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As said above, the amount of Defense Debuff in the Earth set is already so high, there is no need for more. Quicksand alone has an unresistable 25% defense debuff, and add the 20% in Stone Prison, Fossilize, Stone Cages, Stalagmites and Salt Crystals with the 10% in Earthquake (which actually can be enhanced) for too much defense debuff if it was enhancable in most of the powers. My Earth/Rad guide mentions the Defense Debuff in each of the powers.
I suppose it would be nice to be able to use the defense debuff sets in these powers, but the inability to slot for Defense Debuff in these powers was set up before IOs came along. -
Thanks for the kind words. Most of what I have learned comes from many of the other great folks on these boards and the great group of guys I regularly team with. I'm happy to have been some help.
No, I haven't really made any changes to the build . . . in fact, I haven't gotten all of the purples yet, so it isn't quite finished. I've been mostly working on characters on another server, so I haven't put much time in on Brown Dirt Cowboy lately. I am, however, working on an Earth/Storm named "Ella M. Ental."
Going with Hasten/Superspeed is a very good choice for travel if you don't want the single target attack of Air Superiority. You could either put a Celerity +Stealth in Super Speed, or you could put either a Celerity or Unbounded Leap +Stealth in Sprint. If you use the Sprint option, you use a more endurance but you get a little bit of flexibility in that you can slot the jump +Stealth too (which is cheaper), you can turn it off easily to lead out hostages (The stealth from the IO continues for two minutes after the power is turned off), and you can slot Super Speed with something else (EndRdx or Run Speed). I use Hasten/Superspeed for most of my */Storm characters because of Steamy Mist.
As for another power . . . . several other powers I would like to have, but most of them need slots. You might be able to scrounge a Recharge out of Ling Rad if you have some Global Recharge, and there's two slots from Fly. If you don't want to use any slots, I would consider Recall Friend -- very nice to have especially if you can stealth missions. Assault only takes 1 extra slot, as its best slotting is 2 EndRdx -- I consider Leadership to be kind of boring, but there's no question that a damage buff will help the team. If you have some slots, Fallout is actually a fun power -- very situational, but very effective if you use it in the right situation, providing a lot of damage and a huge debuff. It works best if the team "buys into" using it in the right situation, maybe even with someone who is willing to sacrifice himself to die in just the right position. Stone Prison has some benefits . . . being able to immob an AV has its uses. Salt Crystals? Looks cool and with full Invis, you might get some use out of it; and it takes a cheap purple set. -
The only thing SB does for Rocky is boost his run speed -- pets don't get the Recharge buff anymore. However, ID boosts some of his resistances including his resistance to Smashing Damage, which is his lowest resistance at 40%.
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Quote:There are quite a few of us "older" players on this game who never grew up. There's a thread around here somewhere started by a 60 year old, where folks are posting their ages (or approximate ages).
oh. Then in that case I want to lead a SUPERGROUP, probably not to the 150 person/creature mark, but a Supergroup nonethe less.
However I shall start small and join teams who need an efficient Magic Tanker for the nonce. Maybe after a year the jump to Supergroup can be made by this old campaigner.
Why?
Think of it as an Army of Superheroes, I mean a force where specific cities could have heroes on station, but at the call of Superiors. It makes for a flexible striking force. Ideally a SG led by one, with up to 4 Generals To lead up to three Captains who lead up to three Sergeants who run one 4 hero squad each.
Just a thought.
PS. My youthful zeal is testimony that i never truly 'grew up'. I tried growing up, but all I could get was Government Work. Peter Pan has KW Stryker envy I am told. This game, this City of heroes, is so enjoyable to exercise, i love it. I spend up 6 hours daily on it (yes, I am retired) and still have time to pay bills, go shopping, enjoy my other hobbies and taking naps**
*A big Plus for us seniors. I truly thank one and all for the information and advice. Should i invest in the Big player's Guide for COH? I found it on EBAY for under $15.00. Is it worth the investment?
That's all for now
Take care everybody-
KW Stryker
As others have said, the Forums are the best place for current information. I have written a couple of guides on Controllers, which are linked in my sig. Lots of other folks have written great guides to all aspects of the game. Paragonwiki is usually the best place to go as a reference source.
Go ahead and start your Supergroup, and make sure that you go into Supergroup Mode as you play your low-level hero or villain. There is no penalty to be in SG Mode in low levels. Once you reach the upper 20's and mid 30's, you start to have a bit of a reduction in Influence you earn as a trade-off to continuing to earn Prestige for your SG. On your first high-level hero or villain, you may want to exit SG Mode at around 30, since you tend to be a little low on Influence on your first character. (However, if you learn to "play the markets" to earn lots of Influence, then there is no need to turn off SG Mode.)
SG Bases are very handy. They provide storage for Enhancements, Salvage and Inspirations. You can put a Vault and an Inventions Table in your base, so you don't have to keep running back to a University. And one of the best things . . . you can install teleporters to help you get around the City more easily. I have my own base on several servers with various levels of Prestige -- a couple of them were someone else's SG and Base, but almost everyone else in the SG left the game leaving me with the leadership of the SG and Base. A couple of them I started with my group of regular buddies.
Try a lot of different characters. I started out with a scrapper, then tried a Blaster, then a Tank, and then a Defender. I thought I had found my favorite in the Defender . . . until I tried a Controller. The Controller became my first level 50 character and is still my favorite overall character. One friend of mine loves scrappers, and another loves Tanks, while a third loves Blasters. So, try them all for a while to see which you like best. -
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Quote:I agree that some people seem to hate Speed Boost, and many love it -- I'm definitely in the Love it category. (Granted, I tend to play Controllers more than anything else . . .) The OP talked about being on teams, so I would consider SB a manditory power for a team-oriented */Kinetics controller, even if not everyone wants it. The fact is that SB can and usually does significantly speed up the team's overall speed to complete missions. Those Controllers, Defenders and Blasters can usually benefit a bunch from SB. And sometimes, even the speed boost to travel powers really helps -- see how much faster a Shard TF will go if you have someone Speed Boosting everyone.It can be bad because some players just HATE being speed boosted, especially on maps like the purple caves. Speed Boost is very helpful at lower levels, but at level 50 it's generally not as critical, especially for teams that have experienced players with IOed characters.
Also, some characters just don't need to be speed boosted (especially high-level melee characters of the WP and Regen persuasion). They have tight attack chains that aren't improved by additional recharge, they have IO bonuses or powers that give them crazy levels of Recovery (Quick Recovery or Power Sink), and they already have Swift and/or Quickness/Lightning Reflexes and don't need (or want) additional movement speed.
I've been on teams where literally no one wants to be speed boosted. And I've been on teams where everyone wants it. And I've been on teams where half the people want it, and complain bitterly if they do/don't get it when they don't/do want it. And I'm supposed to remember which four want it.
While (almost) no one complains when a bubbler gives you an unasked-for bubble, a /Kin will get guff for using (or not using) Speed Boost at some point. For these reasons, it's one of the more annoying buff sets to play, and I can certainly sympathize with someone for omitting Speed Boost from their solo-oriented build. I omitted it from my soft-capped S/L solo corruptor build, but have it on my team-oriented build.
Most of my melee characters aren't helped by Speed Boost (they don't have many long-recharge powers), and the increased run speed can be annoying on cave maps and in small areas.
But ranged characters are another story: they have a fair number of long-recharge powers (area holds and AoE blasts) and often have Hover -- and speed-boosted Hover is sweet!
And I'm sure that there are some situations where even those uber-melee characters could use a Speed Boost . . . like if the endurance has been drained by a Sapper or Carnies.
Personally, I think a lot of the folks who dislike Speed Boost haven't had enough practice with fast running. I suspect (but don't know) that most of those people have either no or very few characters with Super Speed. I have few problems running around in caves with Speed Boost or Super Speed -- but I have a lot of characters with Super Speed. Very few people would complain about SB if it did not have the run speed boost. -
Quote:World of Confusion -- underwhelming because the AoE is so small. It can be a mule for a cheap purple set, though. I'm tempted to try it with Ice's Arctic Air, but other than that, not much use.Thanks for the update!
Re: the epic powers... any significant changes that I should be aware of? I noticed there is a 5th power available. Any comments on their effectiveness in the pool?
i.e. World of Confusion within Psi, Rise of Phoenix within Fire, Frost Breath within Ice, Energy Torrent within Energy, Sesmic Smash within Earth
I will be all set with your input. Thanks again!
Rise of the Phoenix: Only self-rez available to Controllers, and it does damage, too.
Frost Breath: OK cone, but it makes Ice APP the only set with two AoE damage powers.
Energy Torrent: OK cone, but it doesn't make up for Primal's lack of AoE.
Seismic Smash: The best of the new powers, it is a heavy hitting melee attack with a Mag 3 hold built in. Good for melee characters and characters lacking single-target damage. (Seismic Smash used to be a Mag 4 hold, but that was nerfed.) -
Quote:The -Defense is only one aspect of the power. And the benefit for that is mostly for other members of the team, not me -- although it does help against foes with high defense or large amounts of -ToHit. See that Paragon Protector who just his near death buff? Quicksand makes him easier to hit. Less whiffing means we finish faster. See those CoT with -ToHit? Same thing.To the folks who disagreed with my decision to drop QS and SS. I see little to no benefit to -DEF in any portion of the game past the high 20s. By that point most toons that you encounter have already slotted their characters for both ACC and if they are IOing, global ACC.
Play any other toon in your late 20s/early 30s. Monitor your to hit. If you dip below 95% on many attacks I'd be surprised. Maybe I slot more for ACC on the rest of my toons, but I can't think I'm that far off. Try playing your Earthie without tossing QS for a while.
Do people still hit consistently? I run without it and mowing through +3/+4 is rarely a problem once teams get into Founders or late Talos. That's with everyday PUGs and not some kind of team that is specialized to layer buffs/debuffs.
Of course all of this is anecdotal and I can only claim experience of myself and a few friends. It's a great tool prior to your slotting your powers and as a slow patch it's useful. However, once I've gotten slotted I don't need -DEF for +3 or +4... and a slow patch is of marginal use to me.
Others might find more use out of it and who knows, you may love either or both. I like them, but not enough to sacrifice things like Tough/Weave which let me live longer and hence use controls that have, IMHO, a far more tangible effect on the battle.
I use Quicksand as a back-up control power, mostly where I don't want to use Stone Cages. I can lay it on the ground and let the Blaster/Defender pull . . . so that when the group hits the Quicksand patch, they are sitting ducks. Then I throw down Earthquake to get them bouncing once they bunch up. I lay Quicksand underneath Stalagmites+Stone Cages so that if a foe is missed by Stone Cages, he is not able to wander very fast.
If you are happy without Quicksand, that's fine. But I see some real benefits to having Quicksand, even for a high level Earth Controller. -
Since several of the pet issues have been fixed, making some of the pets much better. Venus Fly Trap, Animate Stone and Jack Frost in particular. With these fixes and the new sets, Controllers are more fun in my opinion. However, we also had a significant nerf when Pets can no longer receive any benefit from Recharge buffs like Accelerate Metabolism or Speed Boost.
As a result, some more solo-oriented */Kin controllers skip Speed Boost. I wouldn't, but then I always build expecting to team. -
Welcome, Astral!
Each server has its own little community. I spend most of my time on Guardian, but have Infinity, Pinnacle and Protector full of characters. One way to connect with folks is to go on the server-specific boards down below. Introduce yourself and ask to meet up with folks in game. Most of the people who frequent the boards tend to be better players -- and with occasional exceptions for when somebody is in a bad mood, mostly friendly folks.
Also, most servers have a main channel used for general chatter, finding teams and filling Task Forces/Strike forces. Look in the server-specific boards and they can lead you to those channels.
Finally, the best thing is to build up a good Global Friends list. When you team with someone you like, ask to add them to your Global Friends list. The keep an eye out for that person for the next opportunity to team with him or her. You may be able to find a regular team that way. I have been teaming with the same group of 3 other guys for nearly 4 years. We have had others join us for a while and then leave, but the 4 of us get on voice chat and have a great time. Those great guys are the main reason I have stayed with this game for so long. -
Quote:For a team Kinetics controller, Speed Boost is one of the most important and best things you can do for your team. Dropping it is a big mistake.Thank you for all the feedback. I actually had SB slotted with a generic EndMod recharge. Most of the teams I run on move fast enough without the need for SB and it's more of a 'nice to have' than an 'OMG we must be SB'd *all* the time'. So based on all your feedback, I've updated by Mids build as follows:
I dropped SB for ID and single slotted it with +Resistance. Two slots have been dropped from Tough and added to imps. I added Sovereign Rights: Resistance Bonus and Expedient Reinforcement Unique (Resistance Aura) to the imps. I'm guessing this should make my pets not only toasty warm, but tough as well.
Adding Recharge and Recovery to teammates? How can that be bad? The Run Speed helps everyone get around faster, too, but that is the least important aspect of the power. 1-2 EndMod is my preferred slotting. Yeah, ID is nice to have -- not essential, but I find a way to fit it into my build on all of my Kin/* and */Kin characters.
I would drop a lot of other things, like Combat Jumping or Siphon Power, before dropping Speed Boost. I would take ID over those, as well. (Remember that a Steadfast Protection -Knockback IO can go in ID.)
As for the Resistance procs -- how often do the Imps stay close enough to get the 20% resistance benefit? And is 20% resistance going to make that big a difference? It does on Animate Stone or Singularity, who already have very high resistance numbers, but not so much on Imps. I prefer to slot the Imps for Recharge, so I can re-cast them whenever one or two die. Consider slotting the Expediant Reinforcement set, leaving out the Dam/End and the Resistance proc, and replacing those with the Soulbound Alleagence Dam/Rech and Chance for Build Up. -
I hit level cap in age last year, and will finally get that 51st level later this year. My regular group is all folks in their 30's and 40s.
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Quote:Enervating Field casts in 1.5 seconds, and provides a 22.5% Resistance Debuff, plus a 20% Damage debuff. In effect, for 1.5 seconds of time, you get to kill stuff over 20% faster, and you have effectively boosted your own damage resistance by 20%.Actually I found that alot of the debuff powers for Rad were not necessary when solo'ing all that much (ie, I would only need one every 10 mish's or so), ITF/STF wise however, it's needed bad and you will likly be rejected if you don't have it.
Necessary? Maybe not, but a good idea? Yeah. Even if you don't need to use Radiation Infection or Lingering Rad every group, there's no good reason not to use EF for anything more than a single target that you can take down in one or two hits (where that 22% won't make a difference). I set up a bind for EF on one of my mouse buttons to make it easy to apply for virutally any group. -
Quote:I have a Hippy-ish concept for my Plant/Rad. He was cultivating his favorite "Herb" in the swamps behind his house, not knowing that Crey was dumping Radioactive Waste into the swamp. From making use of his personal crop, he found that he could control the plants as they grew. He's got long hair and a big Peace symbol on his chest. His name? "Pot Holder"How can you do an environmental concept without Plant powers?!?!
My best friend's 'Dirty Hippie' toon is a Plant/Storm who is taking Earth as an APP.
Go with the man-eating plants!
I love bad puns. -
Quote:I agree with your advice about staying flexible. There are a few instances where the general opinion on a power is pretty negative, but I have tried it and liked it. For example, I have Repel on my Kin/Electric. I don't use it very often, but I find it fun to have, and useful as a rare "panic button" power. Yet this is generally viewed as the worst power in the Kinetics set.Stryker, I hear you about simply tweaking a pre-existing build.
Hurricane's clearly a power that people have a huge range of opinions about - to some people, it's essential; to others, useless.
Hurricane is a good of example of why my recommendation to Dave is to read everyone's advice, but rather than simply taking any one build as 'best', figure out where the advice is coming from and really think for yourself about whether you want a power or not and how you should should slot it.
Stay flexible - I often change my mind on slotting as I develop a toon based on liking or not liking certain powers more or less than I thought I would.
Snowstorm? Again, your mileage may vary. I find it meh - useful in certain circumstances, but usually not worth the endurance drain, and thus the the power slot. But others love it, so read up for yourself and make an informed choice.
I usually attempt to try out most powers at least once. I even tried out Black Hole out of the Dark Miasma set recently . . . and found out that I hated it even more that the "general view" would suggest. But at least I can say that I tried it. Some powers seem pretty underwhelming when you first take them or on certain builds, but then become great on a different build or with practice. Hurricane is one of these kinds of powers. Same with Snow Storm.
Snow Storm is an important power on my Ice/Storm. Arctic Air is his melee slow power, while Snow Storm is his ranged one. It is not as useful most of the time on a Plant/Storm because of Seeds . . . but when Seeds misses or you have just used it or you have a group of fliers to bring down, it can be a nice power to have. -
Quote:I'm not positive it would even have a chance to proc when you cast Phantasm, since that is not a knockback power. The enhancements slotted in pet powers generally only benefit the pets, other than Recharge. So it may have no benefit at all.You'll have a 10% chance for it to activate on yourself when you cast Phantasm. After that, the Phantasm will have a 10% to activate it on itself with each target hit by Energy Torrent. Unfortunately, pets ignore recharge buffs and enhancements so it will effectively do nothing when it activates.
TL;DR Answer -- No, not as far as anyone has reported. You could always test it, but don't expect any benefit. -
Quote:I pretty strongly disagree with you. I find many strategic uses for Quicksand as a slow patch with a huge -Defense. It works as a debuff power, a barrier and a pulling tool. It works as a back-up control power for foes missed by your other powers. It helps keep foes in the area of Earthquake and Volcanic Gasses without -Knockback. I can't think of pool powers I would prefer over Quicksand. Tactics? Quicksand provides more benefit overall.On my Earth/Storm I have neither. I don't want a slow toggle, and I don't need the -DEF in quicksand. If you are going to make even the cheapest attempt at IOing your character, you'll be at 95% for just about everything anyway.
If you want a slow patch, which Earth only really needs at lower levels, then take it. However, I'd rather go for pool powers that give my character some added versatility.
This is one of the powers that lets an Earth Controller help a team handle higher level foes and foes with large amounts of ToHit Debuff with relative ease. AoE Blasters (who understand what it does) love it. -
Quote:Snow Storm has its uses. It is wonderful during the Katie Hannon TF to knockdown all the witches and slow them. It is wonderful on the ITF, where those guys resist other forms of control but are hit hard by slows -- just cast it on the EB or AV. And Anchor Toggle powers have their uses -- it can interrupt foes from doing some things. But overall, if you have to drop something from an Earth/Storm, it is one of the more skippable powers because of Quicksand.I don't get SS on an Earth/Storm. I often bash SS as mediocre; what I really mean to say is that it's often mediocre for controllers generally, and earth controllers in particular (I like it just fine on my Corruptor).
The point is this - a controller's job is to control stuff, and an earth controller controls groups better than anything, so why do you need SS on stuff that's held/stunned/knocked down etc? At that kind of endurance usage, it tends to be an unaffordable luxury, IMO.
Quicksand is different because it gives the defense debuff and it doesn't cost continuous endurance - I'd take that instead in a heartbeat. -
I left out Snow Storm on my two Earth/Storms, as much as I like the power. Quicksand is just too valuable for its massive 25% Defense Debuff and the stragegy of it being a location-based slow patch that recharges quickly.
I tend to cast it underneath all of the other AoE controls. -
Quote:I use Hurricane quite a bit. I hate it when people use it all the time, but it certainly can be effective at the right time. I agree that it is situational, but I look for situations where I can use it.I took Hurricane at 49. To me there were other powers that were always more handy, including Spirit Tree at 47(as a place to park a couple Numina's enhances).
Hurricane is really only useful against things that are strongly resistant to confuse(Nemesis Robots mainly) and maybe to help debuff an AV. Snowstorm + Hurricane will work on things that resist confuse, but it's messy, and you run across them so seldom you really don't even need to take Hurricane at all (thus at 49).
Snowstorm however is very handy against bosses so I take it pretty early. If you're having trouble with multiple bosses on a pull, you can Roots them so they don't get close to you, and Snowstorm till Seeds recharges to keep them from shooting at you much before you turn them into minions. Or until you can double stack holds on both of them(requires slotting you hold for hold rather than damage).
This works well both solo and on teams.
Anytime I see a Cul-de-sac, it is fun time. Turn on Hurricane to stand in the opening, then let loose with Lightning Storm and Tornado and any other AoE damage powers. Same thing works with a room with only one door.
Is the group too spread out? In the right situation, I can turn on Hurricane and run around the outside of the group to bunch them up. This works really well with an AoE Immob, since you can still push foes who are Immobed.
Did the fecal matter just hit the fan, so that your squishier teammates are being overrun with melee foes? Hurricane gives them a Sanctuary in a ring around you. It works as a nice "panic button" power to protect against melee attacks.
Hurricane works great for those "keep away" missions like the Respec trials, protecting desks, Escortable NPCs who can be killed, keeping Repairmen away from the Towers in the STF and a few in Croatoa.
And of course, you can trap foes in corners and jags on walls while substantially debuffing their ToHit. This works well on some tough foes.
I find enough uses that I keep Hurricane handy at all times. I have a button on my mouse and a bind so that I can turn it on and off with the touch of a thumb. I find Hurricane useful as soon as I can fit it in my build. -
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Quote:Well, there are a lot of options depending upon how you like to play:Wow, thanks for all the advice. I'll try and play around with sets later tonight, but if someone wants to throw together something for me, I'd appreciate it, too.
--Dave
Start with Strangler, Roots and Gale (required). Roots needs extra accuracy as soon as possible as it has a -20% accuracy like most AoE control powers. Then slot Roots for capped damage and some EndRdx.
At level 4, you have a few choices. Entangle can be slotted as a damage power -- useful if you mostly solo. O2 Boost is an Ally heal -- it is a weak heal but also stops Stun and reduces End Drain. Nice to have but skippable, especially if you mostly solo. Finally there is Snow Storm, an AoE toggle slow anchored on a foe. It has good slow and -Recharge, and can knock fliers out of the air -- an useful feature. Roots + Snow Storm will reduce incoming damage. Since you expect to mostly solo, I would probably go with Entangle, but Snow Storm is tempting. Slot Entangle with damage and some accuracy, but it has an accuracy bonus.
At 6, you have the previous choices plus your travel pre-req. Another hard choice. Air Superiority will give you another nice single target attack to help with solo. However, Hasten is always nice on a controller to boost Recharge, and Super Speed + Steamy Mist gives full invisibility -- very nice to get in position for optimal use of Seed's cone. I'm gonna go with Hasten.
At 8, there's no question. Seeds of Confusion is the most important power in the set. You want to 6-slot that one as soon as you can.
10 - You could take Steamy Mist or Spore Burst, but Spore Burst is a sleep, so it is skippable. Might be useful solo, but it is skipped on most builds. Steamy is something I want to take soon, with AoE stealth, small amount of Defense and some decent resists to three damage types - Energy, Cold and Fire. But looking ahead, we want to make sure we can fit in Freezing Rain at 16 and still get Stamina at 20, so we take either Steamy or Hurdle here, and take the other at 12.
At 12, Spirit Tree, an immobile Regen boost, opens up . . . it is not a horrible power, but pretty skippable. So we go with Hurdle.
14 - Super Speed. One EndRdx is all it needs at this time.
16 - Freezing Rain is one of the best Storm powers. Slot it for Recharge, then some EndRdx and, only if you have spare slots, Defense Debuff. You are going to want to use FR a LOT. It has a 30% Resistance Debuff that will boost your damage.
18 - Health
20 - Stamina
22 - In addition to the other previously available powers, you now have Hurricane and Vines available. Depending on whether you will actually use Hurricane, you'll probably want both. Hurricane can be a nice defensive power at this level, so lets go with Hurricane. Slot it with EndRdx and ToHit Debuff.
24 - Vines probably, but you could consider Snow Storm, O2 Boost or even Spore Burst here. I don't use Vines much, but it is a nice panic button and more control is always good.
26 - Carrion Creepers. CC, Seeds and Roots are really the best powers in Plant, so take Creepers here, slot Recharge first and then damage and a little Accuracy.
28 - Thunderclap becomes available. It is a PB AoE stun that is only Mag 2, so it only affects Minions. It is nice on a build with another AoE Stun (Earth, Fire, Grav), but is kind of meh here -- it looks cool, though. It recharges much faster than Vines, however. There are other options here, too. You could go with the Leadership Pool, for Assault to boost damage. Fighting? I'm not a fan of Fighting on a Controller, but its an option. Medicine Pool is an option of you want to eventually get Aid Self. If you chose Air Sup/Fly, you could go with Hasten here. Another option might be Air Sup if you didn't take it earlier. I'm gonna go with Snow Storm here, but Thunderclap is an option. As long as I have enough recharge in Seeds, I don't need Thunderclap very often.
30 - Again, most of the same options are available. You are about to get your pet at 32, and it would be nice to be able to heal him. so I'm gonna take O2 Boost. (However, some people hate O2 Boost.) But if you went for one of the pool powers, the second in that pool could go here. Another option is Spirit Tree here.
32 - Venus Fly Trap a/k/a Bitey, Chompy, Audrey or, my preferred nickname, Twoey (In Little Shop of Horrors, the plant was named the Audrey II, but Seymore called it "Twoey"). One funny name? "Serena" because it is bigger and stronger than Venus (think Tennis). Mental Maden gets credit for that one.
35 - Tornado. It does pretty good damage over time, and since your Roots has 12 seconds of -Knockback, you can turn it into a lawnmower.
38 - Lightning Storm, a good damage power with knockback that looks cool. It always shows up right over your head, so you have to learn to get in the right position when you cast it.
Then come the APP sets and IO slotting and . . . -
Just for comparison, I threw together my own Grav/Rad build. I don't have this one -- I have a ton of Rads and a couple of Gravs, but not a Grav/Rad -- but this is where I would go with the build. I did not include any purple recipes, so other than the Hami-Os, it should be fairly reasonable. It is only 1.1 second away from having Perma-Hasten. That could easily be achieved by dropping Super Speed, taking Hover or Combat Jumping and putting a LotG 7.5% Recharge in it.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Grav-Rad: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(19), Decim-Build%(43), Dev'n-Hold%(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(34), Dct'dW-Rchg(46)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(13), BasGaze-Acc/EndRdx/Rchg/Hold(19), Thundr-Acc/Dmg/Rchg(31), Dmg-I(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(36)
Level 8: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(9), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(36)
Level 10: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Acc/Immob/Rchg(36), Enf'dOp-Acc/Immob(46)
Level 12: Air Superiority -- HO:Nucle(A), HO:Nucle(13)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(50)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(37), G'Wdw-Acc/Hold/Rchg(40)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), RechRdx-I(37)
Level 28: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(37), RechRdx-I(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Perox(34), HO:Endo(34)
Level 35: Mutation -- RechRdx-I(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Super Speed -- Clrty-Stlth(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 2: Ninja Run -
In my opinion, this build needs a fair amount of work. Understand that I tend to focus more on slotting powers up to be functional first, and view bonuses as, well, bonuses. Ranged Defense is nice, but in my opinion, Recharge is more important for Controllers.
Crush: This should be treated as a damage power, not an Immob. If you really want ranged defense, slot it with the Thunderstrike set. The Decimation set gives Recharge.
Radiant Aura: That Numina's is doing no good whatsoever -- by itself, it is the same as a common Heal IO. Instead, move it to Health where you can get some Regen bonus. I like to slot up RA with at least 3 heal, 1 Rech. 3 Golgis and 1-2 Recharge is nice if you are not concerned with bonuses, but 5 Doctored Wounds gives some Recharge.
Gravity Distortion: I like some damage in this as well. Your standard attack chain will be GD-Crush-Propel, but sometimes you may just skip Propel if there is only a little health left. Some damage in GD is more useful than a lot of Hold Duration in my opinion. I like to mix Hold Duration and Damage, but consider Damage to be more important. If you want Recharge, 4 Basilisk's Gaze can combine with 2 slots for Damage nicely.
Health: Look to see whether changing the Regen Tissue proc to a Numina's Heal might result in a higher Regen rate, and it is probably cheaper, too.
Stamina: Go with 4 Performance Shifters.
Wormhole: I have Wormhole "frankenslotted" for Acc/Stun/Rech so that I can fit in a little more Range. That Range really helps.
Why not just dump Fly? Go with Hasten/Super Speed for travel, and get a Stealth IO for full Invis. Add a Combat Jumping if you want a place for a LotG Recharge. It also gives you Immob protection.
Fallout is a damage power and should be slotted as one. If you are going to take it, you need to go all the way with it. It is very, very situational and I generally suggest most Rad builds should skip it. Take a look at the Radiation section of my Illusion/Radiation Guide (link in my sig) for whay. Mutation will provide more benefit. Besides, having Fallout without Mutation is . . . rude.
Choking Cloud: I love CC on a Fire/Rad, and it works on an Ice/Rad. I would not recommend it on a Grav/Rad. It uses a TON of endurance so it must be slotted up with max or nearly max EndRdx. It needs to be slotted with Max Hold. And to provide any benefit, you will need to stand in melee range for a while. Again, my Ill/Rad guide discusses the issues with Choking Cloud.
Your slotting has very little EndRdx, so I predict that you will have trouble running CC most of the time.
You may want to think about getting some AoE damage in this build. After Wormhole + Crushing Field, you would have a nice opportunity to hit them with an AoE attack that gets Containment (like Fireball or Frostbreath).
Skipping Radiation Infection is a huge error. EM Pulse is one of the three best holds in the game and shouldn't be skipped. I suggest you re-think this build.
Edit:
Lewis got his comment in before mine. I agree with most of his stuff, too. I would slot up mine a little differently than he did, but his points are good.