My Big Mistake
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I strongly recommend that you take a look at my Illusion/Radiation guide, linked in my sig. Take a look at it to help you decide between the three you are considering, even if you decide to go with Fire/Rad or Plant/Rad as the information and strategy tips on the Radiation Emission section will be a big help.
Illusion/Radiation is my favorite build in the game. It is the most flexible build in the game, able to do a little of everything except be a scrapper. Both Blind and Spectral Wounds act as single-target attacks, plus the benefits of Deceive. My guide explains the illusory damage aspect of Spectral Wounds and how to take advantage of it to increase your net damage. By the time you hit level 41 and the APP powers, you can have a great attack chain of Blind-SW-Blast-SW that will allow you to take down AVs solo. One of my favorite things about Ill/Rad is that it is both a simple and complex controller. It is easy to play an Ill/Rad to a basic skill level and be very effective, but the details of the powers are complex enough that you can, with the right strategy and build, turn an Ill/Rad into one of the most powerful characters in the game. Again, my guide explains all this. I also have Fire/Rad and Plant/Rad at 50, and they are great controllers. The playstyle for each is significantly different. Fire/Rad is a melee controller, using Hot Feet and Choking Cloud to do AoE damage with control. (I like Fire/Rad so much that I'm working on a second one on a second server for a Fire/Rad team -- I didn't want to move my first one for concept reasons.) A team of Fire/Rads is probably the most powerful team in the game; While Fire/Rad is good solo, it is not as powerful as a solo Ill/Rad because of the invulnerability of Phantom Army. A Fire/Rad does not kill as fast as a Fire/Kin, but is more surivable and more flexible - I like my Fire/Rad more than my Fire/Kin. Plant/Rad is more a kind of short-range controller and a bit of a one-trick pony -- the cone of Seeds of Confusion and the AoE damage from Roots really defines the character. Everything else for a Plant controller depends on Seeds+Roots. He is good at AoE damage over time, but somewhat weak on single target damage. |
Thank you for the feed back, I will be reading your ill/rad guide and start make one and see how I like it, thanks for the advice.
I have a Fire/Kin (level 50), an Illusion/Storm (level 42), an Earth/Storm (level 40), an Fire/Storm (level 36) and a Fire/Rad (level 33), and a collection of other Controllers at various lower levels.
I think that anything Fire/* is great for damage. Earth is just pure win when it comes to locking down a group (or two) of mobs. Illusion is great for boss/AV/Giant Monster fights and decent for everything else.
For secondaries, you can probably guess from my list above, that I am a big fan of Storm. I think this is one of the best Controller secondaries since they can get some really good use out of it (more than Defenders, in my opinion). It adds some very nice debuffs and additional damage, and when paired with Illusion it adds all kinds of soft control in the form of crazy knockbacks (since the phantom army and the Phantasm seem to favor knockback with all their energy attacks). True fun is TWO Ill/Storm controllers (or more) since you will always have a Phantom Army up.
So, to the OP, I would not delete your current Controller because I think that Earth/Kin is an awesome combination and will only get better after fulcrum shift. But, if you are looking for a really good solo character then I would suggest one of the following:
Primaries: Fire, Plant, Illusion, Gravity (has some nice single target damage)
Secondaries: Storm, Kinetics, radiation
Any combination of the above will result in decent, to very good, soloing abilities.
50 Fire/Kin Cont
50 Fire/Axe Tank
50 Spine/Inv Scrap
50 Eng/Dev Blast
50 Claw/SR Scrap
50 Emp/Dark Def
50 Eng/Elec Brute
50 Fire/MM Blast
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