new to trolling


Amy_Amp

 

Posted

hey guys, im not much of a support type player, i prefer to be the meat shield but i was wondering if you Trolling genius's could take a look at my stone/rad build. I dont hav alot of funds (ive used alot on my ELA/SS tank) but would like to get a decent troller going for the end game content... i figure a support toon would be nice for a change of pace thanks in advance... here is my build so far


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I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted



I'll wait a bit and check back to see what I can learn here.


Comic and Hero/Villain Culture
Saturday January 29th, 2005 (12:37 PM) ~ Monday August 9th, 2010
Those Who Lived It Will Remember Long after your Ban Hammer Crumbles and the servers flicker dead.
We Will Remember This One Moment In Time! ~ Shadow Ravenwolf

 

Posted

I don't have access to Mids at the moment, so your build looks like a block of nonsense to me . . . It helps to post the actual build instead of just the data chunk since some people look at the forums at work or other places where they can't use Mids.

My Earth/Rad guide is a little out of date (link in my sig) . . . I haven't updated it for IO sets and Incarnate yet. My Ill/Rad guide is current (it has been more popular), so the IO sets on the Rad section should be helpful.

Still, the guide has a ton of good information, including strategy tips. If you are used to playing melee types, you should learn that an Earth/Rad is definitely NOT a melee type. Earth/Rad is low damage, but one of the best ranged AoE controllers in the game (Earth/TA has more ranged AoE control, but is less flexible.) The strength of the build is as a ranged AoE controller, mainly using three ranged AoE controls and your buffs and debuffs to help the team defeat foes more quickly while taking minimal damage. The three AoE controls are: 1) Stalagmites+Stone Cages (+ Quicksand); 2) Earthquake (+ Quicksand); 3) Volcanic Gasses (+ Quicksand). You might see a little bit of a theme there regarding Quicksand. It provides back-up control with a huge 25% Defense Debuff underneath all your other controls.

One nice thing about this trio of controls is its flexibility. Three different types of control means that even if a foe resists one kind, you have two others that can get that foe. Stalagmites+Stone Cages is your best "instant" opener, but Earthquake and Volcanic Gasses are better at controlling Bosses and creating choke points.

An Earth/Rad needs to be careful about the amount of aggo he or she pulls, because the AoE controls can result in a lot of ranged damage. On teams, I generally wait for the tank to do his/her thing and draw the aggro before letting loose with the AoE controls. (Both EQ and VG take a second to take effect, so the foes will take shots at you unless the aggro is directed elsewhere.) Solo and small teams, Invisibility plus your pet, "Rocky," can let you draw Rocky into being your tank so that you can then back off and use your AoE controls.

The IO bonuses that will do the most good are Recharge and some Ranged Defense. Rad uses a lot of endurance, so Recovery is always good, too. I like to have Superspeed + Celerity Stealth IO for Invisibility and fast movement. I actually don't have that much Ranged Defense because I tend to play more of a "pure" controller -- trying to control foes instead of relying upon Defense. Damage is generally a low concern, but in the high levels with your pet and the APP damage powers, you can do decent damage.

There is a fair amount of flexibility in the build, with a number of powers that are skippable but useful depending upon your playstyle. Stone Prison is useful as a damage power if you want to solo. Salt Crystals is a skippable PB AoE Sleep (looks cool, though) that can be useful solo and small teams, but is mostly worthless on large teams. Choking Cloud is a PB AoE toggle hold that uses a ton of endurance and slots -- not ideal for a controller who stays at range, but some folks feel that Choking Cloud + Volcanic Gasses or Earthquake is great control. Fallout is very situational and Mutation is a nice-to-have luxury. You can fit in other pool powers if you want. You can make a high defense build if you want. You can make a team buff build with all of the Leadership pool and Recall Friend.

When posting a build, you may want to explain your goals: Team-focused controllers who doesn't worry about damage? A character who can solo as well as team? A character who gets in the middle of the action? or one who stays back to control from range? Or just a general purpose build that is inexpensive and can do a little bit of it all?


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

A couple of comments for you OP.

  • Fossilize is under slotted. This is a power that will serve you even at 50. It deserves more slots.
  • Not as critical but IMO RI should get more EndRedux. In a prolonged fight you will be sucking wind.
  • EF I would recommend dropping the extra EndRedux and the Ranged Enhancer
  • If you plan on running Hover all the time I would look at slotting it another set with more Def/EndRedux. Also be aware that Hurl Boulder requires you to be on the ground and cannot be activated while hovering.
  • Recommend reslotting Stalagmites with two of each of the following. Accuracy, Recharge, Stun. For as infrequent as its up the damage is pathetic. You are better off slotting it as a control.
  • I don't know why you would need Mutation slotted with so much RechRedux, but IMO those slots would serve you better else were. Earth is one of the better sets at locking enemies down completely. No one should be dying so frequently.
  • Chocking Cloud will require more EndRedux if you plan on running it all the time its somewhat of an EndPig. Personally I would drop CC altogether. Earth/ can lock mobs down at a distance no need to engage at close range.
  • Animated Stone is tough and permanent, the sixth slot can be used elsewhere or for the other pet defense IO.
  • Fallout is typically a skipper power. Its AoE is so small and requires teammates to die. Again no one should be dying that frequently with an Earth/ on their team.
  • If EM Pulse is there as an emergency power I would recommend slotting it with Accuracy vice Recharge. You want it to hit when you need it most.
  • Hurl Boulder (See Hover comment)
  • Rock Armor should run cooler. Recommend Slotting with other set that gives more End Redux.


 

Posted

Cheers for the advice, I had fair idea of what to do but wasnt sure on where id wasted slots. I knew id made bad choices in there wen I get home ill revise my build and try and tweak it some more. Again ty for the help so far it is highly appreciated


P.s local man, im just looking for an all rounder average team support toon cheers guys


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
A couple of comments for you OP.

  • Fossilize is under slotted. This is a power that will serve you even at 50. It deserves more slots.
  • Not as critical but IMO RI should get more EndRedux. In a prolonged fight you will be sucking wind.
  • EF I would recommend dropping the extra EndRedux and the Ranged Enhancer
  • If you plan on running Hover all the time I would look at slotting it another set with more Def/EndRedux. Also be aware that Hurl Boulder requires you to be on the ground and cannot be activated while hovering.
Agreed on Fossilize. It's just there unslotted right now.

RI does fine with the end reduc you have in it. My Ill/rad currently has no end reduc in it, but I haven't done sets for that power either.

EF is ok with two slots for end reduc if you are aiming for level 50 common IOs. If you do lower level ones, ie 35, then three slotting it will be better.

For Hover, Stalagmites also requires you to be on the ground.

I would take Quicksand over Mutation, or CC. Stealth is overslotted and a wasted power really. Find your recharge bonus elsewhere. The def it provides is vastly negated as soon as you attack and I assume you plan on leaving it on due to the end reduc. Nice idea on paper. Bad idea in reality.


 

Posted

Here's a build I threw together quickly. I'm sure it can be improved, but it should give you an idea of how I would suggest you slot things. I was aiming for a somewhat cheap build, so there are no purples. The Basilisk Gaze and Luck of the Gambler are expensive, but they can be easily earned with Hero (allignment) merits. It is a somewhat moderate build, with good but not great defense to S/L, pretty good Recharge. With some work, you could either softcap the S/L defense or get it to perma-Hasten and perma-AM.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!
Brown Dirt Cowboy: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(7), Thundr-Acc/Dmg(40), Dmg-I(40)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(34)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-EndRdx/Immob(21), TotHntr-Dam%(29), Posi-Dam%(31)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(21), Achilles-ResDeb%(46)
Level 6: Quicksand -- RechRdx-I(A), ImpSwft-Dam%(17)
Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(23), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Acc(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(27), RechRdx-I(27)
Level 14: Super Speed -- EndRdx-I(A), Clrty-Stlth(29)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(46), RechRdx-I(50)
Level 22: Mutation -- RechRdx-I(A)
Level 24: Recall Friend -- Zephyr-ResKB(A)
Level 26: Volcanic Gasses -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-Rchg/Hold(36), G'Wdw-Dam%(37), Lock-%Hold(37)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(33), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(34)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Knock%(45), HO:Nucle(46)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(50)
Level 4: Ninja Run


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LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
It is a somewhat moderate build, with good but not great defense to S/L, pretty good Recharge.
I would like to add to this thought here for the benefit of the OP. There is a point where your defense is "good enough". This build Local provided with ~35% is right there. Considering your budget is limited on what type IOs you can purchase I think you'll end up gimping the build if you try to go for more at this point....or at least until you know for sure what you want the hero to focus on.

As always YMMV.


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
I would like to add to this thought here for the benefit of the OP. There is a point where your defense is "good enough". This build Local provided with ~35% is right there. Considering your budget is limited on what type IOs you can purchase I think you'll end up gimping the build if you try to go for more at this point....or at least until you know for sure what you want the hero to focus on.

As always YMMV.
I agree that it is good enough . . . between controls and the ToHit Debuff in RI and your heal, 35% should be enough defense. Some people like to play their controllers like Scrappers/Tanks, and those folks seem to want to hit the softcap . . . but that's not what controllers are supposed to be.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Different builds, different players. Personally, I'd be looking at staying ranged. Slash/Lethal defense is pretty good and 35% is nothing to sneeze at, but the way I play I typically prefer Ranged defense with Slash/Lethal resistance instead of Slash/Lethal defense with nothing to back it up. Maybe I'm too twitchy, but I find myself pulling aggro constantly, and near-capped Ranged defense with some resistance to soak up the alpha makes a huge difference in my survivability given the short range on Rad's toggles. And since it's Rad, I find the Psi APP and its ability to keep your toggles running very attractive (although the new mezz protection incarnate power could change that.) As a bonus, Psi defense is around 43% as well.

Sample of how I might do it below, based loosely on my 51 Ice/Rad character, meshed with previous posted builds. You'll note that I had to give up some powers to do it. It has been worth the trade for me on other characters, may or may not be for you; because of my trigger finger, if I were to try to drop defense in order to kit out more, I'd just spend more time dead.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Brown Dirt Cowboy: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(7), Dmg-I:50(9), Thundr-Acc/Dmg:50(40)
Level 1: Radiant Aura -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(15), Numna-Regen/Rcvry+:50(23), Numna-Heal/Rchg:50(31), Numna-Heal:50(31), Numna-Heal/EndRdx/Rchg:50(34)
Level 2: Stone Cages -- EndRdx-I:50(A), Acc-I:50(3)
Level 4: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(5), DarkWD-Rchg/EndRdx:50(15), DarkWD-ToHitDeb/EndRdx:50(21)
Level 6: Stone Prison -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(21), Thundr-Dmg/Rchg:50(29), Thundr-Acc/Dmg/Rchg:50(50)
Level 8: Accelerate Metabolism -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(9), RechRdx-I:50(23)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Stalagmites -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(13), Stpfy-Stun/Rng:50(25), Stpfy-Acc/Stun/Rchg:50(27), Stpfy-KB%:50(27)
Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(31)
Level 16: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(17)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(19), DarkWD-Rchg/EndRdx:50(19), DarkWD-ToHitDeb:50(43)
Level 20: Lingering Radiation -- Acc-I:50(A), RechRdx-I:50(40)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), DefBuff-I:50(25)
Level 26: Volcanic Gasses -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(36), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(37)
Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(46)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Acc/Rchg:40(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
Level 35: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def/Rchg:50(37), RedFtn-Def:50(40), RedFtn-EndRdx:50(43), RedFtn-EndRdx/Rchg:50(46)
Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(39)
Level 41: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx/Rchg:50(42), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(46)
Level 44: Indomitable Will -- LkGmblr-Rchg+:50(A), RechRdx-I:50(45), RechRdx-I:50(45), RechRdx-I:50(50)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Mind Over Body -- ResDam-I:50(A)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(29)
Level 4: Ninja Run

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Posted

Quote:
Originally Posted by Local_Man View Post
I agree that it is good enough . . . between controls and the ToHit Debuff in RI and your heal
...and practically having a tank post 32.

Quote:
Originally Posted by Local_Man View Post
Some people like to play their controllers like Scrappers/Tanks, and those folks seem to want to hit the softcap . . . but that's not what controllers are supposed to be.
I added to your original post precisely for the reason that the OP is coming from a Tank background. Even though functionally Controllers and Tanks serve a similar primary purpose of "aggro management", they each accomplish this through vastly different means.

@Tex You bring up a good point and an alternate build.

My problem with Ranged DEF only is that you can easily get creamed by heavy AoE mobs like the Council. Ideally I would prefer to go Ranged and AoE DEF. Post the BotZ nerf, achieving DEF in both R/AoE is difficult to accomplish while maintaining a balanced functional build.

In my experience S/L Def has proven to be more reliable in offering a broader spectrum of protection on characters that have no native defense. I imagine the OP selected /Stone Mastery out of concept (making S/L DEF easier to achieve), though this was never clearly stated. Like you said different strokes for different folks.

Edit: for Ice/Rad I agree that it's probably more effective to go with Ranged DEF since anything within 25ft of you is neutered.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
Agreed on Fossilize. It's just there unslotted right now.

RI does fine with the end reduc you have in it. My Ill/rad currently has no end reduc in it, but I haven't done sets for that power either.

EF is ok with two slots for end reduc if you are aiming for level 50 common IOs. If you do lower level ones, ie 35, then three slotting it will be better.

For Hover, Stalagmites also requires you to be on the ground.

I would take Quicksand over Mutation, or CC. Stealth is overslotted and a wasted power really. Find your recharge bonus elsewhere. The def it provides is vastly negated as soon as you attack and I assume you plan on leaving it on due to the end reduc. Nice idea on paper. Bad idea in reality.
In the context of your build I'm sure points two and three are probably true. Considering the build presented by the OP those slots would probably benefit his build more in Stamina and AM. My Elec/Rad runs with one and two EndRedux respectively but one would expect that combo to have no endurance problems whatsoever.

I agree entirely with your other comments especially the recommendation for QS.


 

Posted

Quote:
new to trolling
It's easy, just make the most nonsensical posts you can muster up, and follow it up with personal attacks and hyperbole.


Oh....you didn't mean kind of trolling. Sorry, I can't help much there


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.