Hibernate or phase shift?
With the choice between the two powers Hibernate makes more sense. Not only will it leave you untouchable, you will regen and recover which is pretty helpful in a big AV fight.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Hibernate on an Illusion/Storm for sure. You throw out all your pets and patches, your End takes a hammering, you Hibernate up to Rest safely and your myriad of pets and pseudos continue to work away for you. Works really, really well.
True that you can't run away but it's still a decent "Oh poop" emergency power. If stuff is still clustered around you trying to rip you apart click Hurricane and then unclick Hibernate (it should queue up Hurricane and then when you untoggle Hibernate it immediately kicks in. Or at least it used to). I've falled into 8 man spawns of Malta and survived thanks to that combo (that horrible "Rescue the CoT from the Malta" mission... Urrgh!)
I'm trying to decide how to build my illusion/storm. He/she/it is perma PA but I think I need an oh shiz button.
Currently I'm having a few problems overcoming the regen of giant monsters when fought solo. Anyone have any advice on some better tactics? I basicly just throw pa, thunderstorm, tornado, and the dot ice storm thingy. Thanks for any help. |
There is no solution for you to overtake a GM, you simply can't produce enough damage and you have no -regen.
There is a temp power called "envenom dagger" or something like that that debuffs regen and might you to suceed. It is half the strength of normal regen debuffs (ie lingering rad, benumb, heat exhaustion) so you will still probably need a maximum damage specced ill/storm. Even then I'd have to know how much dps you are producing now to give any definitive answer.
Of course, if you are going to use one temp powers then you may as well open pandora's box.
So short answer - not going to happen. AV's yes, some of them, but PA's taunt doesn't always seem strong enough to prevent them from fleeing from Lightning storm, nado, and Freezing rain. And once you start having to chase them it just gets ridiculous.
Currently I'm having a few problems overcoming the regen of giant monsters when fought solo. Anyone have any advice on some better tactics? |
thank you for the responses.
i wasnt aware of how great their regeneration was... i assumed it was close to AV's.. ah well. I've killed them several times on my ill/rad and i was hoping that the added damage of storm would counteract the -regen in radiation. Also it really is a pain chasing them around with all the fear.
i chose hibernate and so far i like it.. rikti are still a problem with the teleporting and the sleeps and stunning... but im working on some better tactics.. guess ill just have to deceive more. Also im fighting 8 man spawns solo.. the added defense of ice shield is nice for smashing and lethal... but rikti are energy i guess.. heh.
thanks for the help all
EASILY hibernate. For one, Phase shift takes 3 power picks, where being illusion/storm with group invis, superior invisibility and steamy mist, the first 3 power choices for the stealth pool are for the most part COMPLETELY useless. Hibernate is a quick hide power, that regains your health which is handy for a storm, and your endurance. There is REALLY no contest. I can't think of a single toon in the game outside of maybe PVP which I don't even care to think about for now where phase shift is a good idea for the power picks it takes to get to that point.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
thank you for the responses.
i wasnt aware of how great their regeneration was... i assumed it was close to AV's.. ah well. I've killed them several times on my ill/rad and i was hoping that the added damage of storm would counteract the -regen in radiation. Also it really is a pain chasing them around with all the fear. i chose hibernate and so far i like it.. rikti are still a problem with the teleporting and the sleeps and stunning... but im working on some better tactics.. guess ill just have to deceive more. Also im fighting 8 man spawns solo.. the added defense of ice shield is nice for smashing and lethal... but rikti are energy i guess.. heh. thanks for the help all |
Of course this came at the cost of about 15x more endurance than a regen debuffer, but it was at least possible. A high recharge storm build (perma 2 LS, 1.5 nados) now struggles to match a single regen debuff since the LS nerf/change.
The direct damage powers are still superior vs bosses though...which is something I guess.
Don't let that rain on your parade though. Storm is still a very fun set, it just has very hard edges on what it is now allowed to do.
I might have to go with Phase shift... I can't stand getting stunned or slept... I think I have to get psi epic for the click power.
Are there any other means to resist stuns,sleeps, etc? Besides the inspirations? I'm kinda bored with the pink power outline of the psi epic.. Heh.
I might have to go with Phase shift... I can't stand getting stunned or slept... I think I have to get psi epic for the click power.
Are there any other means to resist stuns,sleeps, etc? Besides the inspirations? I'm kinda bored with the pink power outline of the psi epic.. Heh. |
Aegis:Psionic/Status Resistance
For status resistance, rather than protection.
Remember if you do go phase shift you either need to pick to powers which are poor duplicates of powers you get from Illusion (Stealth/Invisibility and/or Grant Invisibility).
If my understanding is correct, then the enhancement only reduces the time I will be stunned,slept,etc. Is the reduced time worth it? I mean is it a noticeable difference?
As for its effectiveness Im not sure, Ive not actually used it myself that much but going from the description on Wiki:
In addition, when the power the enhancement is slotted in is used, the user is granted up to five Large Status Resistance Bonuses of indefinite duration. These act as set bonuses, buffing resistance to six status effects (hold, immobilize, stun, sleep, confuse, and terrorize) by 5.0% each. Up to five Large Status Resistance Bonuses can be stacked, for a total of 25.0% status protection, which will reduce mez durations to 80% (1 / (1 + 0.25)). If slotted in a click power, one bonus will stack per use. If slotted in a toggle power, one bonus will be granted upon activation, and another bonus per ten seconds of use thereafter. If slotted in a passive, one bonus will stack every ten seconds, except when defeated. Once granted, Large Status Resistance Bonuses remain on, even if the power that generated them is not active. Exemplaring below the level of the bonus will suppress it. The bonuses are lost when bonuses are reset (changing zones or logging out), but will be granted again normally. |
The way mezz resistance works is kind of confusing. It's not like damage resistance where 100% resistance means a 100% reduction of the base damage (i.e. immunity). It's more like mezz resistance decreases the duration of the base multiplier, so that 100% resistance cuts durations in half, 200% cuts it in third, 300% cuts it to one fourth, etc.
If you got hit by a fairly standard 10 second mezz, this IO would reduce the mezz time to 10 / (1 + .03) = 9.7 seconds. Not a big change. On the other hand, maybe a life saver for those moments when you're pounding the keys trying to get out of a mezz before dying.
That's depressing.
ETHEREAL SHIFT
OR
HYPERPHASE
The first is a temporary power you can buy for 10k in an hour or 100k "BUY IT NAO." If memory serves, it takes Rune, Living Tattoo, and some other cheap thing to craft. You get five 30 second uses of phase shift from it. You can buy it over and over but can't have two crafted at the same time.
Hyperphase is for toons above level 30. Go to Warburg and talk to the fellow that's second on the left. Fly to the five checkpoints and then back [I reccomend this, and anyone can fly with a raptor pack, available at FBZ if you don't already have one.] You'd get the temporary power Hyperphase, 30 minutes of 30 second phases [that's 60]. You can do this three times.
I've done both. The Warburg takes three minutes. If you don't want to pay 120k for your five phases at WW, wait overnight and get it for 1/10 of that.
[Wish I'd come into this thread sooner. And I apologise I didn't read everything but I did search for Ethereal and didn't find it.]
Im going to try the etheral shift. I've decided to take the psi epic so now I'm perma mezz resistant. It turned out to be a pretty good move anyway. I'll post my build a little later for those that are interested to see it.
Perma pa ill/storm... I might try a different approach with the build that will include psi tornado. Psi tornado plus freezing rain will be some nice aoe damage. Anyway, I'm on my phone so I'll post my current build in a bit.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Perma PA storm: Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind
- (A) Unbreakable Constraint - Endurance/Hold: Level 50
- (3) Unbreakable Constraint - Hold: Level 50
- (11) Unbreakable Constraint - Hold/Recharge: Level 50
- (17) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (27) Unbreakable Constraint - Chance for Smashing Damage: Level 50
- (A) Accuracy IO: Level 50
- (A) Apocalypse - Damage/Endurance: Level 50
- (3) Apocalypse - Accuracy/Recharge: Level 50
- (5) Apocalypse - Damage/Recharge: Level 50
- (5) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (9) Apocalypse - Chance of Damage(Negative): Level 50
- (A) Coercive Persuasion - Confused/Recharge: Level 50
- (7) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (7) Coercive Persuasion - Accuracy/Recharge: Level 50
- (31) Coercive Persuasion - Confused/Endurance: Level 50
- (37) Coercive Persuasion - Contagious Confusion: Level 50
- (A) Recharge Reduction IO: Level 50
- (9) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (11) Red Fortune - Endurance: Level 50
- (13) Red Fortune - Defense/Recharge: Level 50
- (13) Red Fortune - Defense/Endurance: Level 50
- (15) Red Fortune - Endurance/Recharge: Level 50
- (31) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (15) Red Fortune - Endurance: Level 50
- (17) Red Fortune - Defense/Endurance: Level 50
- (25) Red Fortune - Defense/Endurance/Recharge: Level 50
- (43) Red Fortune - Defense/Recharge: Level 50
- (45) Red Fortune - Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Flight Speed IO: Level 50
- (A) Soulbound Allegiance - Chance for Build Up: Level 50
- (19) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (19) Expedient Reinforcement - Accuracy/Damage: Level 50
- (21) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (21) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (23) Soulbound Allegiance - Damage/Recharge: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (29) Miracle - +Recovery: Level 40
- (A) Performance Shifter - EndMod: Level 50
- (23) Performance Shifter - EndMod/Recharge: Level 50
- (31) Performance Shifter - EndMod/Accuracy: Level 50
- (34) Performance Shifter - Chance for +End: Level 50
- (A) Ragnarok - Damage/Endurance: Level 50
- (25) Ragnarok - Damage: Level 50
- (27) Ragnarok - Damage/Recharge: Level 50
- (29) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (36) Ragnarok - Accuracy/Recharge: Level 50
- (A) Accuracy IO: Level 50
- (A) Dark Watcher's Despair - To Hit Debuff: Level 50
- (36) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
- (40) Dark Watcher's Despair - Recharge/Endurance: Level 50
- (A) Absolute Amazement - Endurance/Stun: Level 50
- (34) Absolute Amazement - Stun: Level 50
- (34) Absolute Amazement - Stun/Recharge: Level 50
- (36) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (40) Absolute Amazement - Accuracy/Recharge: Level 50
- (A) Expedient Reinforcement - Accuracy/Damage: Level 50
- (33) Expedient Reinforcement - Damage/Endurance: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (37) Blood Mandate - Accuracy/Damage: Level 50
- (A) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (39) Expedient Reinforcement - Accuracy/Damage: Level 50
- (39) Expedient Reinforcement - Damage/Endurance: Level 50
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (A) Decimation - Accuracy/Damage/Recharge: Level 40
- (40) Decimation - Accuracy/Damage: Level 40
- (43) Decimation - Damage/Endurance: Level 40
- (45) Decimation - Damage/Recharge: Level 40
- (45) Decimation - Accuracy/Endurance/Recharge: Level 40
- (A) Decimation - Accuracy/Damage/Recharge: Level 40
- (42) Decimation - Accuracy/Damage: Level 40
- (42) Decimation - Damage/Endurance: Level 40
- (42) Decimation - Damage/Recharge: Level 40
- (43) Decimation - Accuracy/Endurance/Recharge: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (46) HamiO:Membrane Exposure
- (46) HamiO:Membrane Exposure
- (46) HamiO:Membrane Exposure
- (A) Impervious Skin - Resistance/Endurance: Level 30
- (48) Impervious Skin - Resistance/Recharge: Level 30
- (48) Impervious Skin - Endurance/Recharge: Level 30
- (48) Impervious Skin - Resistance/Endurance/Recharge: Level 30
- (50) Impervious Skin - Status Resistance: Level 30
- (50) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
Level 1: Brawl
- (A) Empty
- (A) Unbounded Leap - +Stealth: Level 50
- (A) Empty
------------
Set Bonus Totals:
- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.56% Defense(Energy)
- 4.56% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 6.13% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 45% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 138.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 103 HP (10.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 15%
- MezResist(Held) 15%
- MezResist(Immobilize) 24.9%
- MezResist(Sleep) 17.2%
- MezResist(Stun) 15%
- MezResist(Terrorized) 15%
- 21% (0.35 End/sec) Recovery
- 32% (1.36 HP/sec) Regeneration
- 10.1% Resistance(Fire)
- 10.1% Resistance(Cold)
- 5% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Unbreakable Constraint
(Blind)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Spectral Wounds)
- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Deceive)
- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Superior Invisibility)
- 7.5% Enhancement(RechargeTime)
(Steamy Mist)
- 7.5% Enhancement(RechargeTime)
(Steamy Mist)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Group Invisibility)
- 7.5% Enhancement(RechargeTime)
(Group Invisibility)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hover)
- 7.5% Enhancement(RechargeTime)
(Phantom Army)
- 16% (0.68 HP/sec) Regeneration
(Phantom Army)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Freezing Rain)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Hurricane)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Thunder Clap)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Phantasm)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Tornado)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Lightning Storm)
- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Mental Blast)
- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Indomitable Will)
- 7.5% Enhancement(RechargeTime)
(Mind Over Body)
- MezResist(Sleep) 2.2%
- 15.3 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
(Mind Over Body)
- 3% Defense(All)
(Teleport)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
I'm not happy with wasting freezing rain with the purple set... So I'll probably move it to psi tornado. I think I will lose some recharge when I move around my powers... I'll figure out something.
Anyone have advice for slotting freezing rain?
I'm trying to decide how to build my illusion/storm. He/she/it is perma PA but I think I need an oh shiz button.
Currently I'm having a few problems overcoming the regen of giant monsters when fought solo. Anyone have any advice on some better tactics? I basicly just throw pa, thunderstorm, tornado, and the dot ice storm thingy.
Thanks for any help.