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Quote:I would be concerned that if the animation time were reduced too much, that they would have to bring down the damage to compensate. Having that one, heavy hitting attack is one of the things that makes the Gravity set unique.Faster animating Propel would be nice, if really, really overdue. Propel's DPA is currently dead last among all the Grav single target "attacks" (that includes Crush & Grav Dist.), not to mention you're stuck for almost 4 seconds during a fight while the animation goes off. I mean, ppl hate Flash because of how long it takes to cast and Propel's worse, and all for a ST attack. Bringing down its activation to Grav Dist levels would make Propel the best ST DPA power for controllers and on par w/a T1 or 2 blaster attack once Containment is figured in (no BU or Aim, of course). Would make Grav much more attractive as a solo set.
For teaming, things still need to be done for Dim Shift & Wormhole. Moving Wormhole up and upping the radius would be about perfect (leave Dim Shift as a sleep-like power that most ppl will just continue to skip). Dunno if even all that would make me try a Grav troller yet again. I'd have to see what the new Elec set is going to be like first.
Lift should get a boost -- I see no reason why Lift shouldn't be the same as Mind's Levitate. Or here's an odd idea -- If Lift has to have lower damage than Levitate for whatever reason, it should do something different. How about use a short version of the Soul Storm animation? For an extra second or so, let the foe twist in the air before he falls down to get his damage -- not as anything more than a kind of extended knockup. Don't lock the character in while it animates . . . so the character can begin Propel or something else during the end of the "twisting-in-air" animation.
As for trying a Grav controller again, have you tried it as a Grav/Storm? The Storm secondary helps this combo become a very good solo player -- not real fast, but fun. There are so many ways that I found I could use strategy to make best use of the powers. Crushing Field + Freezing Rain makes FR into a pretty reliable knockdown field. That really helps get through those lower levels.
I found that Hurricane makes a huge difference in the character, in that I can immobilize them and then drop their ToHit chance, almost as good as an AoE hold up ALL THE TIME, so the foes can't do much of anything while I take my time to pound on them one by one with GD-Crush-Propel. Then when I got Wormhole . . . while Hurricane is on, I can WH them into a corner and hold them there while I pound on them one by one. Plus, Wormhole+Thunderclap lets you stack stun mag to 5. Then Singy became my tank because I stayed invisible with Steamy Mist +Super Speed. He draws the aggro while I take out the foes.
I don't think I ever could have gotten a Grav controller up into the 40's if I hadn't paired it with Storm. The chaos is a lot of fun solo. On teams, I am far less effective, relying upon the Crushing Field+Freezing Rain combo a lot and having to limit my chaos causing powers . . . and Propel is often worthless on teams that kill stuff fast. -
I played an Invuln/Axe tank up to 50. I enjoyed the set, but overall, I like other sets better. The knockdown is a key aspect of the set and mitigates a fair amount of damage. The set was significantly improved when Penduluum was changed from knockback to knockdown. The AoE isn't too bad, with Whirling Axe at 360 degrees, Penduluum at about 180 degrees, and Cleave as one of those very narrow cones that hits hard.
The best part about the Battle Axe set? You get to hit your foes with a big frikkin' AXE! (Although, due to character concept, I started using the Shovel as soon as it was available.) It puts out a pretty steady stream of damage -- the middle level attacks do a little more damage, while the big hitters aren't all that big. But Axers need to plan on slotting EndRdx early.
One reason you might be happy with your choice of Mace -- in upper levels, robots resist Lethal damage, but are weak to Smashing. I always hated having to go after Robots.
Oh, and I have that Kinetic Combat knockdown proc in Scorch on my Stone/Fire tank and love it. It hits often enough to be noticable. Since Fire has no mitigation in the set, it seems to help. So I would recommend it. As CMA said the Stupify proc is knockback, so it is a bad idea -- I learned that the hard way on my Fire/Rad controller. -
Two players with Repel go to either end of those parks with arches at the end -- Hellion Soccer! See if you can make a goal past the other player!
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I don't know that you would call him famous, but one of the pioneers of computer gaming, Scott Adams, plays CoH. I teamed with him a while ago. When he said his name, I asked if he was THE Scott Adams of Scott Adams Adventures, which he was. Is he considered famous if he has a Wikipedia entry?
That was pretty cool to me, since I remember playing some of his games on my first computer, an Atari 800. -
I actually like my Fire/Rad over my Fire/Kin. Fire/Kin is very good at killing off large numbers of lower level foes. This is why it is preferred by the Farmers. However, my Fire/Kin dies a lot more than my Fire/Rads. Fire/Kin has little defense and the secondary adds buffing to damage and speed instead of more control and debuffing. Fire/Kin is also very late developing -- it doesn't really become good until you get your level 32, 35 and 38 powers.
Fire/Rad is more flexible and durable -- I liked my first one so much, I made a second Fire/Rad on another server. The key to a Fire/Rad is the synergy between Hot Feet and Choking Cloud. It doesn't kill as fast as the Fire/Kin, but it lives longer and things still die pretty well. One huge advantage in low levels is Fire Cages + Radiation Infection -- RI has a big ToHitDebuff, so they can't hit you much. Fire Cages makes it so that the foes can't move. Together, those powers are almost a hold. Fire/Rad works great solo and on teams.
And a team of Fire/Rads is the strongest team in the game for most content. Simply amazing. -
Quote:Ah, Storm! Storm and Rad fight it out for my favorite secondary for Controllers . . . and I have a bunch of both Stormies and Rads.I'm going to be leveling up a controller with a friend who's gonna be just starting the game. I already reserved the name for him (Mesocyclone), and I'm dead set on making storm summoning my secondary power pool. I initially picked Mind Control as my primary (fits the name of the character), but the more I read the guides, the tougher it gets to chose my primary power.
Here's the idea: Even though I don't roleplay any of my characters in any way, I still like to create them as though I would. Mesocyclone is a magic hero who summons nightmarish things. I figured mind control would be the easiest way to explain that, but with the customizable powers, I can pretty much go any route I want with that and explain it away.
That being said, what's everyone's recommendation for a primary power pool? I will mostly be playing him in a group of at least two, but there may be times when I will have to solo. I'm assuming my friend will be making a scrapper, but that's uncertain.
Any suggestions are appreciated.
Let's see . . . I have Ice/Storm and Ill/Storm at 50, and Grav/Storm, Earth/Storm and Mind/Storm in the 40's. My Plant/Storm and Fire/Storms are fairly low level. I would be working on a Plant/Storm, but I already have Plant/Rad at 50 and Plant/Kin in the mid 40's. I'll list them in order of my favorites:
Illusion/Storm: The Debuffs in Freezing Rain make Phantom Army better. Illusion plays well at range, and Hurricane helps protect you from melee. You can skip both Invisibility powers in Illusion if you go with Steamy Mist + Super Speed, freeing up another spot for another Storm power. It is a vary fun combo, great for solo, very good for small teams, but can be too chaotic for big teams because Illusion does not have any -knockback. Expect foes to be flying all over the place if you use Tornado. I mostly use Tornado as a defensive power except against AVs and other tough foes. One of the most fun things to do with an Ill/Storm? Put yourself in a cul-de-sac full of foes, turn on Hurricane, and then pull out all of your pets -- Phantasm, PA, Lightning Storm, Tornado, and what the heck, even throw out Spooky (Spectral Terror) -- then stand there and watch the chaos. (I'm very fond of the Illusion set . . . I have Ill/Rad, Ill/Storm and Ill/TA at 50, with a second Ill/Rad in the 40's and some other Illusion lowbies.)
Earth/Storm: This is better as a team controller, with Earth's great ranged AoE controls. Plus the -knockback in Stone Cages and Fossilize allow you to use the powers with knockback without concern. The Damage in Storm makes up for the lack of damage in Earth . . . but only after level 38 or so. Before that, the damage is pitiful. Don't expect to solo before level 32. One nice control aspect -- you can stack the Mag 3 Stalagmites with the Mag 2 Thunderclap to stun bosses. I have been on teams where I got many complements -- some people have never seen these sets played together well, helping the team to kill much faster. Earth and Storm have a lot of overlap -- two AoE Slows, two knockdowns, two AoE stuns. Too many good powers that it is hard to decide what not to take. (I'm also fond of Earth, as I have an Earth/Rad at 50, and two Earth/Storms -- one at 43 and the other at 37.)
Plant/Storm: Good combo of damage and AoE control. You get a very powerful AoE control at level 8. The Storm powers provide good debuffing to buff your damage and protect you with knockback and -ToHit, but your Roots Immob has -Knockback to allow you to unleash Tornado.
Grav/Storm: I really didn't like the Grav set, until I paired it with Storm. Grav has a unique aspect -- the AoE Immob does not have knockback, which allows you to turn Freezing Rain into a knockdown field. That really helps you leveling up until you can get to the really fun powers in the set, Wormhole and Singularity. Grav also lets you stack the Mag 3 stun in Wormhole with Thunderclap's Mag 2 to get bosses. My Grav/Storm has been mostly a solo character, because many of the Grav powers work better if you can take your time to use them to the maximum benefit, and teams don't give you that option. I have teamed a few times, and usually have to limite a lot of the stuff I do. It is hard to get folks to understand when you are setting up a corner to wormhole foes into.
Ice/Storm: This was actually my first Stormie. I made mine into a mostly melee character. Let the tank run in to get aggro, then use Ice Slick from range to distract the foes, and run in behind the tank with the other melee foes. The key is Arctic Air, which provides a Slow+Confuse+Afraid. Add that to Freezing Rain, and the Tank and scrappers will be doing tons of damage and taking very little. You can make an Ice/Storm to be a ranged character, too, by using Shiver. Very little damage, however, so it is definitely a team character.
Fire/Storm: Mine is very low level. Friends of mine say it was one of their most fun characters, but it uses up Endurance like crazy -- better plan on lots and lots of Recovery and Endurance buffs. Fire is a melee set unless you skip Hot Feet, so expect to use Fire Cages to prefent Storm's knockback.
Mind/Storm: Both sets are good, but they don't really go together very well. Mind has no -knockback, and no pets to chase your foes when they get knocked back (unlike Illusion). Both sets are good enough that they make an effective character, but there isn't a lot of synergy.
On most of my Stormies, I like Steamy Mist + Super Speed -- they give me full invisibility, plus Super Speed is great battlefield maneuverability for running around with Hurricane to herd foes or getting in just the right position for Lightning Storm or even Gale. -
Quote:Thanks! It is a fun build and works very well. I would have loved to get Recall Friend in there, but I needed one more LotG, so I had to take Combat Jumping instead. Other than that, the build has all the powers I really wanted and still has perma-PA. It has a good amount of Recovery, so I almost never need to fill in with a Blue.Post #63 actually, just looked
Impressive build btw, I was expecting to see a sea of purples.
I tried hard to avoid as many of the purple sets as I could to keep the price down. (Granted, the purple sets keep their bonuses when you exempt, but I was trying to make an end-game type build.) It has 5 of the confuse purples, which are comparably cheap. It has two optional purples from the pet set, which are also cheap. Now, the Luck of the Gambler 7.5% Recharge procs are expensive, but you can save up merits to get those . . . which is where I got most of mine. The other advantage of avoiding purples is that almost everything else is available with merits, so if the price goes too high on the market for some of those IOs, you can just run a bunch of TFs to earn the merits for the build.
For the few Hami-Os, you can run Hami Raids or Statesman's TFs to get a chance to get those. One little trick to increase your chances -- one time I ran a Statesman TF, and made a deal with the rest of the team. I needed an Enzyme, so I promised to trade a Nucleous plus whatever I got for an Enzyme if anyone got one. I think I got a Golgi, and the person who got the Enzyme needed the Nucl and Golgi a lot more than the Enzyme, so we both made out. -
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Here is my current build . . . almost. Just have a few more to get to finish it out.
I have thought about dropping Fly to use Super Speed as my only travel, so I could fit in Mutation -- it is nice to have on teams.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Capt. Fantastic: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- HO:Endo(A), HO:Nucle(3), HO:Perox(15), HO:Perox(36), RechRdx-I(37), RechRdx-I(37)
Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), GravAnch-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(11), Posi-Dam%(23), TotHntr-Dam%(34), GravAnch-Hold%(34)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(40), RechRdx-I(46)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), HO:Nucle(9), TmpRdns-Dmg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), EndRdx-I(40)
Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(19)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(42)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Cinders -- HO:Endo(A), HO:Endo(25), RechRdx-I(25), RechRdx-I(40)
Level 26: Bonfire -- RechRdx-I(A)
Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), Lock-%Hold(29), EndRdx-I(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Hold(31)
Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResKB(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Speed -- Clrty-Stlth(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run -
Quote:A full team of any kind of */Rads is sick, but a full team of Fire/Rads is so overpowered that it feels like cheating. Everything dies in seconds. It was a team of mostly Fire/Rads that set the speed record for the Statesman's TF. I think they had one Fire/FF for the mez protection.Hotfeet and CC both need to be slotted up to really shine. End Reds will take the sting off, and as soon as you can get the Lockdown proc in CC, it really becomes amazing.
EMP is a good panic button. Like when you have 2-3 mobs that just atet the tank for lunch.
This is just my personal style, but I would take Enervating Field over the fighting pool. It reduces enemy damage output by 25% (iirc), which is basiclly like getting a 25% Damage Resistance to EVERYTHING, that your entire team can enjoy!
Of course, if you're alreayd on Rad-heavy teams, you probably are already enjoying it. I've never seen it myself, but I've got to imagine 8 rads running slotted up toggles on an AV will pretty much neuter them. -
As previously stated, Fire/Rad can vary depending upon your playstyle. But the powers really, really lend themselves to a particular playstyle. Flashfire+Fire Cages from range, then run in with Hot Feet+Choking Cloud on and the Imps trailing behind. Use Char on anything that moves while you stand there letting CC hold, HF and Imps kill stuff.
Of all Rad controllers, no build can make better use of Choking Cloud than a Fire/Rad. That's because it synergizes so well with Hot Feet. (In fact, CC mostly stinks on most other controllers . . . other than Ice/Rad using Arctic Air. But CC is a key power for a Fire/Rad.) Don't really evaluate either of Choking Cloud or Hot Feet until you have both fully slotted. Hot Feet should be slotted with EndRdx, Damage and a little Accuracy. Adding Slow is nice, but only if you have sufficient slotting in the others. Choking Cloud should be slotted with Max EndRdx and Hold. The unique way that CC works means that slotting for Hold can make it more effective. Only after EndRdx and Hold are max slotted should you think about procs . . . but the Lockdown +2 Mag proc was just MADE for Choking Cloud due to its mechanics on how Mag is stacked. (Take a look at my Ill/Rad guide for an explanation.)
When slotting sets, you need to decide . . . do you want a max Recharge build? There are some benefits to that, such as having Flashfire recharge quickly. Do you want a Defense build? There are some benefits to that, too, as you will often be in or near melee. Go for Damage? That's a good one, too, for obvious reasons.
I suggest you first go for Damage and Recovery/more Endurance. If you are on teams, especially a team of Fire/Rads, your recharge will be taken care of by multiple castings of AM, and if you have so many people who can heal, you don't need much defense.
Char: Your slotting is good for a Recharge build, but if you want damage, you may want to reconsider it. Want Damage AND Recharge? Consider 5 Decimations and a common Hold.
Fire Cages: It really doesn't do that much damage, so you don't get all that much benefit from damage. It has an Accuracy penalty and uses a lot of endurance, so you want to make sure that those two attributes are the main focus of your buffs. After that? Here is a good place for Procs. At level 50, the purple Gravitational Anchor Chance for Hold proc is wonderful here. Otherwise, go for some Damage procs instead of damage enhancements. You will net more damage.
AM: Efficacy Adapter is a good set here. You have the proper SO and common IO slotting.
Hot Feet: My level 50 slotting is Dam/End and Acc/Dam/End from Sirocco's, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx IO. The main goal is EndRdx, then Damage and some accuracy. You need to keep that EndRdx maxed so that you can run HF and CC together and still have enough endurance to do other things.
Recall Friend and Mutation are nice to have but luxuries -- I like them on other builds, but don't have them on my Fire/Rads.
Flashfire: The Stupify set is good, but swap out the Chance for Knockdown for a common Recharge. Fire Cages has -knockback, making this proc useless.
Stealth? Why? Try Super Speed instead, since you should have Hasten anyway. (I don't see much use for Stealth anymore since you can get stealth for no endurance from a proc in Sprint or your travel power.)
Radiation Infection: I would take this earlier. It should be slotted mainly for ToHitDebuff and EndRdx. The Defense Debuff is nice, but most folks don't need more than the base amount to be able to hit the Accuracy/ToHit cap. With ToHitDebuff, Fire Cages + RI is a fill-in control for when the stun in Flashfire runs out . . . foes can't move and they can't hit you very often, so it's almost like a hold. Ideal slotting at level 50 is 3 Enzyme Hami-Os, but 4 Dark Watcher is OK. The Achilles proc is nice here only if you have a slot to spare for it - as it only goes off every 10 sec.
Ling Rad: EF is far more important as a buff to damage as well as a debuff to foe damage. Slot EF with 2 EndRdx. As for Ling Rad, yeah you should take it, but later. The -Rech and -Regen are nice. You mainly want to slot Ling Rad for Accuracy and Recharge.
I'm not a big fan of the Fighting Pool for Controllers. If you are controlling foes, you won't need the Resistance or Defense. And unless you come close to softcapping these, small amounts don't provide big benefits. I prefer control powers.
Cinders: I use this as my fill-in control power when Flashfire is recharging. I use it a lot.
Level 28: Choking Cloud. Slot it, love it. You can "frankenslot" this for max EndRdx and Hold. Some folks suggest Accuracy, but that should only come if you have max EndRdx and Hold.
Fire Imps? I like slotting for Recharge more than the Resist proc . . . the imps run around too much, often out of range of the proc. With Recharge, you just re-summon when they die . . . which they will, often. 4 Expediant Reinforcement, then the 2 Call to Arms Triples. Even better at level 50 -- Dam/Rech and Chance for Build Up from the purple Soulbound Alliegence set.
Fallout: It is very, very situational. My Ill/Rad guide explains why. It can be very powerful if your team knows how and when to use it, but for most builds, it is the most skippable power in the Rad powerset. I like Bonfire better -- a single Recharge gives you an AoE knockback zone that acts as a barrier, and can add a little damage to anything resistant to knockback.
EM Pulse: Arguably one of the three best AoE holds in the game. Huge radius, long duration and no accuracy penalty. It stops your endurance Recovery for a short time. I use it mostly as a "panic button" power. I don't use it as much as Cinders, but because I have EM Pulse, I don't have to worry about saving Cinders for "panic button" moments. And it does damage to Robots.
Personally, I like the Psi APP set for my Fire/Rads, as Indomidible Will cuts down the number of times a mez causes me to drop my HF+CC toggles. -
Quote:First, I want to say, "Thank you, Castle, for giving us a little tidbit of information." We appreciate it!Colin is an animator who is looking into possibly reducing the cast times of a few of the powers to help off set the "I clicked a button and died before the power went off" problem Gravity has. He's done a few preliminary tests, but so far, nothing is certain. All I can say for certain is, "We're experimenting, and we hope it works as much as you do!"
I find that the long animations don't necessarily cause me to die, but often allow the foe to die before my animation goes off . . . which is quite frustrating, and the main reason I mostly solo with my Grav/Storm. The slow animations mean that Grav controllers add less to teams than most controllers.
From the above, it sounds as though the only change will be to animation times, and not to the order or nature of the powers. Oh, well. Making some of the suggestions above would be nice, but we'll be happy with any improvements to the set. -
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Quote:A lot of good ones in this list, but those are two of my favorites. I remember a thread a while ago where somebody with a great sense of humor started a "Questions for a newbie" thread where he had great funny answers to questions about CoH/V. I wish I could find it.My votes go to Rude Tells and Dark_Respite's Nerd Flirting (Course of Superhero Romance) (I only found this last Friday and am currently on page 30ish, but wow is it an amazing thread
Thanks D_R )
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How many Illusionists does it take to change a Light Bulb?
Only one, but first the light bulb has to be confused into wanting to change, and then believes that an entire army has already changed it . . . but only with enough Recharge. -
I have a few suggestions on the Grav side . . . not personally fond of Emp.
Crush: Do you even need the Recharge? Standard single target attack chain is GD-Crush-Propel. Since Crush is DoT, it continues doing damage while Propel is animating. By the time you have finished with Propel and GD on the same or next target, Crush is up again. Especially with Hasten, you should be able to do something else with that slot. A Decimation Chance for Hold would allow a chance to stack mag or hold foes missed by GD.
Singularity is arguably the toughest pet in the game (other than the ones who can't be hurt). Singy does not need Recharge. I would slot up Hold and maybe a +Resist proc.
Crushing Field is your AoE Immob for foes stunned by Wormhole. Stun+Immob=AoE Hold that recharges faster than your standard AoE Hold. You might want to consider moving CF closer to Wormhole. Also, it may need some EndRdx if you use it a lot.
Grav is overall a kind of weak control set. It is lacking in AoE and has three particularly interesting powers, but the rest of the set is kind of lackluster. (Propel, Wormhole and Singularity make the set fun.) I couldn't get into it until I paired it up with Storm and stuck with it until the upper 20's, after Wormhole. You don't see many Grav/Emps because there really isn't much synergy between the sets. Illusion, Mind and Plant are probably the best primaries for */Emp. I would say that */Storm is the best secondary for Grav, although Cold might work. The combo of the knockdown in Freezing Rain (same as Sleet) combines nicely with Crushing Field, which is the only controller AoE Immob without -Knockback. Then Lightning Storm adds some badly needed damage, and the rest of the Storm set adds debuffs and control to make up for the lack of AoE control in the primary. -
OK, I have a bunch of suggestions here. My belief on most controllers, especially a */Rad, is that you should slot for Recharge first, then Recovery/more endurance.
Char: If you can fit in one more Basilisk here, the triple or the quad, then you can get a nice recharge bonus of 7.5%.
Radiant Aura: I like 5 Doctored Wounds for the Recharge, but in any event, you should try to maximize Heal.
Fire Cages: Here may be one of your problems with endurance if you use it a lot. This power should be slotted first for Accuracy (it has a 10% accuracy penalty) and EndRdx. I prefer a minimum of 45% or so of EndRdx, and you don't have enough. Then it can take procs -- damage is good, but the Grav Anchor Chance for Hold proc is great.
AM: I prefer to 6 slot this with the Efficiacy Adapter set if you have a lot of recharge, or at least 5 slot it with a Recharge in the last slot. This is a big boost to your Recovery whenever it is up, so you want as much recharge as you can to have AM up as much as possible. Of course, AM does many other nice things, too.
Rad Inf.: You can get 2-3 slots back here. If you can, use 3 Enzyme Hami-Os. In three slots you can maximize all three aspects of the power, ToHitDebuff, Defense Debuff and EndRdx. Otherwise, I recommend 4 Dark Watcher, maximizing ToHitDebuff and EndRdx. Defense debuff isn't as important.
Flashfire: The Stupify set is good if you can't get the purple set. It needs a 6th slot with a Recharge in it. This is a key power.
Super Speed: 3 slots in this is a luxury if you are short on slots. I generally slot just an EndRdx, and then put the Stealth in sprint if I'm short on slots.
Health: If you can spare the slots, add a Numina's Health and a Miracle +Recovery. (But not at the expense of key powers.)
Enervating Field: That third EndRdx is only saving you about .05 Endurance -- to little to be worth a slot. Put that third slot somewhere else. I would also move this to after Stamina. I put Hot Feet earlier, but for a level 50 build, it doesn't really matter that much other than some low level exemping.
Cinders: How much do you use Cinders? I use it mainly to fill in as AoE control while Flashfire is recharging and as a panic button. You can regain a slot by only using 5 here -- 4 Basilisk, and then an Acc/Hold/Rech from any other set (Essence is usually cheap).
Hot Feet: This is your main source of damage. The basic strategy is to Flashfire+Fire Cages from range, then run in with Hot Feet and Choking Cloud running to let Hot Feet and the Imps kill everything. Use Char to hold anything not held by Choking Cloud. The slow is nice but way down the list in importance, since its only benefit is to slow foes from running out of the HF+CC zone -- Fire Cages can handle that if needed. I have mine slotted with Dam/EndRdx and Acc/Dam/EndRdx from Sirocco's, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx.
Ling Rad: The main benefit of this power is the -Regen for AVs, but it is nice to use on other foes for the slow and -Recharge. I slot for Accuracy and Recharge -- slow enhancements only affect run speed, and you have Fire Cages.
Choking Cloud: This is a key power. It needs to have max slotting for EndRdx and Hold with "frankenslotting," and then fit in the Lockdown +2 Mag proc if you can. See my Ill/Rad guide for an explanation of the mechanics of this power, explaining why max slotting for hold is so important.
Fire Imps: Consider replacing the Commanding presence with 4 Expediant Reinforcement (all but the Dam/End and the Resistance proc), and then use either the two triples from Call to Arms or, even better, the Dam/Rech and Chance for Build Up from the purple Soulbound Allegence set. The max Recharge lets you replace them as they die, which works better than Defense or Resistance.
Fallout: Skip it. Bonfire has some nice situational uses as a barrier. Plus you can throw it under an AV for a little extra damage. All it needs is a single Recharge. Adding damage is nice, but not necessary. My Ill/Rad guide discusses the situational nature of Fallout.
Smoke: Some people like it, but I'm not a big fan -- I respec'ed out on my Fire/Rad (but still have it on my Fire/Kin). Since you have Super Speed + a stealth proc, you don't need it. You certainly don't need to waste 3 slots on a power you don't use. You might want to consider taking EM Pulse at 38 and add in the Psi Blast. Or take Air Superiority as a melee attack with knockdown and -Fly.
EM Pulse: It is a great "panic button" power that can be used more often than you realize -- you know it does damage to Robots? The AoE is huge, and the -Recovery is managable if handled right. It you are tight on slots, go with 2 Acc/Mez Hami-Os. You could go with two Acc/Mez, 2 Rech, or you can put 4 Basilisk for more global Recharge.
IW can be made perma . . . but it takes a LOT of Recharge. You generally have to reduce the effeciveness of some of your other powers to get more recharge. I feel that the small amount of down time in IW is worth other powers being more effective. -
Yep. Illusion/Empathy. Invisibility lets you get around and heal without being seen. Phantom Army and Deceive lets you pull foes away from teammates. Illusion gives you single target control, damage and confuse, plus the AoE distraction from PA and control from Spectral Terror. The Illusion set lets you be an effective controller, and still use your buffing and healing powers. (Notice I said buffing first.) You can solo if you want, but build for a team player.
Frankly, Emp is far from the best secondary for an Illusion controller, but Illusion may be the best primary for a */Emp Controller. -
Uh, yeah. One-shotting foes, especially problem foes like mezzers, with your snipe is really, really nice.
I consider Aim and Build Up on blasters to be pretty much essential . . . kind of like Stamina, but more flexible on when you take them. -
Quote:I tried the Primal APP set on my Ill/Rad at one point. The blast is OK. It animates in 1.67 seconds instead of 1 for Fire and Ice . . . not much of a difference. The damage is the same as the base damage for Fire, Ice and Psi. I found Torrent to be a bit weak for an AoE, as the cone is more narrow than I would like and it has a smaller cap on the number of foes than Fireball or Ice Storm. (Ice gets two AoE damage powers because it also has Frost Breath.) The shield is Lethal & Smashing Resistance. You have mentioned Conserve Power if you have endurance problems -- but AM takes care of that most of the time for me.While burning freespecs, I switched the APP for my Ill/Rad from Earth to Power and wow, what a difference.
Not only is the ST chain seamless with Blind, SW and Power Blast, but Conserve Power allowed me to stick with a "no insps" restriction. Also, Energy Torrent provides decent AOE damage and effects for teams.
So, it was this weekend that I burned that respec and went on a GM hunting spree. So far so good.
Anyway, I haven't seen Power mentioned so far in this thread and I'm a new advocate of it for Ill/Rad.
Where I found the Primal APP disappointing is that Power Boost does very little because Ill/Rad only has a few powers that benefit from it. Flash and EM Pulse, mainly. It does not affect pets, so Spectral Terror is unaffected. Deceive and Blind already last long enough such that Power Boost doesn't really add much. Power Boost is the crown jewel of the Primal APP, and it is not that useful for an Ill/Rad.
It's not a bad set at all, but I prefer the Fire set. Fire Blast gets extra damage from the DoT after the initial blast, and the damage type is rarely resisted. Fireball is fast AoE damage -- and it looks cool. The shield is OK. Consume is a nice emergency Endurance Recovery tool, and Rise of the Phoenix is the only self-rez available to Controllers. -
Quote:Exactly . . . and for a fast moving team, no other control power will be up for EVERY group.And for that you'd be "wrong".
Now if you said you don't think its a "good" control, that is one thing because it is opinion. But saying it isn't a "real" control is incorrect because it is afterall a control power.
With proper aggro control and knowledge of your powersets, aoe immobs are not only viable but affective forms of control. Too much emphasis is placed on flippy floppy powers where enemies can be knocked out of the zone of affect far too easily especially if you have floppy unfriendly teammates. To not have an aoe immob you take away an option for such teams. I would argue you see that way more than the need for -fly. Noone is saying that you have to use immobs all the time, but you argue for snowstorm situationally as well. Some of us think in the battle of "situational" the immob wins out. Freezing rain/sleet is a wonderful power for the debuffs alone, the flippy floppy is nice but I consider it a bonus (and one you can use quite well, but it's not vital to the effectiveness of the power). Personally I'd rather hold the enemy in place, debuff the begeezus out of them then let the damage types run in and kill them all.
I was on a team with my Earth/Storm yesterday, and my use of Stalagmites+Stone Cages + Freezing Rain substantially sped up the team's kill speed. Next group, I might use Earthquake+Quicksand, or Volcanic Gasses + Quicksand -- but only after the tank and/or scrappers run in to grab the aggro. Using Earthquake or Volcanic Gasses as an Alpha-attack is likely to draw some aggro. And frankly, if the Tank/Scrapper goes in to grab the aggro, I might as well use Stone Cages if the team is killing fast enough. The Stalagmites+Stone Cages combo are cast in very few seconds -- just barely before the blaster runs in to AoE everything. And the Peacebringer who joined up had no problems with knockback most of the time as long as he waited for my Cages first.
Once or twice, I used Cages and then ducked behind a barrier to avoid the aggro . . . but other than that, Cages was a huge benefit to me and the team.
Now, everyone has their own playsyle, so I don't fault folks who don't like the AoE Immob . . . but I suggest that anyone trying out a controller should try it first and learn the strategies to make it effective. If you don't like if after that, then drop it. -
Quote:I have a discussion about the APP sets in my Illusion/Radiation guide, linked in my sig.Which one of the APP goes with an Ill/Rad? I am aiming to perma-PA, or get as close to it as possible.
Many thanks
I didn't go with Psi because I wanted a different damage type -- a different damage type really helps when going up against Robots and other Psi-resistant foes. Blind, Spectral Wounds and Phantom Army all do Psi damage. Phantasm does smashing/energy. Also, with Perma-PA drawing most of the aggro, I don't need nearly the protection from mez as other controllers.
A fast-firing blast really helps make a good attack chain with Blind-Spectral Wounds-Blast-Spectral Wounds. Fire and Ice both activate in 1 sec, and Fire does more damage. Primal and Psi are slightly slower, and Earth's Hurl Boulder is very slow. Killing the low level foes more quickly is the key to making better use out of the Spectral Damage in Spectral Wounds and PA. Plus you get a fast and effective AoE attack in Fireball. One important question is whether you need the Shield as a place for a LotG Recharge -- I was able to get Perma-PA without a defense-based shield so I went with Fire.
I prefer Fire first, then Ice, then Psi, then Primal, with Earth at the bottom of the list FOR THIS CHARACTER. For other characters Earth may be the best, and I have it on several of my Controllers.
My guide has a couple of Perma-PA builds -- one with Fire and the other with Ice, and if you look at Post #83, I posted my personal Perma-PA build. -
I'm in the camp where I prefer to have Stone Cages over two slows. For lots of reasons: (a) Stone Cages have -Fly which will handle the problem the majority of the time . . . plus there is -fly in Quicksand, so once they are on the ground, you can keep them there. (b) Stone Cages sets up Containment, as others have mentioned. (c) Stone Cages + Stalagmites act as a hold. While the Slows reduce the movement of the stunned foes, some often do wander out of the AoE of the slow. (d) Stone Cages is your fastest recharging control power. You can fire it off every few seconds. Add a proc or two, and that damage can add up. On the other hand, the Slows will only fire off procs every 10 seconds, and you don't have as many procs available. (e) Stone Cages + a corner to hide behind is just as good as an AoE hold . .. up every few seconds and able to be made perma at LEVEL 4! (f) There is a significant value to -Knockback . . . depending upon your teammates. Just try teaming with a Peacebringer. And if you realize that the -knockback only works for 12 seconds, you can use that to your advantage, since the Immob continues long past then. Cast Stone Cages, and just as the 12 seconds starts to run out, you can then use Earthquake or Freezing Rain a/k/a Sleet to make them bounce in place. (g) People complain that Stone Cages conflicts with Earthquake and the knockdown in Sleet/Freezing Rain -- just don't cast it. Too many people think that Stone Cages has to be spammed, but it can be used stragically. (h) Personally, I like the graphics of huge stone things locking down foes. It also makes the foes easy to see.
While there are some benefits to having both slows, I think the better choice is to take Stone Cages. The combo of Stalagmites+Stone Cages is just too good and fast as a "First Strike" control. Both Earthquake and Volcanic Gasses take a few seconds to work on the entire group, but Stalagmites is your only "instant control" AoE power. -
In many cases, the Phantasm's Decoy will take the aggro while you are re-casting Phantom Army. Unfortunately, you can't control when that's going to happen. Many times, I like to get the PA in front of the foe, and then I do my attacks behind, usually out of AoE range. That makes it less likely that the foe will turn around and smack me.
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At 195%, assuming you have Hasten and AM running, you will be able to get PA to recharge in about 62 seconds which is technically Perma-PA. I found that that gives me too little time for a cushion, so for my Perma-PA build, I aimed for 203% and actually got 206.25%. That build is on the #83 post of my Ill/Rad guide.