grav/rad question


Djeannie

 

Posted

After doing a forum search I've not found any up to date Grav/Rad builds. I've not touched my grav/rad in like over a year and want to respec her to be more survivable using sets etc..

What suggestions do you all have for what to slot and how to add some +def or other things to boost survivability?

Thanks


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Posted

I am far from an expert on Gravity. However I have tried to throw something together to show what my basic strategy might be.

My assumption is that Radiation can be used to handle most of your defense woes. To that end, I've focused on Recharge everywhere I can grab it. That's stacking with AM's +30 Recharge and +70 in Hasten to get you around 211 Recharge. If you hit these numbers, and take the Spiritual Alpha slot to its fullest, Conserve Power from the Primal APP drops to having a very low downtime--about 15 seconds or so by my reckoning.

I'm also basing this build on the assumption that Gravity has somewhat weak controls overall. To compensate, you're slotting a knockdown and hold proc into the immobilize cages, slotting the heck out of Wormhole to enhance its stun duration. You should also use Power Boost to enhance the duration of Gravity Distortion. I've added Tactics to make sure the AoEs rarely miss since the build overall lacks +Accuracy. The knockdown in Energy Torrent will also add to your control capabilities, since your cages don't prevent knockdown.

This build is expensive. The purple sets slotted here may be too much for you at first unless you have a lot of cash or time to spend on hero missions--you should be able to exchange them for similar sets that feature +recharge (Positron's Blast and Decimation) for much cheaper if you decide to go that route.


Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Crush -- Apoc-Dmg(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(25), Apoc-Dam%(31), Apoc-Acc/Rchg(34), Apoc-Dmg/EndRdx(43)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(36)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(11), Dmg-I(17), HO:Perox(21), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(43), Efficacy-EndMod/EndRdx(46)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/Rchg(9), Achilles-ResDeb%(17)
Level 8: Crushing Field -- GravAnch-Hold%(A), EndRdx-I(13), ImpSwft-Dam%(15), Posi-Dam%(15), TotHntr-Dam%(25), Ragnrk-Knock%(31)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(23)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Super Speed -- Zephyr-ResKB(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
Level 30: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Energy Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg(46), FrcFbk-Rechg%(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(3), P'Shift-EndMod(3)
------------
Set Bonus Totals:

  • 11.5% DamageBuff(Smashing)
  • 11.5% DamageBuff(Lethal)
  • 11.5% DamageBuff(Fire)
  • 11.5% DamageBuff(Cold)
  • 11.5% DamageBuff(Energy)
  • 11.5% DamageBuff(Negative)
  • 11.5% DamageBuff(Toxic)
  • 11.5% DamageBuff(Psionic)
  • 10.63% Defense(Energy)
  • 10.63% Defense(Negative)
  • 5% Defense(Psionic)
  • 10% Defense(Ranged)
  • 2.25% Max End
  • 111.25% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 24% Enhancement(Accuracy)
  • 5% FlySpeed
  • 87.75 HP (8.628%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 5.25%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 16.5% (0.276 End/sec) Recovery
  • 46% (1.953 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 13.78% Resistance(Fire)
  • 13.78% Resistance(Cold)
  • 11.26% Resistance(Energy)
  • 11.26% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 5% RunSpeed



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Posted

Thanks for the ideas behind that build. I was considering stuff like ranged defense or some melee defense for when you don't have time to get off the long cast of RI and are on a faster moving team but you have an interesting strategy here. I just couldn't find any decent sets for melee defense in the ranged damage sets etc..

I do have hasten on Djeannie to go with AM and was looking at some of the recharges you have listed. Purple sets are beyond me currently as they are still too expensive and I'm not filthy rich...yet

I've read by a few people that they say choking cloud isn't good for grav/rad but no reason as to why. I have used that on my test native to decent effect but of course having to get into melee range as a squishy can be fatal even with aoe holds.

Ever since the Devs gutted the aoe holds I find them less then stellar and I hate "oh crap" button powers. EMPulse is like the best aoe hold there is and it's not even in a primary


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Quote:
Originally Posted by Djeannie View Post
Thanks for the ideas behind that build. I was considering stuff like ranged defense or some melee defense for when you don't have time to get off the long cast of RI and are on a faster moving team but you have an interesting strategy here. I just couldn't find any decent sets for melee defense in the ranged damage sets etc..

I do have hasten on Djeannie to go with AM and was looking at some of the recharges you have listed. Purple sets are beyond me currently as they are still too expensive and I'm not filthy rich...yet

I've read by a few people that they say choking cloud isn't good for grav/rad but no reason as to why. I have used that on my test native to decent effect but of course having to get into melee range as a squishy can be fatal even with aoe holds.

Ever since the Devs gutted the aoe holds I find them less then stellar and I hate "oh crap" button powers. EMPulse is like the best aoe hold there is and it's not even in a primary

I hear you. It actually is possible to hit soft cap with a build for Grav/Rad, but the problem I fear you're going to run into is keeping up your endurance. You could consider the Mu PPP for Power Sink or one of the other +Endurance powers.

The Controller AoE holds are not as bad as they may seem. The nerf was to Recharge and Accuracy. Massive recharge and +accuracy powers or IOs make them very accurate and give them good uptime. The build I posted has the Recharge at about 61 seconds; with the highest level Spiritual alpha boost, that becomes about 46 seconds if I'm doing my math right. With Power Boost in play that actually makes your AoE hold figuratively perma (duration 44 seconds) although you would still only use it probably only one per group.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I hear you. It actually is possible to hit soft cap with a build for Grav/Rad, but the problem I fear you're going to run into is keeping up your endurance. You could consider the Mu PPP for Power Sink or one of the other +Endurance powers.

The Controller AoE holds are not as bad as they may seem. The nerf was to Recharge and Accuracy. Massive recharge and +accuracy powers or IOs make them very accurate and give them good uptime. The build I posted has the Recharge at about 61 seconds; with the highest level Spiritual alpha boost, that becomes about 46 seconds if I'm doing my math right. With Power Boost in play that actually makes your AoE hold figuratively perma (duration 44 seconds) although you would still only use it probably only one per group.
From what I recall the duration got severely curtailed too, on top of added recharge to keep them from being perma cast, which I can understand but I feel the developers went way overboard. A 4 min recharge with a duration of 15 seconds is horrific. They could have left the duration at 30 seconds and just upped the recharge to 4 min like they did but they always overnerf and then years later go...OOPS and un-nerf stuff....way after people stopped playing the AT and said AT then has gotten a bad rap as it were (see electric armor, trick arrow, etc... ).

As you mentioned you can work around it as you did in your build with insane costs in sets, which the game isn't supposed to be balanced around. I DO like how you worked this out and it has given me some ideas for sure!

I just remember some time ago in the controller & corruptor forums people were talking about getting 30%ish defense to specific types for survivability and was wondering if that's still viable, though maybe your idea of mega-massive recharge is the way to go to just perma aoe holds and stuff. I'm thinking more task force oriented then solo here...


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Quote:
Originally Posted by Djeannie View Post
From what I recall the duration got severely curtailed too, on top of added recharge to keep them from being perma cast, which I can understand but I feel the developers went way overboard. A 4 min recharge with a duration of 15 seconds is horrific. They could have left the duration at 30 seconds and just upped the recharge to 4 min like they did but they always overnerf and then years later go...OOPS and un-nerf stuff....way after people stopped playing the AT and said AT then has gotten a bad rap as it were (see electric armor, trick arrow, etc... ).

As you mentioned you can work around it as you did in your build with insane costs in sets, which the game isn't supposed to be balanced around. I DO like how you worked this out and it has given me some ideas for sure!

I just remember some time ago in the controller & corruptor forums people were talking about getting 30%ish defense to specific types for survivability and was wondering if that's still viable, though maybe your idea of mega-massive recharge is the way to go to just perma aoe holds and stuff. I'm thinking more task force oriented then solo here...

Generally speaking, if you're going to invest in a build and not planning to soft cap (hit about 45% defense to a position) it's better to build for Recharge. Arguably, adding Recharge to your build has more effect at low values than at higher. So if you're just looking to purchase some set pieces to make your character better, I would go for Recharge over Defense.

The builds you see that have amazing defenses typically also have a source of +Recovery or endurance to allow them to keep their toggles running without interfering with damage and mezz output. With Radiation you are going to run into endurance issues like a brick wall due to the cost of your running toggles. AM as slotted here is only +.767 end/sec. If you were to try to put Choking Cloud into the mix, combined with your other toggles you'd be running a huge deficit.

I have to admit I have never understood the praise heaped on EM Pulse. It's certainly not a bad power, but it's Recharge-to-up-time combined with its endurance suppression component make it about equal to the standard Controller AoE holds to me. I always take it, and always take the Controller AoE holds. I also think that in general is bad to look at any of the Controller powers as "oh s---" powers. In my experience Controllers who hoard their powers CREATE more "oh s---" moments than the ones who use them liberally and up front.

Here is a possible respec. The build is not perfect; it was made to be (somewhat) cheap. I probably would not build my character this way, because even for being a cheap build, soft capping still always has at least a moderate price tag.


Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Grav Rad Economy Def: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Crush -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(36)
Level 2: Gravity Distortion -- Dmg-I(A), BasGaze-Rchg/Hold(9), BasGaze-Acc/Hold(11), Dmg-I(17)
Level 4: Accelerate Metabolism -- RechRdx-I(A), P'Shift-EndMod/Rchg(5), Efficacy-EndMod/Rchg(5), RechRdx-I(36)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/Rchg(9)
Level 8: Crushing Field -- Posi-Dam%(A), EndRdx-I(13), ImpSwft-Dam%(15)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(17)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(25)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Combat Jumping -- DefBuff-I(A), DefBuff-I(31)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 28: Maneuvers -- DefBuff-I(A), EndRdx-I(40), EndRdx-I(50)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(40), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(46)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(46)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Energy Torrent -- HO:Nucle(A), Posi-Dmg/EndRdx(45), Det'tn-Dmg/EndRdx(45)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Power Boost -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(3), P'Shift-EndMod(3)
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 24.88% Defense(Energy)
  • 24.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 31.75% Defense(Ranged)
  • 8% Defense(AoE)
  • 27.5% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 4% Enhancement(Heal)
  • 21% Enhancement(Accuracy)
  • 5% Enhancement(Held)
  • 17% FlySpeed
  • 34.34 HP (3.376%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 6.9%
  • MezResist(Immobilize) 4.7%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 11% (0.184 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 12.52% Resistance(Fire)
  • 12.52% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 17% RunSpeed



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Posted

Hey there. Thank you for taking the time to answer my queries on the subject. As funny as it is the main character types I enjoy playing in CoX have been tanks, scrappers, controllers, corruptors, masterminds and veats. I've dabbled in all the others but haven't really found a combo that was OMGYEAH!

I'm pretty rusty on playing a controller recently and Djeannie on test is still around L40ish or so (test native) whom I soloed for about half or 2/3 of the way to her level on test...back when you could 6 slot damage in a power if you really wanted to and ED never existed heh 3 singuarities at all times, 6 slotted recharge in hasten .

I used to have choking cloud on test some years ago and I did like it though I think I had at least 2 end red in it on top of at least 2 end red in my other toggles too and I remember how endurance intensive it was back then :/

I've never tried to soft cap a controller/corruptor type character before so the feedback you've given me has given me a lot to think about if I should even try that or keep going with recharge. Djeannie on live is currently around L35ish but I don't play her very much as I need to respec her and put some money into sets for her as SO's just don't cut it. I always seem to pick the nasty endurance heavy builds too bs/sd scrapper, ice/dark corruptor, grav/rad controller, widow veat, stone/inv tank...

Thanks again for the feedback and sample builds. Gives me something to work off of and things to look in to.

EDIT: As to EMPulse. I like it because it reminds me of how the old aoe holds used to be....with 2x the duration of the holds today for only a little more recharge time. 300 seconds compared to 240 seconds. Also it's accuracy is higher then the main controller aoe holds and the endurance thing never was a big issue as you can still pop blues if needed...never really noticed it with AM running. it's SO much better then the current primary controller holds, well grav's to say the least.


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh