering Radiation -- Acc-I(A)
Level 38: EM Pulse -- Acc-I(A), Hold-I(40), Hold-I(40), Hold-I(40)
Level 41: Power Blast -- EndRdx-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Energy Torrent -- EndRdx-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
Level 49: Temp Invulnerability -- ResDam-I(A), ResDam-I(50), ResDam-I(50)
------------
Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


Team build...

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Dr. Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Crush -- Acc-I(A), Range-I(3), Range-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(7)
Level 1: Radiant Aura -- EndRdx-I(A), RechRdx-I(7), RechRdx-I(9), Heal-I(9), Heal-I(11), Heal-I(11)
Level 2: Radiation Infection -- DefDeb-I(A), DefDeb-I(13), DefDeb-I(13), ToHitDeb-I(15), ToHitDeb-I(15), ToHitDeb-I(17)
Level 4: Accelerate Metabolism -- RechRdx-I(A), EndMod-I(17), EndMod-I(19), EndMod-I(19)
Level 6: Recall Friend -- EndRdx-I(A)
Level 8: Crushing Field -- RechRdx-I(A), EndRdx-I(21), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25)
Level 10: Enervating Field -- EndRdx-I(A)
Level 12: Swift -- Flight-I(A), Flight-I(25), Flight-I(27)
Level 14: Teleport -- EndRdx-I(A), EndRdx-I(27), Range-I(46)
Level 16: Hover -- Flight-I(A), Flight-I(29), Flight-I(29)
Level 18: Health -- Heal-I(A), Heal-I(31), Heal-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 22: Lingering Radiation -- EndRdx-I(A), Acc-I(33), Slow-I(33), Slow-I(34), Slow-I(34)
Level 24: Gravity Distortion Field -- RechRdx-I(A), Acc-I(34), Hold-I(36), Hold-I(36), Hold-I(36)
Level 26: Wormhole -- EndRdx-I(A), Acc-I(37), Dsrnt-I(37), Dsrnt-I(37), Dsrnt-I(39)
Level 28: Grant Invisibility -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 30: Invisibility -- DefBuff-I(A)
Level 32: Singularity -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(40), Hold-I(42), Hold-I(42)
Level 35: Phase Shift -- RechRdx-I(A), RechRdx-I(46)
Level 38: EM Pulse -- RechRdx-I(A), RechRdx-I(42), Acc-I(43), Hold-I(43), Hold-I(43)
Level 41: Mental Blast -- EndRdx-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
Level 44: Indomitable Will -- RechRdx-I(A)
Level 47: World of Confusion -- EndRdx-I(A), Acc-I(48), Conf-I(48), Conf-I(48), Conf-I(50)
Level 49: Psionic Tornado -- Acc-I(A), Dmg-I(50), Dmg-I(50)
------------
Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


 

Posted

Solo Build - It would be nice to supplement with a pool attack, but melee attacks are out of concept I guess.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Doctor Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Crush -- EndRdx-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), Range-I(43)
Level 1: Radiant Aura -- RechRdx-I(A), RechRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(46), Heal-I(46)
Level 2: Gravity Distortion -- EndRdx-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Hold-I(13), RechRdx-I(45)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), EndMod-I(15), EndMod-I(17)
Level 6: Radiation Infection -- EndRdx-I(A), ToHitDeb-I(19), ToHitDeb-I(19), ToHitDeb-I(21)
Level 8: Crushing Field -- EndRdx-I(A), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25), Range-I(46)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Hover -- Flight-I(A), Flight-I(17), Flight-I(25)
Level 14: Teleport -- EndRdx-I(A), EndRdx-I(27), Range-I(36)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Gravity Distortion Field -- RechRdx-I(A), RechRdx-I(31), Acc-I(33), Hold-I(33), Hold-I(33), Hold-I(34)
Level 24: Grant Invisibility -- DefBuff-I(A)
Level 26: Wormhole -- Acc-I(A), Acc-I(27), Dsrnt-I(34), Dsrnt-I(34), RechRdx-I(36), RechRdx-I(36)
Level 28: Invisibility -- DefBuff-I(A)
Level 30: Phase Shift -- RechRdx-I(A)
Level 32: Singularity -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(39), Dmg-I(39), Dmg-I(39)
Level 35: Dimension Shift -- Acc-I(A), Acc-I(37)
Level 38: EM Pulse -- Acc-I(A), Hold-I(40), Hold-I(40), Hold-I(40), RechRdx-I(43)
Level 41: Power Blast -- EndRdx-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Energy Torrent -- EndRdx-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
Level 49: Temp Invulnerability -- ResDam-I(A), ResDam-I(50), ResDam-I(50)
------------
Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


Team Build - You want your single target hold. Taking out a sapper, a sorcerer, and bosses with hard control is a big part of the job. AoE immobs on a team draw more aggro than you need to deal with, are of limited benefit, and often prevent your team from whatever positioning of enemies they want to do. I moved it to late in the build, because they aren't bad, used wisely, but you could replace it with Fallout or Mutation or Lift, IMO. You are mostly designed to work from range. World of Confusion is of dubious use for someone who lives in melee. It's wholly non-useful for this character.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Dr. Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Crush -- Acc-I(A), Range-I(3), Range-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(7)
Level 1: Radiant Aura -- EndRdx-I(A), RechRdx-I(7), RechRdx-I(9), Heal-I(9), Heal-I(11), Heal-I(11)
Level 2: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(13), ToHitDeb-I(13)
Level 4: Accelerate Metabolism -- RechRdx-I(A), EndMod-I(17), EndMod-I(19), EndMod-I(19)
Level 6: Recall Friend -- EndRdx-I(A)
Level 8: Gravity Distortion -- RechRdx-I(A), Acc-I(15), EndRdx-I(21), Hold-I(21), Hold-I(23), RechRdx-I(25)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
Level 12: Swift -- Flight-I(A), Flight-I(25), Flight-I(27)
Level 14: Teleport -- EndRdx-I(A), EndRdx-I(27), Range-I(46)
Level 16: Hover -- Flight-I(A), Flight-I(17), Flight-I(29)
Level 18: Health -- Heal-I(A), Heal-I(31), Heal-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 22: Lingering Radiation -- EndRdx-I(A), Acc-I(23), Slow-I(33), Slow-I(33), RechRdx-I(34), RechRdx-I(34)
Level 24: Gravity Distortion Field -- RechRdx-I(A), Acc-I(34), Hold-I(36), Hold-I(36), Hold-I(36)
Level 26: Wormhole -- EndRdx-I(A), Acc-I(29), Dsrnt-I(37), Dsrnt-I(37), RechRdx-I(37), RechRdx-I(39)
Level 28: Grant Invisibility -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 30: Invisibility -- DefBuff-I(A)
Level 32: Singularity -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(40), Hold-I(42), Hold-I(42)
Level 35: Phase Shift -- RechRdx-I(A), RechRdx-I(46)
Level 38: EM Pulse -- RechRdx-I(A), RechRdx-I(42), Acc-I(43), Hold-I(43), Hold-I(43)
Level 41: Mental Blast -- EndRdx-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
Level 44: Indomitable Will -- RechRdx-I(A)
Level 47: Crushing Field -- EndRdx-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
Level 49: Psionic Tornado -- Acc-I(A), Dmg-I(50), Dmg-I(50)
------------
Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
Set Bonus Totals:


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Yeh, I agonized over including either the ST Hold or the AOE Immob, and went with the latter. I figured slapping a hold on a large group so they're all in the area of the debuffs was a good idea, but I expected playtesting to make the determination. I hadn't considered the sappers and such (annoying buggers).


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
Well, I've been trying very hard to enjoy my Controller, but it's really much like trying to enjoy root canal. Thus, I've been thinking of recreating him in a different AT, and I thought I'd see what you all had to suggest.

The idea is that he's supposed to be a mystic. The original Champions (pnp) character had a multipower with virtually all the powers in it, so versatility was important. The comic book inspiration is Dr. Strange.

The character is currently a Controller (Grav/Rad), with Teleport, Concealment and Flight (just Hover). However, he does so little damage and is unbearably weak if attacked (he often gets one and two shotted by MINIONS). I mean, as a Controller, his only defense is to not be attacked (by controlling his foes); but half the foes in the game are immune to holds (anything Boss level or higher, zombies, spirits, ghosts, daemons, etc.), so he's basically dead much of the time. Personally, I don't find this to be much fun.

Thus, I come to you. I'm considering making him a Defender, but my experience of Defenders is much like my experience of Controllers. No offense, no defense. I've considered him as a Blaster, but that's not quite in conception, as a character who is able to aid his allies, and I hate the Blaster AT in general (too squishy).

The requirements, as I see it, are thus:

He needs Stamina, Teleport, Hover and Phase Shift.
He needs to have the capability to help his team (via healing or what have you).
He needs to have some personal survivability, as he will be soloing most of the time (this can come from the option of a second build).

Any thoughts?
My thought, make him a dominator. THen in 6 months change him to a hero.

You want Dr. Strange you can go Mind/psi, you will have good control, you get confusion powers instead of pets, and your secondary will provide enough damage that you wont face plant trying to solo.

Though they do use blaster powers mostly, dominators IMO are much more survivable due to the defense that your control offers. I say give it whril, even if your not looking to be a villian, when you know you can change his sides later on, i say go ahead and try it, and just ignore the "evilness" of being a villian for a while.


 

Posted

Quote:
Originally Posted by QuiJon View Post
My thought, make him a dominator. THen in 6 months change him to a hero.

You want Dr. Strange you can go Mind/psi, you will have good control, you get confusion powers instead of pets, and your secondary will provide enough damage that you wont face plant trying to solo.

Though they do use blaster powers mostly, dominators IMO are much more survivable due to the defense that your control offers. I say give it whril, even if your not looking to be a villian, when you know you can change his sides later on, i say go ahead and try it, and just ignore the "evilness" of being a villian for a while.
Doctor Strange has never exactly focused on controlling and manipulating minds. Yes, he's done so on occasion, but generally he forms shields, bindings and blasts out of magical energy fields when fighting. Grav/Psi i could almost see, though.


Dr. Todt's theme.
i make stuff...

 

Posted

Is Dark Miasma too far out of concept? All the control, none of the squishiness.