Carnifax

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  1. [ QUOTE ]
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    Nice build. Only thing I would change is to slot nothing in Inhernet - there are other Enchancements that would be more useful by not putting it in Inhernet powers.

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    Nice try IM. Seems you've actually listened to people...just too bad Carni actually hasnt slotted his inherents

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    To be fair, he has. A stealth in sprint .

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    Slotting would suggest more than the default slot.

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    Not even IM could be claiming that my build would be better if I didn't put Enhancements into the default slots of the inherents.

    Although I wouldn't bet much money on it

    And cheers Okton. Thing with TA is its a late bloomer. 3 of the first 5 power suck absolutely, 2 are average (even Glue Arrows -Recharge is weak compared to Snow Storm and its got a bizarre way of working, its an Anchor Power with a 30 second recharge and 30 second debuff).
  2. Carnifax

    EM Pulse

    EMP is the longest duration and biggest player AOE hold in the game. Yours won't be as uber as a Controllers but its still a very decent hold.

    The damage vs Robots isn't that much though. About normal for an AOE I'd have thought?

    Watch out, it stops End Recovery too, so drop your toggles when you fire it off or they'll drain your End.

    With IOs you can almost max it out with 4 Acc/Recharge/Hold IOs.
  3. Carnifax

    Recharge debuffs

    Yep, thats where it appears, on the Enhancements listed under a power. Do you have +Attack Rate or +Recharge listed as well?

    As far as I knew its just a Text error and the actual effect is just to boost your own attack rate for that power. Be great if I was wrong though!
  4. Carnifax

    Recharge debuffs

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    (pst not many people know this but if you slot slow/recharge IO's into oh i dont know lingering radiation you can actually enhance the "lower attack speed". Iv done it on my troller so give it a go)

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    This isn't the labelling bug is it?

    IOs which boost Attack Speed (+recharge) are currently incorrectly labelled as slow Attack Speeds in the enhancements screen

    Its only a Text Error though as far as I'm aware.

    The only way I know of to boost -recharge is to use the -recharge PROCs in Slow & Sleep powers.
  5. Dark/Sonics solos fairly well and is fun to play.

    Dark/Rad Blast is a lot of fun too but works better on teams for the sheer AOE debuffage. I've both around level 20 now.
  6. Carnifax

    Recharge debuffs

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    I'm sure a lot of /cold builds etc debuff right down to base value


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    I heard Serophinas sonic/cold corr two-hits the opponent to the -recharge cap. I dont even know what that cap is so I cannot comment (Although Ive dueled the aforementioned corrupter and I would be willing to accept the statement, heh)

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    Cap is 25% I believe. And 10% for Run speed. I assume you add set & haste bonuses and subtract -recharge powers to figure the final figure out. A TA Controller can stack about -45%. A TA/Psi Defenders would probably cap fairly easily.

    (yikes, I answered something in the PvP forum... *legs it*)
  7. Another 50?

    Sweet divine Jebus!

    Grats Psy!! Next I think you should play a Defender with only Pool Powers. That might slow you down a bit
  8. I just went for Short Circuit really on my Kin/Elec. Once I get IOs and Fulcrum Shift to boost my damage I reckon Ball Lightning could take some too. Single targets I'm not so sure of, I've Transference for single-target draining.

    With Power Build Up its certainly worth it later on. Whats your primary?
  9. [ QUOTE ]
    Enjoyable guide Carni

    TA is very nice set which is unjustified much underappreciated. Also think with grav you picked good primary with it indeed. Sing not being effected by the slick so much and wormholing feasts on top of EMP arrow/disrup arrow/slick.
    Slapping procs in slow recharging powers like e.g. glue arrow is a bad idea though; waste of inf and precious slots. In AoE immob like your crushing field they are glorious though!

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    I agree with you somewhat on Procs in Slow recharging powers, but I'm addicted to them slightly (I used to have one in Ice Arrow which was totally pointless). With EMP I just liked the idea. EMP has such a wide AOE and was maxed out anyway so I just threw it in there.

    With Glue I liked the idea of the Recharge PROC to max out the potential -recharge. Really its like adding some new -Recharge Enhancement which follows Schedule B to the power which is more worth it as slotting for Increased Attack Speed (+recharge) or -Run Speed IMO.

    I wouldn't really waste extra slots on it though. (you're right, they are precious). On the build above I did but I think I was going for the Set bonus too for some reason. Actually, why'd I put an Acc/End in it at all? Idiot!

    Other useless PROCs i've tried were an Immob PROC in Wormhole (why bother when Crushing Field is always the next attack anyway). I toyed with the idea of a Stun one somewhere but the 2% chance is too laughable, even for me.

    Crushing Field I had on auto-cast last night for Invasion Raids. There was a battle at around 11:30 in Atlas and it was just fabulous, especially backed up with Fireballs, Disruption Arrows & Oil Slicks.

    IM, I know. I'm really sorry and promise not to do it again...
  10. [ QUOTE ]
    Well I liked the guide. There are sometimes certain elements to peoples guides I dislike which makes me go off but yours didnt have any of them.

    One thing I think people worry about too much is redraw, sure it is annoying to keep seeing but I think the animation = cast + redraw anyway, although I could be wrong and so I bring it up. What I do see is a lot of weapon attacks lacking in fluidity with a attack stop pose, attack stop pose, type thing to them. I think Back Alley confirmed it, at least thats how I understood it.

    In the text of Glue Arrow and in the text of Oil slick (of the top of my head) it states the recharge slots effect attack rate, well in a "over time way". I am thinking "providing you use it". It could say that the recharge slots effect "recharge time" of oneself like most other powers for less confusion, but it says "attack rate" (I should go on game and confirm this) but the power I think doesnt -rechg anymore with as it does without slots without an over time factor. Some say slows aint worth it in glue arrow but they do carry on slowing the enemy after the glue effect has gone and with -90 run speed effect there is no point using that on the same group twice. 2 slows can be better than 2 rechg, 3 rechg can be better than 3 slows and all visa versa.

    Powers are more valued to some sets than other sets, and even then depending on who you team with, but I think you made the right choices as to what works with your gravity and I shall be borrowing some of your slotting decisions an all.

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    Hi Shannon, cheers. Yes, you're right. Theres a bug with the Text when you slot Recharge Enhancements into Oil & Glue Arrow alright, it claims you are boosting Slow Attack speed. Its only textual though, the recharge rate of the attack is boosted. I forgot to list that bug in their descriptions (darn that Edit time limit ).

    Slow Enhances never affect -recharge, just Run speed, which is why I rarely slot for them, theres lots of Immobilse moves in the build anyway. (Carni slots for it in her Illusion/Storm because I've no immobs).

    After messing with Mids character builder last night I reckon the -recharge proc and damage proc are a great idea for Glue Arrow. If only I had a few more slots
  11. Theres little point slotting Smoke for Accuracy Debuff, its not very much (5% or something) and you can spend the slots elsewhere. I use Smoke simply to position my imps.

    I'd also get Flashfire at 12 and Hotfeet nice and early too, its a costly move End-wise but worth it.

    Cinders is also worth it nowadays with IOs floating about IMO, you can max out Accuracy, Hold and Recharge fairly easily.
  12. [ QUOTE ]
    Had a look in IE, which to my amazement does do a better job...nice guide!

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    Get Opera. That way you won't feel unclean

    Weird that the same bug came up twice in one week for me though. Maybe I should go rant on some Firefox forum somewhere.
  13. [ QUOTE ]
    Imported it in IE and notepad-edited it slightly to get it to work in Mid's builder.


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    Excellent. Cheers Maels. Much appreciated.
  14. [ QUOTE ]
    Carni, I suspect this is a very good guide, but in it seems to have broken the line break mechanism and on Firefox it needs a browser > 1024 pixels wide.

    Meaning it can't be read on an "averageish" monitor without scrolling left and right across every single line, which is a bit painful...

    Any chance you could put this right, if edits are still allowed?

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    Hmmmm. Sorry. I reckon its the uncompressed import data.

    And its too late to undo.

    Opera (and IE) seems to handle it better. Oddly I had exactly the same bug here as part of work with really long URLs. Firefox doesn't line-break after ?, the other browsers do.

    Bridger, sorry to be a pain, would you mind editing my Data Import post and removing the datachunk? I'll add a Firefox friendlier one this evening.
  15. Not sure what I'm doing wrong with it, no matter how much I update the final posts Data Chunk fails. It works during editing, I must be doing something thick. Here's the uncompressed version.

    Copy & Paste this data chunk into Mids' Hero Designer to view the build.
    --------------------------------------------------
    [Removed at poster's request, Bridger]
  16. Welcome to my guide for Gravity Control / Trick Arrow. This guide details on of the more obscure and fun builds out there.

    History:
    I started Quantum Arrow, my Grav/TA, last August after seeing a Power Levelled Grav/Trick Arrow on my Pick up Group one night. He hadn't taken any of his Arrows and when asked him why he said "Because they don't do any damage". Afterwards I got looking at the powers available to both sets on Red Tomaxs site and was tempted to play one. Quant is now level 44 and he's a blast to play.

    Strengths and Weaknesses:
    Your main strength is the fact you're a purely ranged Controller. You don't need to get in close to trigger off Point Blank Area of Effect (pbaoe) powers, you can stay out of the main fracas and lob Controls and debuffs in. You get two good ranged AOE holds, 2 holds, an AOE TP Foe & Stun and three immobilises for stacking on bosses and Archvillains. Your pet also has a hold, an immob and a Knockup attack (Gravity Distort, Crush & Lift) and isn't shy about spamming them.

    Gravity is consider one of the weaker Control sets, especially earlier in the game. This is balanced by decent single target damage. Trick Arrow counters this nicely giving you extra ranged holds, immobilises & slows making you a great early game counter vs bosses and lieutents.

    Both Gravity and Trick Arrows holds and immobilises have a secondary slowing effect too. This means even if you hit a boss (or Elite Boss, or Archvillain) but don't hold him he'll still be slowed. This is also very useful in PvP as you can quickly stack 4 moves all with a slow secondary effect, plus Glue Arrow.

    Gravity has decent Single Target Damage with Propel, Crush and Lift available. Combined with a controllers Containment ability, where any Held, Stunned, Immobilised or Slept foe takes double damage from your attacks, this gives you a decent punch early in the game.

    Later in the game your Smashing Damage starts to be resisted more. Your -Resisance powers, Acid and Disruption Arrow, will help counter this a bit. At level 35 you get Oil Slick Arrow, which can be ignited by an Energy or Fire source and does massive AOE fire damage (again Disruption & Acid Arrows raise this even more).

    You are pretty Endurance light with this build. You may need Stamina, but you won't need at ASAP at 20. With IOs I happily dropped the Fitness Pool using +recovery set bonuses instead at about level 35 onwards.

    You also have two of the funnest powers in the game with Propel & Wormhole. Propel not only does decent damage it also lobs a random item at the foe. This can be anything from a car to a toilet. I defy anyone to not smile when you smite a boss with a flying toilet and knock them into next week. Wormhole is an AOE TP & Stun and opens up a lot of positional options to you, from grabbing an extra aggroed spawn away from a Blaster about to die and plonking them into your Earth Controller teammates Earthquake patch to bunching them nicely in a corner so you can flambe them all with Oil Slick and Fireball its a really satifying power. You can also use it to annoy Shielders tanking Warshade which is just a bonus.

    Weaknesses:
    Your primary weakness is a lack of defenses. You don't have any shields or auras, no meaningful accuracy debuffs and few damage mitigation tools. You also have no heal at all. This makes you vunerable, especially solo. Your main defense is Control.

    Lock down the biggest threats and don't be afraid to use your immobilises & retreat to divide and conquer large spawns. Kiting is a great tactic for this build. Use Immobs to keep enemies out of range, or keep meleers like Power Tanks away from you and blast them with Crush & Propel. Immobilising & breaking line of sight lets you thin mobs out safely whilest you hold and smash their mates.

    Later in the game your pet makes a great tank and helps to take the heat off you. Don't be afraid to run thru or into the Singularity and let his Repel and attacks take the aggro (watch out for AOE attacks though).

    The Medicine Pool also helps you a fair bit if you can squeeze it in, especially when soloing or on a small team. You'll never be the team healer, but you can certainly keep yourself and fellow squishies running.

    I9 and PROCs:
    One of the fun things Issue 9 brought in was Proc enhancements. PROCs have a chance of adding an effect to yourself or the target of a power every time it is cast. The %chance varies, as does the effect. With Grav/TA you have a large number of AOE Powers that can benefit from Damage & -Recharge PROCs. Combined with other Set IOs you can buff a power as well or better than with SOs and have a chance (usually 20% with the ones I've picked here) of extra damage or -recharge.

    And now on to the powers
    Gravity Control:
    Crush:
    Crush is your first Single Target Immobilise. It does more damage than Lift (around 50% more) but is damage over time (dot) and doesn't provide the Knock-up soft control that Lift does. However I prefer it for the damage and the fact that an Immobilsed enemy takes Containment damage. Unlike most Immob powers Crush doesn't prevent Knockback/knockdown. Therefore it works well with Oil Slick or other knockdown powers like Ice Slick or Earthquake.

    As noted above it also does a Slow effect if it hits but doesn't immob (if used against Bosses or above). This is a nice little side effect.

    I'd slot with 1-2 Accuracy and 3 Damage with SOs. With IOs I went with 2 Thunderstrike (Acc/Dam & Dam/Recharge), 2 Devastation (Acc/Dmg & %Chance to hold PROC) along with a Damage non-set IO or SO.
    At level 50 Nucleo HOs (33% to Acc&Dam) are great here too.

    Rating : 4

    Lift:
    Lift is your other starting choice with powers. Personally I don't like it as much because it does less damage than Crush and doesn't set up Containment. The Knockup can be a very handy form of soft control but I preferred to take Crush and Propel. I would slot with the same slotting as Crush if I was taking it however. 1-2 Accuracy and 3 Damage with SOs. 2 Thunderstrike (Acc/Dam & Dam/Recharge), 2 Devastation (Acc/Dmg & %Chance to hold PROC) 1 Damage non-set IO or SO. At level 50 Nucleo HOs (33% to Acc&Dam) are great here too.


    Rating : 3

    Gravity Distort:
    Your first hard control power Gravity Distort is a standard single target hold. This is your bread-and-butter power. Unlike Crush it does prevent Knockback on the target for 10 seconds after casting. This makes it a good one-two with Propel when you don't want the target to fly backwards. Gravity Distort -> Crush -> Propel is your standard attack chain for disabling and squishing a target.

    Slot-wise I'd go 2 Accuracy, 2-3 hold and 1-2 recharge according to tastes. With IOs I wanted the extra 2.5% Endurance from Ghost Widows Embrace so I went Acc/Rech, End/Hold, Acc/Hold/Rech, Chance for Psionic Damage along with 2 Paralytic (Acc/Recharge & Acc/Recharge/Hold). At level 50 Endo HOs (Acc/Mez) are great here, as are Nucleos.

    Rating : 5

    Propel:
    One of the reasons to be a Gravity Controller. This is a slow but powerful ranged attack with a shorter range than the previous 3. Basically it lobs a random item at the target doing high Smashing damage. Combined with Containment this is a great power and lots of fun. The attack does Knockback so prepare with Crush or Gravity distort depending on whether you want them flying backwards or not. Its a very slow power to activate so I tend to use it more solo. In teams I use it on locked-down bosses (Ice Arrow, GD, Crush & Propel).

    Slotting: 4 slots, 1 accuracy & 3 damage. With IOs I have 2 Thunderstrike (Acc/Dam & Dam/Recharge), 2 Devastation (Acc/Dmg & Acc/Dam/Rech). At level 50 Nucleo HOs (33% to Acc&Dam) are great here too.

    Rating 3 (usefulness), 5 (fun) so 4 overall

    Crushing Field:
    Crushing Field is an AOE Immobilise power that does minor DoT. Its power that can get you killed easily at the lower levels by gaining you lots of aggro. However it gels well later in the game combining with Wormholes Stun to act as a ghetto-hold. Also as with Crush it doesn't prevent Knockback/Knockdown so works very well with the slippyness of Oil Slick. Things will fall over but cannot escape the flames. Also the Damage Debuff of Oil Slick means this will hit better. I waited until level 24 to take this in preperation for Wormhole.

    Slotting: This power gains a lot from IOs. It takes Slow, Immob & Targetted Damage IOs and each of these has a Damage Proc. Therefore I 5 slotted this with : Posi Blast 20% NRG Damage PROC, Impeded Swift 20% Smash Damage PROC, Trap of Hunter 20% Lethal Damage PROC, Trap of Hunter Acc/End, Posi Blast Acc/Recharge/End making it a great spammable AOE attack power on teams.

    Rating 3

    Dimension Shift:
    The only power I've never tried in Grav, I hate the idea of this basically. It renders the targets intangible for its duration. You can't affect them, they can't affect you. Could be occasionally handy if theres a "Uh-oh" moment I suppose but thats pretty rare I find.

    Slotting : Accuracy & Intangible I suppose?

    Rating 1

    Gravity Distortion Field:
    Gravity Distortion Field is an AOE version of Gravity Distort. Its also ranged, unlike many other AOE holds, which makes it a great opening move. Like GD it also prevents Knockback for 10 seconds. Its a low duration, low accuracy, long recharge power nowadays but Inventions are its saviour.

    Slotting : Accuracy, Recharge and Hold are all important with this power. With SOs I'd go 2 Acc, 2 Hold, 2 recharge. But IOs really make this power shine and once the IO bonuses are higher than SO, around 28 or so, you should slot this with them. I go Paralytic Acc/Hold/Recharge, Para Hold/Range, Neuronic Shutdown Acc/Hold/Recharge, Essence of Curare Acc/Hold/Recharge, GW Embrace Acc/Hold/Rech and GW Embrace 20% Psi Damage PROC. Endo HOs (Acc/Mez) are great here too

    Rating: 5

    Wormhole:
    Wormhole is your second AOE mezz attack (worth getting). Its an AOE Teleport Foe combined with a Stun. You choose a target, click the power and choose a place for them to be TP'd too. The target and everyone close to him come flying backwards out of the landing place and Minions & Lieuts will be stunned. This is a very fun power and is very tactical. It does not need Line of Sight. So you can target a foe, run into cover and trigger it. Note it takes 2 seconds to trigger and the foe will be alerted in that 2 seconds. So you should be in cover to avoid an alpha strike when using this power. Its also a great tool for pulling mobs out of Rooms of Death.

    With the knockback I find Wormholing into a wall or corner works well, followed by Crushing Field to stop them wandering about and your AOE Debuffs. The Stun has a decent duration and the power is more accurate than GDF but the range to the target foe is short enough, so a Range Enhancement is handy. Its also fairly quick to recharge. You can also Wormhole stragglers into Oil Slicks, teammates Placeable AOE attacks, beside the Tank etc.

    Slotting:
    SOs: 2 Accuracy, 2 stun, 1 Recharge, 1 Range. With IOs I went Razzle Dazzle Acc/Stun/Rech, Razzle Stun/Range, Rope-a-Dope Acc/Stun/Rech, Rope Stun/Range, Stupefy Acc/Stun/Rech, Stupefy Acc/Recharge for two Recovery bonuses. Endo HOs (Acc/Mez) are great here too.

    Rating 5 solo, 4 on teams.

    Singularity:
    Singy is one the finest Controller Pets available (only PAs beat him IMO). He's a Controller in your pocket with his own Crush, Gravity distort & Lift attacks. He's heavily resistant to everything (60%) and ultra-resistant to Psi (90%). He has a Repel aura so anything that gets close gets knocked back and he's walk-thru so you can hide in him (eww) and be safe from most melee attacks. He's also unhealable, which is ok considering Pointy Sticks don't heal well but slowly regenerates his health.

    Singy is great to use as a door blocker when you're setting up a Wormhole, just position him the doorway, pick a target, run back out of LoS and Wormhole them into a corner. Anything missed will find it hard getting past Singy.

    Singy is slow moving but can Fly, which is one of the reasons I picked Fly as my Travel Power. You can both happily float about outdoors missions looking for Mission Objectives as oppose to having to unsummon him to move about in case he aggros the map (glares at his Fire Imps).

    Slotting:
    SOs: 1 Accuracy, 3 Damage, 2 Hold. The Damage & Accuracy boosts all of his attacks. If you wanted to use him as a Tank more often you could slot him with Recharges instead of Holds for positioning him (I use Recall Friend with a Range IO for this).

    With IOs I again went for +Recovery sets for my Staminaless build. Commanding Presense Acc/Dam & Acc/Dam/End, Blood Mandate Acc/Dam & Dam. With the last two slots mix and match between Hold IO, Recharge IO &/or Soverign Right Resist Bonus to stack with his own resistances depending on what you'd like him to do. I'm not sure if/what HOs Singy could take.

    Rating: 5

    Trick Arrow:
    Trick Arrow is a late blooming set really. 3 of its powers feel like the Devs ripped apart Freezing Rain (and added Burning goodness). Its debuffs don't really match other sets like Storm, Rad or Dark but they are quick to recharge, can stack and tend to have low endurance costs since they aren't toggle powers. The extra hard control Trick Arrow offers stacks really well with Gravity Control and lets you hold down entire mobs, including the bosses, easily. The last two powers are easily its finest.

    With Trick Arrow you can suffer from weapon redraw where you have to pull your bow out before firing a power. I find chaining Trick Arrow moves a great way of minimising this. Aim to fire off a few Trick Arrow attacks in sequence rather than a TA, Grav, TA, Grav etc.

    Net Arrow:
    Another Single Target immob. This does no damage, unlike Crush, but you're stuck with it. Very early in the game I found it a useful Kite & Contain power verus low-ranged foes (like Shotgun wielding thugs). Later on I stopped using it except against in emergencies, against Elite Bosses, AVs and Monsters. EBs & AVs (their Purple Triangle aura which protects them against hard controls doesn't work vs Immobs). It also does Slow as a secondary effect just like your Gravity attacks so its useful in PvP & vs AVs etc.

    Slotting:
    Just the one default slot with an Accuracy Enhancement does the trick. Endo HOs (Acc/Mez) would work too.

    Rating: 2

    Flash Arrow:
    A -Perception power which also does a small Accuracy Debuff. I don't find this a very useful power really. -Perc is good situationally and would help with manuveuring Singy into attacking. The Accuracy Debuff is fairly tiny and your slots and powers are best spend elsewhere. If its a toss-up between this and Net Arrow I'd probably pick this but seeing as we don't have a choice with Net theres no real reason to pick this.

    Apparently its also bugged in that although it doesn't aggro itself mobs affected by it regard you as the initial attacker when they do aggro and can thus decide to attack you when they do aggro. For a fragile, defenseless Controller this is a major drawback.

    Slotting: 1 Range or Recharge maybe, or Accuracy in PvP.

    Rating: 2

    Glue Arrow:
    The first really useful Trick Arrow move this creates a patch of goop around its target. Anyone entering the Glue gets a sticky Slow & Recharge debuff on them for 30 seconds. The Slow is useful, the recharge isn't as much as Snow Storm or Lingering Radiation but its nice. Glue Arrow is a weird power in how it operates. It seems to create a Patch around the target. Anyone entering the patch gets debuffed, even if they manage to leave it. However the patch itself only lives as long as the target it was cast on (or 30 seconds max) so if you cast it on a charging mob it can disappear before the bulk of the enemy group staggers into it. Still its a low Endurance, quick recharging power. Since -Recharge isn't enhanceable it doesn't need many slots.

    Slotting: 1-2 Recharge or Slow SOs. With IOs you could slot with Impeded Swiftness 20% Lethal Damage PROC and/or Pacing of the Turtle 20% -Recharge PROC.

    Rating: 3

    Ice Arrow:
    Ice Arrow is a single target, non-damaging hold. Great for putting a Lieutenent 'on ice' for later or for stacking with Gravity Distort to hold a boss. Its a fairly slow move to pull off. I find it useful in the early game to open with this and then Gravity Distort to lock up a boss quickly. Its also not as long duration as Gravity Distort and does no damage so its more useful as your secondary hold.

    Slotting:
    I go with 4 slots. 1 Accuracy, 3 Hold to put things on Ice. With IOs I use Acc/Recharge/Hold & Acc/Hold set IOs to maximise its duration & accuracy. Endo HOs (Acc/Mez) are great here too.

    Rating: 3

    Poison Gas Arrow:
    This move debuffs an enemies Damage by 20% and has a 60% chance with a controller of sending Minions & Lieutenents to sleep for a few seconds (about 10 unslotted). Sleep is a poor Mez effect really as any sleeping enemy taking damage immediately wakes up. A sleeping enemy counts as Contained though.

    Really the only damage mitigation debuff you have I don't really like this too much. If you are spamming Crushing Field or Acid Arrow the sleep is fairly useless and 20% damage mitigation still means you get hit by 80% (note that the -Resist from Acid & Disruption Arrows boosts this by 15% apiece for a grand total of 26.6%). I had this for a while and found it occasionally useful for making a breathing space while I regroup. Its useful solo when you can benefit from the Sleep a bit more. Now I'm in the 40s I'm considering respeccing it in again for soloing hard hitting AVs & EBs.

    Slotting:
    Again doesn't need too many slots, the Accuracy is set at a fixed 60% chance of Sleep anyway. A Recharge, Sleep or Range would work here. With IOs the Induced Coma 20% -Recharge PROC could work well here given its wide area of effect.

    Rating: 2

    Acid Arrow:
    Your first truly great Trick Arrow power (its all plain sailing from here on in) this takes some of the useful debuffs of Freezing Rain and puts them into a small AOE, very low damage "attack". Basically it lowers your enemies Defense and Damage resistance, making follow up attacks more likely to hit and do more damage. The Defense Debuff is 20%, the Damage Resistance 15% (half of a Storm Controllers Freezing Rain). It also does minimual Toxic Damage over Time to its target (not worth slotting for but useful to see who got hit by it). Its quick to recharge (20 seconds), is perma out of the box but won't stack with itself, unlike other Arrows.

    Slotting:
    I usually go with 4 slots and mix and match out of Accuracy, Defense Debuff and a Recharge (SOs or non-set IOs) to hit as many targets as possible with it. Positron Blast 20% NRG Damage Proc can go in here too but the AOE is low so you don't get as much bang for your buck. Lyso (Acc/Def Debuff) & Membrane (Recharge/Defense Debuff due to a bug) HOs should work well here too.

    Rating: 4

    Disruption Arrow:
    The second of your -Resist debuff arrows this is a Placable arrow so you can pick your spot. Its a large area of effect but its a one trick pony. It debuffs Resist by 15% (thats were the other half of the Freezing Rain mag debuff went then ). It lasts 30 seconds and recharges in 60. It will stack with itself though so with 3 Recharge & Haste its very useful, especially against AVs.

    Slotting: Can't take set IOs unfortunately (a PROC for this would be great) so 3 Recharge SO/IOs will do.

    Rating: 4

    Oil Slick:
    Its a huge AOE knockdown patch, defense debuff & Slow debuff and also creates a targetable Oil Slick (looks like a little orange flame) which you can ignite with Fire or NRG attacks. Once lit its a massive area, high damage over time fire attack which makes the 35 levels before this worthwhile. When lit the Knockdown and Debuffs also still work. This power is the reason you picked Trick Arrow.

    Oil Slick is probably the best power available and the most frustrating. It holds the title for the most bugged power in the game and has been that way for nearly 2 years now. Therefore chances are its always going to be like this and you've got to learn to deal with it.

    Current Bugs are:
    1) It won't light sometimes. This seems to be both related to various maps (internal and external) and to some teammates aura power (Mudpots seems to break it for some reason). This can be very frustrating. The Defense Debuff, Knockdown & Slow effects still work though.

    2) Pets hate the Fire. Any and all pets will run like bejaysis when in a flaming Oil Slick. Even Singy is affected. They don't take damage, they just freak out. Happily with Singy being fully ranged this isn't a complete loss (Fire/Trick Arrow controllers must weep at this bug). Occasionally when he flees he'll run into trouble or Knockback a load of enemies on you as he legs it. Also occasionally it seems to give him a Brain Fart and he'll run into a corner and just sit there. Resummoning him or using Recall Friend to bring him close to an enemy seems to wake him back up.

    3) Some Damage Procs are reportedly not working with Oil Slick. Positrons Blast 20% NRG PROC doesn't seem to work with it. Which is a real shame as it precludes the idea of a self-igniting Oil Slick. Impeded Swiftness 20% Smashing Damage PROC works though.

    To ignite Oil Slick from 35 to 40 I found my Tech Origin Taser Dart worked really well, its Ok range and very quick to recharge (so even if it misses the 1st time you've time to retry). I wrote a Bind to target and ignite it with Taser:

    /bind numpad0 "target_custom_next Oil Slick$$powexec_name Taser Dart"

    This sometimes requires a quick double-tap of Numpad 0 but works well (and looks cool. Feel free to add a suitable corny quip to it via the Say command).

    Wormholing a group into a corner, Crushing Field them to keep them there, applying Oil Slick, tasering it and then laying down Acid & Disruption Arrows is the whole reason to play this build. A load of heavily debuffed, falling down, stunned & immobilised enemies slowly burning to "arrest" will make you smile every time.

    Slotting: Damage and Recharge. The Slow & Defense Debuff are nice and all but the whole point is to toast people. 3 Damage, 3 Recharge SOs or IOs is the way to go. With Sets I went Positrons Blast Dam/Recharge, Detonation Dam/Recharge, Air Burst Dam/Recharge, Damage IO, Recharge IO & Impeded Swiftness 20% Smash Damage PROC for maxed out Damage & Recharge plus a little extra.

    Rating: 5, despite its quirks

    EMP Arrow:
    Probably the finest player hold in the game, certainly the best Ranged one, this is a huge AOE, long duration hold. As with Gravity Distort Field it shines in i9 due to set IOs. It also debuffs a mobs Regeneration, very handy against Arch Villains, debuffs their Endurance and does minor damage to mechanical enemies such as robots.

    This is a superb power, a worthy Tier 9. Its only drawback is that it prevents you from Recovering Endurance for a while after casting. This isn't as huge a drawback as Radiations Point Blank version as you don't have any toggle powers running. A Blue Inspiration will help here too. It has a very long recharge time.

    Slotting: With SOs 2 Accuracy, 2 hold, 2 recharge. IOs come in really useful here because at level 38 when you get this its fairly slow to level. So with IOs you can quickly boost its Accuracy, Recharge and Hold and by level 39 it is basically maxed out. GWs Embrace Acc/Recharge/Hold, Paralytic Acc/Recharge/Hold, Neuronic Shutdown Acc/Recharge/Hold, Essense of Curare Acc/Recharge/Hold, Paralytic Acc/Recharge with the last slot for an End Mod, Damage or GWs Embrace 20% Psi Damage Proc (I picked this).

    Pool Powers:
    For Grav/TA you have a bit of choice, especially if you slot with lots of +recovery set bonuses from your IOs.

    Fitness is useful if you don't want to worry about End too much, even 2 slotted Stamina will keep you going happily.

    For a Travel Power you are free to choose really. I took Hasten & Recall Friend anyway so Superspeed or Teleport would work here. Personally I chose Hover and Fly for Concept (my toons name is Quantum Arrow, who ever heard of an Arrow that can't fly through the air?). I was never in range enough for Air Superority to be used and Hover I reserved for a Luck of the Gambler 7.5% recharge IO.

    Medicine is a useful pool to have. Although you can't heal Singy Aid Other is useful in teams as a shore-em-up power. Aid Self is very useful since you tend to be away from the healing spam of the main melee in teams and you've few other defenses solo. Both are 3 slotted with Miracle IOs, Heal, Heal/End, Heal/Recharge. I'm allowing / hoping for the Miracle +Recovery & Numina Conv +Recovery/+Regen IOs, which will go into Aid Self & Aid Other if possible. This means a 2 minute "injection" of Aid Self/Other to benefit from them but thats Ok.

    For Epics its a toss-up between Fire & Primal really. Both will ignite my Oil Slick. Ice is another good choice due to Hibernate, the Ice Armour and Ice Storm.

    Fire Epic:
    Fire Blast is a decent single-target attack, good for igniting Oil Slick. However Grav/TA tends to have a lot to do anyway so fitting it into an attack chain could be difficult. Rating: 3

    Fireball provides good AOE damage, especially considering all my Containment powers and works great at igniting my Oil Slick. I slotted with 5 Positrons Blast for the +Recovery & +Recharge set bonuses. Rating: 4

    Fire Shield is a good Resistance Shield. I will be 5 slotting with Imprevious Skin for the +Recharge bonus. Rating 4

    Consume is a great way to recover End. Its a Point-blank attack which hits multiple foes for Fire Damage (including the Oil Slick Target to ignite it). For each hit opponent you recover some Endurance. I slotted with Cleaving Blow Acc/Recharge, Sciroccos Dervish Acc/Recharge and 2 End Mod IOs. Rating: 4

    Primal Forces:
    Power Blast is an Ok single-target attack. Its somewhat slow to fire off but does NRG damage for igniting. It does Knockback which I'd find slightly annoying sometimes, but you can hold & then fire it off to prevent this. Rating: 2

    Temp Invunerabilty gives good Smashing & Lethal resistance. I'd slot similarly to Fire Shield. Rating 2

    Conserve Power halves all your End costs while active (60 seconds). This sounds great but the recharge time on it is very high and it doesn't boost Recovery, just slows how quickly you spend End. Still for a Staminaless build it would be a handy power. 3 Recharge is the only way to slot it really. Rating 3

    Power Boost doubles the duration of all your mezzes, your Defense Debuffs & your Heals (assuming you took Medicine). A Power Boosted EMP Arrow is going to destroy your foes. 3 Recharge again. Rating 4.

    Ice Mastery:
    Ice Blast is an decent single-target attack. As with Fire Blast I'm not sure I'd have the time to use it a lot though. Rating : 3

    Hibernate is a super power. While "Iced Up" you become immune to attacks but can't do anything yourself, recover Health and End very quickly. This is a great defensive & recovery power. 3 Recharge to have it up as soon as possible. Rating : 5

    Ice Armour gives good Defense against Smashing & Lethal damage. If taking I'd slot with Luck of the Gambler +Recharge IO, Kismet +Accuracy IO, Kismet Defense/End, Gift of the Ancients +Defense/End, Gift of the Ancients Def. Rating : 3

    Ice Storm is a Placeable AOE Damage power. Since I8 it benefits from Containment and combined with a burning Oil Slick it should do massive damage to all trapped within it. Slot with Posi's Blast, Dama/Recharge, Detonation Dam/Recharge, Air Burst Dam/Recharge. Rating: 4

    My Staminaless IO Build:
    This is my Staminaless IO Build. As noted above the Medicine Pool would take the +Recovery IOs if I could get them. For the moment I've left them out.

    Hero Plan by Mids' Hero Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    Quantum Arrow: Level 50 Technology Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Trick Arrow
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Fire Mastery

    Hero Profile:
    ------------
    Level 1: Crush Thundr-Acc/Dmg:35(A), Thundr-Dmg/Rchg:35(3), Decim-Acc/Dmg:35(7), Dev'n-Acc/Dmg:35(9), Dev'n-Hold%:35(43)
    Level 1: Entangling Arrow DblAc-Acc/Rchg:30(A)
    Level 2: Gravity Distortion G'Wdw-Dam%:35(A), G'Wdw-Acc/Rchg:35(3), G'Wdw-Acc/Hold/Rchg:35(5), G'Wdw-EndRdx/Hold:35(7), HO:Endo(17), HO:Perox(40)
    Level 4: Glue Arrow P'ngTtl-Acc/EndRdx:30(A), P'ngTtl--Rchg%:30(5)
    Level 6: Hover LkGmblr-Rchg+:35(A), LkGmblr-Def:35(42)
    Level 8: Propel Thundr-Acc/Dmg:35(A), Thundr-Dmg/Rchg:35(9), Dev'n-Dmg/EndRdx:35(13), Dev'n-Acc/Dmg:35(43)
    Level 10: Ice Arrow EoCur-Acc/Hold:35(A), NrncSD-Acc/Hold/Rchg:30(11), G'Wdw-Acc/Hold/Rchg:35(11), Para-Acc/Hold/Rchg:30(15)
    Level 12: Crushing Field TotHntr-Dam%:35(A), ImpSwft-Dam%:30(13), TotHntr-Acc/EndRdx:35(15), Posi-Dam%:35(43), Enf'dOp-Acc/EndRdx:30(46)
    Level 14: Fly Frbd-Fly:35(A), Srng-Fly:35(40)
    Level 16: Aid Other Mrcl-Heal:35(A), Mrcl-Heal/EndRdx:35(17)
    Level 18: Gravity Distortion Field EoCur-Acc/Hold/Rchg:35(A), Para-Acc/Rchg:30(19), Para-Acc/Hold/Rchg:30(19), NrncSD-Acc/Hold/Rchg:30(21), NrncSD-Hold/Rng:30(31), HO:Endo(37)
    Level 20: Acid Arrow HO:Lyso(A), DefDeb-I:35(21), RechRdx-I:35(29), DefDeb-I:35(45)
    Level 22: Aid Self Mrcl-Heal:35(A), Mrcl-Rcvry+:35(23), Mrcl-Heal/Rchg:35(23)
    Level 24: Hasten RechRdx-I:35(A), RechRdx-I:35(25), RechRdx-I:35(25)
    Level 26: Wormhole Stpfy-Acc/Stun/Rchg:35(A), Stpfy-Stun/Rng:35(27), RzDz-Acc/Stun/Rchg:30(27), RzDz-Stun/Rng:30(31), Rope-Acc/Rchg:35(31), Rope-Acc/Stun/Rchg:35(34)
    Level 28: Disruption Arrow RechRdx-I:35(A), RechRdx-I:35(29)
    Level 30: Recall Friend TSM'n-Rng:35(A)
    Level 32: Singularity CmdPres-Acc/Dmg:30(A), CmdPres-Acc/Dmg/EndRdx:30(33), BldM'dt-Acc/Dmg:35(33), BldM'dt-Dmg:35(33), SvgnRt-PetResDam:30(34), Hold-I:35(34)
    Level 35: Oil Slick Arrow Posi-Dmg/Rchg:35(A), Dmg-I:35(36), Det'tn-Dmg/Rchg:35(36), AirB'st-Dmg/Rchg:35(36), RechRdx-I:35(37), ImpSwft-Dam%:30(37)
    Level 38: EMP Arrow Para-Acc/Hold/Rchg:30(A), Para-Acc/Rchg:30(39), NrncSD-Acc/Hold/Rchg:30(39), EoCur-Acc/Hold/Rchg:35(39), G'Wdw-Acc/Hold/Rchg:35(40), G'Wdw-Dam%:35(50)
    Level 41: Fire Ball Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(42), Posi-Dmg/Rchg:30(42), Posi-Dmg/Rng:30(45), Posi-Acc/Dmg/EndRdx:30(50)
    Level 44: Fire Shield ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), ImpSkn-EndRdx/Rchg:30(46), ImpSkn-Status:30(48)
    Level 47: Consume Sciroc-Acc/Rchg:30(A), C'ngBlow-Acc/Rchg:30(48), EndMod-I:30(48), EndMod-I:30(50)
    Level 49: Poison Gas Arrow IComa--Rchg%:30(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint ULeap-Stlth:30(A)
    Level 1: Containment
    Level 2: Rest Empty(A)

    Set Bonuses:
    +2.25% Max Endurance
    +9% Enhancement(Accuracy)
    +5% Enhancement(Immobilize)
    +18.8% Enhancement(RechargeTime)
    +53.4 (5.25%) HitPoints
    +MezResist(Confused) (Mag 30%)
    +MezResist(Held) (Mag 30%)
    +MezResist(Immobilize) (Mag 32.2%)
    +MezResist(Sleep) (Mag 35%)
    +MezResist(Stun) (Mag 30%)
    +MezResist(Terrorized) (Mag 30%)
    +21% Recovery
    +40% Regeneration
    +1.58% Resistance(Fire)
    +1.58% Resistance(Cold)
    +10% RunSpeed
    +2% Debt Protection
    +PBAoE (20ft) Pet +Res(All but Psionic) 10%

    Set Breakdown
    Thunderstrike (Crush) +2% Recovery

    Devastation (Crush) +12% Regeneration

    Ghost Widow's Embrace (Gravity Distortion) +5% RunSpeed,. +19.1 (1.88%) HitPoints, +2.25% Max Max Endurance

    Pacing of the Turtle (Glue Arrow) +MezResist(Sleep) (Mag 2.75%)

    Luck of the Gambler (Hover) +10% Regeneration, +7.5% Enhancement(RechargeTime)

    Thunderstrike (Propel) +2% Recovery

    Devastation (Propel) +12% Regeneration

    Trap of the Hunter (Crushing Field), +5% Enhancement(Immobilize)

    Miracle (Aid Other) +2.5% Recovery

    Paralytic (Gravity Distortion Field) +1% Recovery

    Neuronic Shutdown (Gravity Distortion Field) +MezResist(Immobilize) (Mag 2.2%)

    Miracle (Aid Self) +2.5% Recovery, +19.1 (1.88%) HitPoints

    Stupefy (Wormhole) +2.5% Recovery

    Razzle Dazzle (Wormhole)+2% Recovery

    Rope A Dope (Wormhole) +6% Regeneration

    Commanding Presence (Singularity) +1.5% Recovery

    Blood Mandate (Singularity) +1.5% Recovery

    Sovereign Right (Singularity) +PBAoE (20ft) Pet +Res(All but Psionic) 10%

    Paralytic (EMP Arrow) +1% Recovery

    Ghost Widow's Embrace (EMP Arrow)+5% RunSpeed

    Positron's Blast (Fire Ball)+2.5% Recovery, +1.575% Res(Fire, Cold), +9% Enhancement(Accuracy), +6.25% Enhancement(RechargeTime)

    Impervious Skin (Fire Shield) +MezResist(Sleep) (Mag 2.2%), +15.3 (1.5%) HitPoints, +2% Debt Protection, +5% Enhancement(RechargeTime)
    +MezResist(Mez) (Mag 30%)

  17. I'd try and take Haste too (take at 30 maybe) & combined with Accuracy & Recharge in Siphon Speed you'll have PAs up lots (which is what you want, best power in the game IMO, although I haven't gotten Fulcrum myself yet).

    I'd swap Deceive & Recall Friend too, Deceive is super in the early game when you're stuck soloing.

    Your PAs don't benefit from the Leadership pool, I'd drop for Psychic Tornado, it plus FS will be an evil combo altogether.

    If you're focusing more on teams you may get more from Leadership though. I tend to end up wanting to blast things by the 40s so I'm biased
  18. Carnifax

    Hello!

    [ QUOTE ]
    Don't let this put you off the forums, Shaikar - they're not always an epic struggle for ultimate victory between the cliques
    They might seem to mentally regress to the schoolyard from time to time, but individually, they're all ok
    You will find them helpful, pleasant and friendly - when the mob hysteria isn't kicking in
    If you need any help in-game, you can contact me on the global chat handle @Golden Girl - or PM me here on the forums

    [/ QUOTE ]
    Hang on a sec....

    GG offering to help a villain?

    /em Akbar : It's a trap!
  19. The worst thing is someone new might stumble across this build or the guide you wrote and use some of it. So for any new Illusionists out there

    ALWAYS DO THE OPPOSITE OF WHAT ILLUSION MASTER SAYS
  20. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Can you place the AOE debuff aura on PAs? I thought they were unbuffable?

    [/ QUOTE ]

    Yes you can. Not sure why tbh...but it works

    [/ QUOTE ]
    Yep, you can, since technically you're not actually buffing the decoys but debuffing those foes around them (i.e. everyone benefits from the debuff, not just the decoys).

    [/ QUOTE ]
    Wow, that's well cool so.
  21. Carnifax

    Ill/TA advice

    PRAF wrote a TA guide before, good advice in there. His primary was Illusion too.

    Make sure you're magic or Tech origin so you can ignite the Oil slick easily. This is the bind I use (it needs a double-tap sometimes but works well) :

    /bind numpad0 "target_custom_next Oil Slick$$powexec_name Taser Dart"

    In terms of TA powers I've everything bar Flash & Poison Gas arrows. Poison Gas I'm thinking of taking now for EBs & AVs as I'm Grav and struggle with their damage solo (you've PAs for that). Reckon I'll take it at 49 maybe.

    Oil Slick you want. Even with the pet scatter bug your PAs should still use their ranged attacks and the damage is superb from the burnies of Oil Slick. It basically kills +1 minions when slotted for damage. I've IOs in it to max out Damage & Recharge plus the Slow damage proc for a little added evilness. Oil slick, Glue arrow, Ignite, Distruption Arrow & Acid Arrow and everything dies. Throw Spectral Terror in there too for the Accuracy Debuff.

    Deceive is a wonderful power, especially funny against Death Shaman of the Banished (his minions pop up and sic him) and Tsoo Sorcerers (nullifies their wretched Hurricanes & heals). Also great stacked on AVs & EBs. Purple Triangles drop, AV goes postal on his own minions.

    SI confuses me with all the changes so I dropped it on Carni, I'd Steamy Mist anyway. On my Grav/TA I picked up a Teleport Stealth IO (really cheap) and stuck it in recall friend last week. It allows me to TP Singy close to me in missions and be stealthed for 2 mins, letting me drag Singy in to get aggro for me before I attack.

    In terms of slotting : An Accuracy in Net Arrow, a Recharge in Glue (maybe Slow would be better for you to stop things escaping Oil Slick. I didn't have spare slots for this power), Accuracy & Hold IOs in Ice Arrow (I've 4 slots, maxed hold duration & at least 35% Accuracy), 2 accuracy, 1 def debuff & 1 recharge in Acid Arrow, 3 recharge in Disruption, maxed damage & recharge in Oil Slick via the Targetted Damage set IOs (3 damage/recharge and 2 non-set ios to max em) plus a Slow Damage Proc (the Targetted Damage Proc, Positrons Blast, is bugged apparently in this power). EMP Arrow : 4 Accuracy/Recharge/Hold IOs plus a recharge/hold. I've the last slot open, considering either a End Mod or GWs Damage Proc.

    Oh and the Fear Damage proc is great in Spectral Terror.
  22. Carnifax

    Hello!

    Starts singing the "Just don't look" song from the Treehouse of Horror VI.

    Hi Shaiker, welcome to le forums.

    Defiant Villains is so quiet here because Defiant Villains is pretty quiet in-game I'm afraid.

    Best bet is to find a nice active villianous SG for teamage on Villains.

    It should pick up a bit post-i10 though (which should be next week) and from level 35 onwards (I know, miles away) you can get teams with Heroes in the Rikti War Zone.
  23. Can you place the AOE debuff aura on PAs? I thought they were unbuffable?
  24. I think Mission Bonuses are always given, based on receiving rewards for old, old arcs.

    So given the massive XP bonuses that a 50 makes it might be better starting off to just leave people unexemped, do a quick mission (like Radio Missions in PI) and just get em the huge end-mish XP bonus.

    I suppose you could offer to SK one to a 46 too so they get XP and let the others sit by the door and wait for you to finish.
  25. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Tbh I admire the courage of the OP . Gotta hand it to the lad, took guts to ask to get PL'd on the forums of all places .

    -Petitioned

    [/ QUOTE ]
    Nothing wrong with PLing itself. Good way to skip the boring chunks of the game. Wouldn't mind PLing my villain from 30-35 to get him ready for i10 for example (hmmm).

    Its when inexperienced players do it that trouble beckons IMO.

    How does one PL in todays game anyway? Bridging with (for example) a 50, a 25 and a level 1?

    [/ QUOTE ]

    Wouldn't work, you have to be within 5 levels of the highest member. So ideally you'd have a level 46 as the bridge.

    [/ QUOTE ]
    I'm slightly confused now, so would you have a 50, a 46 and a SKed lowbie and just do level 50+ missions?