Local_Man

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  1. Local_Man

    Ice Control

    My only level 50 Ice Controller is an Ice/Storm. I have a low level Ice/Rad and an Ice/Kin. Ice is unique in that you can choose to have a melee-oriented build with Arctic Air, or a ranged build with Shiver, or both.

    (And by the way, the "complaint" that the AoE Immob, Frostbite, conflicts with Ice Slick is lame . . . just don't use the AoE Immob on Ice Slick! Or cast the AoE Immob, wait 12 seconds, and then use Ice Slick after the -knockback has run out. Still, I agree that Frostbite is not as necessary on an Ice Controller as the AoE Immob on other controller sets.)

    I built my Ice/Storm to be melee, with some ability to solo. With both Arctic Air and Snow Storm, I was able to skip Shiver and still send everything to the slow cap. Frostbite lets you use -Knockback to help Tornado be more effective as a damage power. The damage in Storm helps make up for the lack of damage in Ice, making it possible (but not fast) to solo. While the pair has a nice theme synergy, there are some problems with the powersets together. With Arctic Air, you want foes in close. Gale, Hurricane, Tornado and Lightning Storm knock them away. On the other hand, Ice and Storm together are visually fun. I really love this character, and he is great on the ITF with all of his Slows.

    Ice/Rad has a special synergy. Rad's Choking Cloud is only effective with another power that helps it be more effective. Fire/Rad and Ice/Rad both work. Choking Cloud + Arctic Air combine to provide a huge amount of AoE control on two high-endurance toggles. Plus, Radiation Infection can combine with Ice Slick or Frostbite to substantially reduce attacks from foes. Glacier and EM pulse are both PB AoE Holds that can stack or alternate for more effective use. You had better rely upon a team to do damage, though.

    Ice/Kin: Ice can be a melee set, providing damage mitigation and control to help the melee fighters. Kinetics provides a huge buff to those melee fighters. Positionally, Ice and Kinetics go together very well. Unfortunately, you have very little damage yourself to buff, but on a team, that's not a problem.

    Ice/Cold: I don't have one, but a lot of Cold is similar to Storm without the knockback. Theme-wise and team-wise, this is great support character replacing the damage in Storm with Defensive shields for the team and some nice foe debuffs.
  2. Local_Man

    TF toon

    My Illusion/Radiation Controller is always welcome on every TF. Ill/Rad doesn't conflict with other controllers, and the Rad part stacked with other Rad 'Trollers and Defenders makes everyone better. Phantom Army helps the tank and can fill in for him, if needed. Whenever I list the characters I could bring to a TF, the Ill/Rad is chosen far more than any other. I have one build with Perma-PA, and the other build has Teleport and Recall Friend for stealthing missions.

    Earth Controllers are wonderful if he/she is the only controller on the team.

    Warshades are great on TFs, too. The ability to do whatever is needed is very useful. Fill-in Tank, Blaster, scrapper, a little bit of control, with Stealth, teleport and Recall Friend. And the ability to run in, nuke, and almost immediately refull my blue bar.
  3. When I leveled up my Dark/Elec, I first tried to go for Endurance Drain. I found it frustrating. Most of Dark Miasma is more effective at range, including the most effective power, Fearsome Stare, a cone. Short Circuit requires you to be in PB AoE range, and it takes at least 2 shots to drain endurance. So I found myself running in and out of melee. End Drain is one of the weaker effects in the game, as it doesn't do all that much unless the endurance of foes is completely drained. (However, I have to admit that I had to solo a lot -- without a tank to grab aggro, I was getting hit a fair amount.)

    Eventually, I discovered that the most effective End Drain came from Power Boost followed by Thunderous Blast . . . but that drained all of my endurance, too. I eventually gave up of focusing on Endurance Drain . . . but still use the Power Boost+Thunderous Blast combo at times.

    I later made a Kinetics/Electric built around Endurance Drain. (He has a great concept . . . with an Egyptian theme, he drains his foes and stores the energy in himself for attacks. Name is "Sultan Battery" -- say it out loud) The Efficiency Adapter set in Short Circuit is great. Even better, Power Boost + Short Circuit will drain the group, as will Power Boost + Thunderous Blast. The Kin/Elec has the advantage of being able to recover his Endurance with Transference after using the nuke. A little bit of EndMod in Ball Lighting and Voltaic Sentinel helps keep them drained for a little bit.

    The nice thing about using Power Boost instead of Power Sink is that Power Boost buffs a lot of things other than Endurance Drain -- longer holds and Fear! One of the best aspects of my Dark/Elec is the two holds allows me to quickly hold a Boss, and Fearsome Stare controls everybody else. That, and two pets with the cute names of Fluffy and Sparky.
  4. Quote:
    Originally Posted by MentalMaden View Post
    No need to stealth for alpha safety. Open with flashfire, make sure there is plenty of accuracy in it, and you'll be fine. Given you'll be running two fire trollers you'll always have a FF up and ready to go.
    Agreed, but the invisibility is nice to have for a lot of situations. Stealthing missions, running in to hit Cinders and/or EM Pulse, leading Imps into battle without drawing aggro to yourself, etc. The combo of Stealth and Recall Friend is certainly nice to have at least once on every team.
  5. I don't think Stealth adds all that much Defense (but I don't have the numbers at the moment). What about putting a Stealth IO in Super Speed, and using that spot for either Bonfire (which I like but is situational) or maybe Maneuvers to stack with your teammate. One Maneuvers is kind of meh, but two or more and they become more worthwhile. Of course, Maneuvers is another toggle, and you may have endurance issues.

    Personally, I'd rather have two Fire/Rads than a Fire/Rad, Fire/Kin combo. Why? Stacking AM, Stacking Choking Cloud. I have duo'ed Fire/Rads many times, and they are great.
  6. Local_Man

    Grav/Storm Build

    I don't have access to Mids at the moment, but I would slot a few powers differently.

    Crush: This is a power mainly used for damage over time. I slot it as a damage power, and use it to make sure I get Containment before Propel. My usual single target attack chain is Grav.Dist.-Crush-Propel. If GD misses, I still get containment from Crush. If GD hits, I get double damage from Crush.

    Freezing Rain is NOT a damage power. The damage it does is actually small fractions of hit points, that the game rounds to "-1" for what you see, but it does very little damage. It is most important as a Debuff/Control power. I believe you will get more damage from slotting procs in it than slotting damage.
  7. I use Deceive all the time, pretty much several times on every group -- with a few exceptions, but even with a single foe, Deceiving him before using Blind means that if you miss, you don't draw aggro. Deceiving several means you kill the group faster.

    EM Pulse I save for special occasions. I use Flash a lot because it does not have the -Recovery, and I keep EM Pulse as my "panic button" power. I'll use EM Pulse when the baddies are really spread out, or if I have a big group of Robots, or if there are a lot of bosses and I want to stack it with Flash. However, I really don't use EM Pulse all that much.

    On the other hand, Deceive has saved me and my team time after time. Malta Sappers? Deceive takes 'em out before the fight begins. That applies to almost any tough or unpleasent foe. Even a good way to get rid of Snipers without allerting foes around them. For Nemesis, it may take two applications, however.
  8. Quote:
    Originally Posted by Master_Templar View Post
    From when I was tweaking, Red Fortune gives 5% recharge for 5+ of the set, Kismet gives 3.75% for 5+ of the set. I only chose Kismet because it was minimal loss of recharge and you get a nice +6% to ToHit.

    I know Local_Man is gonna think this is sacrilige but I was playing over the weekend with my current Ill/Rad who still has Leadership..and I must say having Tactics when everything is purple is very nice to have. Thinking about swapping out Deceive and Recall Friend for Maneuvers and Tactics. I would slot Adjusted Targetting set in Tactics (5% recharge for 5 of the set) and use the default slot from Maneuvers for another LOTG. Yeah..definitely adds a bit of cost, I know, but I was trying to think of instances where I'd be using Deceive and the team was just mowing through stuff. I definitely could have used another blast though..only time I was running low on endurance was when I had 4 toggles going (RI, EF, Tactics, Assault). Ahhh decisions!

    -MT
    The build above only had FOUR of the Kismet set, so another one is needed for the recharge buff. Or Red Fortune gives a slightly higher amount of Recharge.

    It is not sacrilidge to fit in Leadership. It can be very good on teams where more than one person has it. Personally, I feel that one controller having leadership doesn't had a huge benefit compared to control powers you could have. Dropping Deceive, however . . . you lose your ability to surgically take out tough foes before the fight starts. Personally, I would drop EM Pulse before dropping Deceive.
  9. No question, Volcanic Gasses is a "must have" power for any Earth controller. My Earth/Rad guide discusses some of the mechanics of the power. Basically, it spawns three geysers as pets that pulse holds on the foes. This allows it to stack mag and hold bosses. I suggest that you always use Quicksand underneath it to make sure that foes stay in the area, or use your Stone Cages, or both.

    Earth Controllers have three AoE control options: Stalagmites+Stone Cages, Earthquake, and Volcanic Gasses. (There is a 4th in Salt Crystals, but a PB AoE Sleep is not nearly as effective.) You can stagger them to always have one available for every group. Or you can stack them for tough groups. The nice thing about Earthquake and Volcanic Gasses is that they are not "one-shot" controls -- the will continue to control additional foes who enter the area. However both will sometimes take a second or two to take effect, meaning that you may take some damage unless your tank or your Animate Stone take aggro first.

    And Lewis? That's the effect of the Pet Recharge Nerf. Volcanic Gasses used to fire off its Geysers more often before pets (and quasi-pets) were stopped from receiving benefit of Recharge.
  10. Illusion/Radiation Controllers. Phantom Army can't be directly buffed, so the only way to make them more effective is debuffs. Rad has a Resistance Debuff that lets PA do more damage. Rad has a Defense Debuff that lets PA hit more often. Also, you need a buff to Recharge to get Phantom Army up more often, and Accelerate Metabolism has a Recharge buff. Radiation is the only Controller secondary with all three: Recharge, Defense Debuff and Resistance Debuff. Just about everyone knows that an Ill/Rad is famous for being the AV killer, and a Perma-PA Ill/Rad is one of the best builds in the game, while being very good solo, on small teams and on large teams.

    Fire/Rad Controllers: Choking Cloud is not very impressive on most characters. However, the combo of Fire Control with Choking Cloud makes both better. Choking Cloud has an odd way of working, such that it takes a while for the hold to hit, and then it has a chance of dropping. To make it effective, you need something else to distract the foes but keep them in the area. First, Fire/Rad can use the Flashfire-Fire Cages combo to get an initial AoE control on a group. Then the Fire/Rad controller can run in to give Choking Cloud time to get a hold on foes. While foes are held in Choking Cloud, Hot Feet is chipping away on their health. If the foe breaks out of the hold, Hot Feet has both a Slow and an Afraid aspects, so foes who break from the hold tend to slowly try to run away rather than attack the Fire/Rad controller. This often gives enough time for another hold pulse to hit. The combination of hold, damage, slow and afraid, plus the endurance boost and Recharge from AM means that a Fire/Rad has a special synergy.

    Ice/Rad also has some synergy with Choking Cloud and Arctic Air, but the lack of damage means that an Ice/Rad has to rely more upon teammates for damage. Of course, Fire/Kin has a lot of synergy, since both are melee, damage oriented builds.

    Illusion/Trick Arrow controllers: Trick Arrow fills in several of the control holes in the Illusion set, while Illusion provides the distraction to allow all the Trick Arrow debuffs to be fired off. Plus, the debuffs help Phantom Army be more effective. This is a very effective Ranged set, with the only melee power being Flash, which is skippable.

    Earth/Trick Arrow Controller: No build is better at ranged AoE control. Many of the controls stack to handle bosses.
  11. Lillika's build is quite good for a lower cost build . . . except that those Luck of the Gambler Recharge are far from lower cost, but there's not much you can do about that. One suggestion I have would be to move that Defense Debuff slot from Radiation Infection. You could put it in GI, and change the Kismet set to Red Fortune for another 5% Recharge. Or you could put it in Spectral Wounds for a little more Acc/Dam.

    Ultimately, you should have a goal of replacing the set in Deceive with the Coercive Persuasion purple set. That will give you an extra 10% Recharge and some other nice bonuses, and the confuse purple set is one of the least expensive -- the entire set will cost not much more than a single LotG Recharge.
  12. Quote:
    Originally Posted by SG-17 View Post
    I am wanting to make a new main controller and I can't pick between Grav/Rad or Ill/Rad i'll be doing a lot of solo and some time small team, please let me know your fav and i'm looking for some good builds. thanks
    Even though the secondaries are the same, the two controllers are quite different. I love Illusion/Radiation, as you can probably guess from the guide linked in my sig. I find that Ill/Rad is the most flexible build, able to solo, join small teams and large teams equally well. I didn't like Gravity (and I tried Grav/Rad) until I paired it with Storm.

    Look at my Ill/Rad guide. It has several builds for different budgets and goals. The thread has more builds, and my current Perma-PA build is posted later in the thread.

    Gravity is a fun set, with decent single target damage but a lack of AoE control. I found that it has some unique synergy with Storm, so I found Grav/Storm is a lot of fun. It also really doesn't become nearly as effective as many other sets until you get Wormhole at 26 and Singularity at 32. I also find that it is not as team friendly. Propel takes so long to animate that teammates will often kill your target before you can.
  13. If you look in my Ill/Rad guide, near the bottom of the thread, you'll see my Perma-PA Ill/Rad build. I have 206.25% Recharge, and I'm easily perma. However, you'll notice that the only purples I have in the build are cheap.
  14. Quote:
    Originally Posted by Lillika View Post
    What is the lowest amount of recharge you could have to still have a perma PA/Hasten/AM/GI/IW? Trying to cheapen this build some for my own budget but keep it effective.
    If you want perma-Indomidible Will, you need even more Recharge than Perma-PA. That makes it far more expensive, and you will problably have to sacrifice some useful powers to get enough Recharge.

    I get by fine without IW -- but I stay out of melee, letting the PA get the aggro and draw the mez powers. Without IW, you can probably get by with about 190% Recharge.
  15. As for Ling Rad, one suggestion would be Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness. That makes it a fraction of a second away from being perma, and gives you 1.5% Recovery. The Accuracy isn't quite as high as I would like, but you really, really need the Recovery.

    I'd move that slot from Psi Tornado to Indomidible Will for more Recharge. It will shorten the recharge of that power from 131 seconds to 113. That's a big difference.

    Your build also seems to have a spare level 9 slot. You could put a Hold in Char, or the Chance for Build Up from Decimation in Char.
  16. Quote:
    Originally Posted by Cyberknight View Post
    SSSSSHHHHHHHHHH !!! before the devs nerf us again

    . . .

    P.S. local man using your ill/rad guide i have slotted it up for perma PA and i am outlasting the tank !!.A real fun toon made even more fun .
    Thank you. That guide has been very popular, and I'm glad that I put a lot into it. A lot of what is in there comes from a lot of discussions here in the Controller forum, with people discussing their own experiences. The guide has something like the third highest number of hits among all the guides.

    The perma-PA build I posted further down in the thread is the one I use, and I love it. I just took Area Man on a Sarah Moore TF (in the Shard) last night, and it is so amazingly effective. Good single target damage with a nice pop of AoE damage from Fireball. I'm very glad I put as much Recovery in there as I could, as I rarely have endurance issues.
  17. Quote:
    Originally Posted by JusticeValkyre View Post
    I know this is unrelated to the thread, but could you explain how the merit system works? I have been away from the game pretty much since issue 7. Havent really gotten a good explanation on the merit system.
    Most of what you need to know can be found in Paragonwiki HERE. Merits are another form of currency that you earn through mission story arcs and Task Forces, mostly. The best use of them is either buying specific recipes you need, usually Rare recipes, or using Random Rolls to see what you get. Merits replaced the Random Rolls you got as a reward at the end of a TF. Merits are mostly better, because you can get a bunch of random rolls, where you used to only get one.

    For example, I just did a Sara Moore TF (in the Shard). I got 65 merits for completing the TF. Under the old system, I would have gotten one random recipe. Now I can choose to use those merits towards a recipe I really want that could cost 60, 120 or even 250 merits, or I can choose to take three Random Rolls (for 20 merits each), with a chance to get any of the recipes in the pool. If I'm lucky, I can get a recipe that I otherwise would have had to buy with over 200 merits for just 20. (I wasn't very lucky this time.)
  18. {to Ignitros}The OP here needs some help with an early build. I'm not sure it is all that helpful to post end-game type builds when he is still learning the basics of IOs and sets.

    {To Neofusion}Take a look at my Illusion/Radiation guide, especially the Radiation side. It has a lot of discussion about slotting enhancements, along with possible options and strategies for using Rad. A few people have asked me to do a Fire/Rad guide too, but it just takes so long because I am so long-winded.
  19. I suggest you take a look at my Illusion/Radiation Guide, linked in my sig. It has suggested SO/Common IO slotting as well as high level/expensive slotting. The guide has lots and lots of information to help you, including lots of strategy tips. I tried to condense the wisdom of a lot of people into it.

    I agree with the previous two. Illusion/Radiation is a great build for single tough targets, but doesn't have much to make it a good farmer. Want to make Inf on your Ill/Rad? run lots of Task Forces.
  20. Quote:
    Originally Posted by JusticeValkyre View Post
    Thanks for the information, finally have my ill/rad up and running again, 350 million influ later, but lacking a few big ticket enhancements still. No Luck of the Gamblers yet.
    If you are tight on Influence, try running a bunch of Task Forces for merits. If you are playing solo, go for story arcs that give merits. That's how I got almost all of mine. The marketeers have an ongoing debate on whether you should do random rolls or save up to buy the specific enhancements you need. I bought the ones I needed for my Ill/Rad, but I had a bunch of characters contributing merits to the cause. I'm working on a couple of other characters now, and I'm trying the random roll method because there is a larger variety of recipes I need.

    Then you can do AE missions for Tickets to purchase the more expensive salvage to make those recipes.

    I just did a Synapse last night. I was lucky enough to put together a very good team with 1 Tank, 2 Scrappers, 1 Blaster, 1 Peacebringer 2 Rad Defenders and 1 Emp Defender. We were able to complete the TF in under two hours and earned 60 merits (58 for the TF, 2 for defeating Babbage). If you run your own TFs, you can start them whenever you want.
  21. Quote:
    Originally Posted by Postagulous View Post
    Some set IOs are cheaper than the generics. Though generics is always better than just DOs or SOs. I've had every one of my SOs burn out at the beginning of a TF before. I had to limp-noodle around in slow motion the rest of it.

    One thing I've never done, and it might be legit, is to start slotting the sets I'm planning on keeping as soon as that set becomes available, then upgrade. I'm talking cheap stuff here, and looking for defense bonuses on an /SR scrapper actually. Multi-Strikes start at 20 and are insultingly cheap. I was actually offended that I got two triples for 1 inf each. Well, it was cool too.

    Despite everything we say, you'll be able to make your toon the way you like it just fine.
    Actually, SOs have a higher enhancement value at 25 than generic IOs. They are just about equal at 30, but slotting SOs at 27 gives you higher amounts of enhancement (as +3 SOs) than IOs. I'll slot some generics at 27-30, but I really focus on replacing all my SOs with IOs by 35.

    No question that there are some bargains out there. However, I find that I'm in a bit of a slot crunch in the 20's and early 30's, so Frankenslotting will usually provide me with more overall benefit than looking to slot sets before I have enough slots for all my powers. On the other hand, there are tons of exceptions to that . . . it just depends on the character's powersets. Key powers I will tend to slot up as soon as possible.
  22. The First thing I thought when I saw this post was, "give it up." Ice/FF is one of the lowest damage combos possible in the game. But if you really want to solo . . .

    Drop something, like Resuscitate, to add Chilblain slotted for damage. This will add some DoT and adds up. (I have an Ice/Storm at 50, who has Chilblain so I can solo.) Add Air Superiority with some damage slots. My Ice/Storm has both Chilblain and Air Sup, plus Jack plus Lightning Storm and Tornado . . . and I can solo with him OK. You won't have tornado or Lightning Storm.

    And I believe that Damage slotted into Block of Ice will actually do more overall damage than those procs in that power. The only exceptions are (a) the damage procs in purple sets, and (b) if you already have capped your damage slotting.

    No matter what you do, playing solo on an Ice/FF will be slow.
  23. Quote:
    Originally Posted by Stratos View Post
    /bind w "+forward$$powexec_auto Hasten"
    /bind a "+left$$powexec_auto Accelerate Metabolism"
    /bind d "+right$$powexec_auto Indomitable Will"
    That's a pretty cute idea! To bind the three clickies to directional keys make it far more likely that you'll hit them during normal play time. It wouldn't work for me, because I use the Speed-On-Demand binds in CityBinder, but still, nice idea. And I hadn't seen that one before.
  24. Quote:
    Originally Posted by Neofusion View Post
    So for now with the money i do have i should go ahead and generic slot EVERYTHING? I really do want to IO and do it for sets but i just flat out do not have the influence to do so atm. I could probably afford all generic IO's though.
    I generally use SOs at 25 and 30, then get generics in their places at 35. However, there are exceptions to everything. When possible, and if I can get them cheap, I'll frankenslot to get more overall enhancement. It somewhat depends on my mood, too. Depends on whether I want to take my time to Frankenslot by crafting, or if I just want to run in to a store and buy the SOs I need before I run on to the next mission.
  25. Quote:
    Originally Posted by Nova Knight View Post
    The versatility is what appeals to me. I like having a well-stocked toolbox so I can pick the right tool for the right job.

    At the risk of sounding naive, why did you and Local_Man single out Fire/Rad and Fire/Kin? What makes them different from other controller combos?
    Fire/Kin is famous for being powerleveled for Farmers. Many people pick Fire/Kin because "I hurd it was gud and i wanna farm." And, in fact, it is good for handling large numbers of lower level foes, and killing them pretty quickly. Fire is a melee set focused more on Damage, and Kinetics boosts that damage quite a bit. The problem is that most, but not all, Fire/Kins tend to not be very good teammates. Do a search on Fire/Kin, and you see tons and tons of threads on them. (I have one at 43, but I just haven't been motivated enough to get her up to 50 yet. -- But I'm not really into farming.)

    Fire/Rad is another good farming toon, but not as fast as Fire/Kin. Fire/Rad doesn't kill as fast, but it doesn't die as much. Fire/Rad is strongest on a team of Fire/Rads. It is one of two builds that can make good use of Choking Cloud to make the "lazy man's controller." Run Choking Cloud and Hot Feet, cast Flashfire (stun) and Fire Cages (immob) from range, then run in and stand there while Choking Cloud holds and Hot Feet chips away at their health. Fire/Rads have been very, very popular on these boards in the last few months . . . and some of us are kind of tired of answering another question about Fire/Rad builds. Still, I have two of them, one at 50 and another at 42. I find it more fun than a Fire/Kin.

    Both are good builds and very effective. Both are overly popular, and we see too many threads on "Tell me how to make a good Fire/Kin" or "Fire/Rad." So, us elitist controller snobs turn our nose up at them. . . . but we still answer their questions, 'cause were nice elitest controller snobs.