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Quote:Teleport itself is not widely liked, but it becomes much easier and more fun if (a) you use a good bind, and (b) it is teamed with Hover. The classic bind is:So, before I invest in some powers and find out the hard way that things don't work the way I think they should or would I wanted to ask.
Teleport is a activate and target power. You teleport to said target where you can then repeat the process.
Assemble the Team is like Summon Friend, but for the whole team at once.
What is Team Teleport like?
/bind lshift+lbutton powexec_name Teleport
And it has some nice advantages -- you can teleport when Immobilized. You can teleport out of slow patches. You can teleport past blocked hallways. You can teleport past Rikti Drones and other foes with +Perception (a favorite trick for my Ill/Rad to Stealth missions). And for long trips in wide open spaces (like the Shadow Shard or long stretches in IP or trips to the northern islands in Talos), it is by far the fastest travel power with the advantage of Recall Friend as a pre-requisite. -
Quote:There is no "tanking" on a fire/rad team. The /FF exception was made for mez protection primarily. The team TTPd around as one unit, no tanking needed.
I thought the PFF tanking was only used for the AVs . . . Oh, well, I wasn't there, and only heard about it third hand. I have been on a team of Fire/Rads several times, and it is amazing. We tried the Team Teleport trick, but I wasn't impressed because Choking Cloud takes a few seconds to hit and we got hit a bunch before enough of CC's pulses hit. For us, it worked better to set up 4 sub-teams of two; have a sub-team of two folks use Flashfire + Fire Cages while everyone else ran in. Pause a few seconds while everything died, then the next sub-team of two would use FF+FC on the next group.
Want to feel useless? I was on my Kin/Elec Defender once, and some folks I knew were running their superteam of Fire/Rads. 7 Fire/Rads and me. The only thing I could do was speed boost them, and then run around following them past the piles of deceased foes. When we hit the AV, I think I got off one Transfusion and Transference before he dropped -- although the Transference may have been too late. -
Quote:That's nice of you . . . Most of the stuff I have picked up is from many of the other great folks on this board, with a little bit of personal experience thrown in. Each person has his or her own playstyle, however, so what works for me may not work for anyone else.I only have a few suggestions from my experience. The first thing I have to say is I would listen to Local_Man because he has helped me on all my controllers big time.
Quote:Secondly I would suggest you think about taking Ice mastery. It offers Hibernate which has helped me to an amazing degree. I group and solo, but I do solo more so I also took aid self, which you might not want to do, but aid self even on teams is a huge help imo. You have so much AE damage already that fireball is not really needed as much + with ice mastery you can get a nice ST which I find very helpful and you get a great AE in Ice storm. I saw no need personally to take frozen armor, since I have aid other and hibernate and I have not missed it at all. Also, I like having an AH -res in freezing rain and one in tornado.
Quote:This is just my opinion also, but anyone who says the groups loathe hurricane must just be using it incorrectly. I have been in groups were people are throwing tornado and hurricane all over with mobs flying and yes it really was annoying and gives stormies a bad name, but if you use it correctly it can be a huge help. In groups I only use hurricane at a safe distance from the team to block a doorway or if wandering mobs are coming my way. I almost never use tornado in groups unless the group has decided chaos is fine and do whatever you want and we are just steamrolling everything. I do use it on AVs since I have another AH -resist it it. I do use gale, but only towards a wall or at the very start of the fight to get them all lines up for my thorns.
I have Hurricane bound to an extra button on my mouse so that I can turn it on and off with a flick of my thumb. In larger open areas, I can let the tank get aggro, then run around the outside of the group, pushing them closer to the Tank. If I see a corner, I get to pin a foe or two into that handy spot. If we see a cul-de-sac, I get to unleash all the knockback I want and nobody complains. If the team is getting overrun, then Hurricane is there to protect teammates and myself. With practice, you get to learn to skim foes with the edges of Hurricane, which applies the ToHitDebuff but not the knockback. -
Quote:Earth/Storm is a great team controller, but is very slow to solo until the upper levels. Another low damage option that might fit the concept is Ice/Thermal/Stone or Earth/Thermal/Fire -- just color the Thermal powers to look like flame. Or Earth/Cold/Fire. I would agree that Fire/Storm would fit the request best since it would have the best ability to solo. Another option not mentioned would be Fire/Cold/Stone. However, beware that Fire/Storm will drain your blue bar like no other combo -- you had better plan on getting lots and lots of Recovery bonuses from IO sets.Storm is pretty good for encapsulating Air and Water.
Fire or Earth as a primary...
Earth will be a slow solo-er - Animated Stone, Tronado and Lightning Storm in the 30's will all help, but you won't hit your stride till level 40 this way. The 12 month vet power Sands of Mu helps big time with earth, but you don't have that yet.
Fire on the other hand will be a great soloer out of the box pretty much. Hot Feet, Flashfire and Freezing Rain will let you chew up big spawns solo really easily. Fire/Storm will be endurance intensive, so slot Hot Feet with end reduction and damage equally, and dont forget to turn off Sprint when you're fighting!
Fire/Storm should fit your concept and be a lot of fun.
Try this for starters:
1 Char
1 Gale
2 Ring of Fire
4 Fire Cages
6 Hover
8 Hot Feet
10 Swift
12 Flashfire
14 Fly
16 Freezing Rain
18 Health
20 Stamina
22 Steamy Mist
Of the build above, I think it is pretty good. I would suggest considering taking Air Superiority over Hover, however. Air Sup is a nice melee attack with knockdown . . . and while the foe is getting up, you have time to hit him with Char. And even if you don't hit him with Char, he's taking damage from Hot Feet.
Another option for travel power is Hasten/Super Speed. Super Speed has a built-in Stealth. Add that to the Stealth in Steamy Mist, and you get full Invisibility. Plus, Super Speed gives you great maneuverability for running around with Hot Feet, Hurricane, leading Imps into a fight, getting in just the right position to make Gale useful, or getting in position for using Lightning Storm. However, some people just don't like Super Speed -- that depends on your likes and dislikes. It takes some practice to be effective with Super Speed, and you will rely upon little "extras" like the Raptor Pack to get the vertical movement you occasionally need.
Just a bit of a warning. Storm is not the easiest secondary to play well. If you use your various knockback powers at the wrong times, you will be likely to frustrate teammates. Of course if you are solo, knockback is great mitigation and a form of control. -
As for Smoke . . . I'm not a big fan of the power. I had it on my Fire/Rad leveling up, but never used it because the team (this was a designed team) moved so fast there was never time. Besides, we had a great tank who took the alphas, so Smoke really wasn't needed. I had a better option for ToHit Debuff (RI). I respec'ed out of Smoke when I hit 50 and have never regretted it.
I have it on my Fire/Kin because she mainly solos. I'm still not all that thrilled with Smoke and will probably replace it with Super Speed + Stealth IO. On a small team that moves a bit cautiously, I can see it being useful. It could allow you to pause to buff the team before a battle without drawing aggro. It really depends on your playstyle.
One interesting aspect of Smoke is that I believe that the ToHitDebuff is unresistable, so even AVs get its full effect without the debuff modifier that most debuffs get. If three of you used it, it would add up to a decent amount of ToHit Debuff. -
Quote:The point I was trying to make is that Illusion/Kinetics is certainly viable, but the combo has some issues that keep it from being one of the better combos. However, those issues can be overcome to make it an effective controller. Same with Earth/Kin. If you are going to use the Kinetics secondary, you would ideally have a primary that either has good AoE damage (Fire and Plant) or lends itself to being in melee (Fire and Ice). Sure, Earth can be played in melee, but there is a benefit to staying at range that you give up when you pair Earth with Kinetics. While Earth/Kin can certainly be effective, other pairings with Earth work better with the primary.I think comparing the limitations of Illusion/Kin to those of Earth/Kin is a stretch. The knockback caused by Phantasm is a direct detriment to Illusion/Kin. Phantasm knocks enemy targets out of range of your kinetics powers, often just at the moment you really needed them. Earth/Kin has no such negative. Local Man just doesn't happen to like the combo because he prefers to play Earth Control from range. That is a valid preference, but it isn't the same thing at all as the issue with Illusion/Kin.
Lewis
I agree with the rest of your post. A good player can make any controller pairing into an effective character, and sometimes the challenge of leveling a less-than-ideal character is especially fun. -
It is kind of a running joke on these Controller boards. MM is the Chief Priestess of the Church of the Blue Bar because she believes that every character MUST have Stamina at level 20 -- no exceptions.
I'm willing to delay Stamina to 22 on a few builds, but not many. But I actually have a small number of characters without the fitness pool, like my Warshade and my Kin/Elec Defender. So I'm not quite a "true believer." There are some people who think that Stamina is optional on any build -- those people are complete heathens.
On Ring of Fire: If you were going to mostly solo, then I would say definitely take it for single target damage. On a small team of Fire Controllers, you might want it in low levels, but by the time you hit the upper levels, you won't need it for damage. Late in the game, it can be somewhat useful for immobilizing AVs, but whether it is worth a power pick for that is questionable.
You said your team is 2 Fire/Kins and 1 Fire/Rad. You were thinking about changing over the Fire/Rad to a third Fire/Kin. I would stay with the Fire/Rad -- in your upper levels, you will easily be capping out your damage with 2 Fulcrum Shifts. 2 */Kins are about all you really need, as more than that puts you over most caps. The Rad provides other great benefits: an AoE heal that does not need to siphon off of foes, a team buff that does not need to siphon off of foes, foe debuffs (which Kinetics lacks), a great ally rez and Choking Cloud -- an AoE toggle hold that works great with Hot Feet. Plus you get a 4th AoE Hold in EM Pulse (one of the best in the game).
With three Fire/* controllers, you can spread around some of the situational utility powers -- one of you could take Smoke, another take Bonfire, and let the Rad have Mutation.
Oh, I certainly see the benefits of Recall Friend, but I question whether Teleport Foe is needed for your build. The only character I use that power on is my Warshade . . . to grab Voids and Quants and dispose of them before fighting the rest. The team you are putting together should be mostly steamrolling through most missions, and you really won't need Teleport Foe. I think other powers will provide more benefit. -
I almost completely agree with Max's suggestions. In Roots, I would suggest 2 Acc, 3 Dam, 1 EndRdx. Roots is mostly an AoE Damage power, and it recharges quickly enough that it does not need Immob enhancement. I like some damage in Strangler, too.
If you solo at all, I would put in some more single target damage . . . I like the single target Fire Blast, but you could use Entangle until the APPs are available. I would drop Rise of the Phoenix. Also, I think Consume needs some accuracy.
I'm not against slotting Freezing Rain with Defense Debuff . . . but only as a very low priority if you have slots left over. Freezing Rain will debuff defense enough without enhancement to hit the 95% ToHit cap most of the time, so that enhancement is really only needed for particularly tough opponents or when you run into a lot of ToHit Debuff. I would not change your accuracy slotting, however, as most of the time, you will probably lead off with Seeds and Roots before Freezing Rain. -
Quote:Not really disagreeing with you . . . Earth is a great team set, and Kinetics is a great team set. Put them together and Earth's -Defense helps Kinetics hit more often. You have a great team set . . .I respect Local Man's opinions, but personally consider Earth/Kin a fine team buffer, if not perhaps the best tool for converting an average team into a steam roller. The defense debuff in Earth makes the Kinetics powers hit more reliably and causes enemies to be easier to tag while the Kinetics makes things hit harder. It relies on your teammates a lot. A solo Earth/Kin is just alright, where a team that passes up adding an Earth/Kin to their lineup is really missing out.
But I'm known to have other crazy opinions. Mainly, lately, that too much attention is afforded to "synergy" (how powers play together) over "reach" (the total capabilities of a character when all powers are combined). Lots of power combos that don't have "synergy" per se have a lot of "reach"; in the case of Earth Control I'd say every possible combo excels at one or the other.
But you miss out on some of the benefits teaming one powerset with another. If I'm gonna play an Earth Controller, I would pick Rad, Storm, TA or Therm over Kinetics. If I'm gonna play a */Kinetics controller, I would pick Fire, Plant or Ice over Earth.
I just think that those sets work together better. One of the best reasons to pair Kinetics with Earth was lost with that pet recharge nerf. There are certainly benefits to any controller pairing, and any controller primary with Kinetics is going to provide a huge benefit to any team. It is kind of like Illusion/Kinetics . . . there are some synergy problems with that combo, but it doesn't stop it from being a very effective controller. You just learn to work around the issues. -
Mental Maden's All Controller TFs are a heck of a lot of fun . . . most are done very fast and quite easily -- and those are PUGs.
The second fastest team I have been on ever was a superteam of Illusion/Radiation controllers. 8xAM, 8 sets of PA (perma) and 8 Phantasms with Decoys . . . we just ran through missions letting our trailing pets destroy everything in seconds.
The fastest team is a team of Fire/Rads, using Hot Feet, Choking Cloud and Fire Imps. Again, 8xAM. 8x3 Fire Imps and 8 times stacked CC+HF . . . everything is instantly held and melts. I believe the speed record for the Statesman's TF was a team of 7 Fire/Rads and a Fire/FF (for tanking in PFF).
Rad, in particular, is very, very powerful when stacked a bunch of times. Stacked AM gives you huge amounts of Recovery, Recharge, Damage, run speed and mez resistance. No AV can stand up to a bunch of EM Pulses plus other AoE hold plus 8 single target holds plus 8 choking Clouds. -
Quote:You have a kind of specialized build for a team like that. You didn't explain the make up of the rest of the team other than their secondaries.Hey everyone!
Ok, so before I can afford all those great sets, or Purples or anything else for that matter and I am using only DO/SO/IO ect. ect. how would you slot your powers?
I have posted a sample build up to 32 (imps), could anyone give me some pointers?
Note: Did not take Siphon Speed as my Rad will handle the debuff's
Note: Before anyone posts about not having Stamina I don't need it with my builds because I used 3 characters at once, 2 of them Are Kins (so Perma SB on every toon) and the other is a Rad who will have perma 2X SB and with the recharge from that (100%) and the recharge from her own AM, AM will also be perma so hence, I do not require Stamina.
So, how should I slot my attacks (char,Ring of fire, ect. ect. ect.)?
Note: I'm using Teleport as my power so I only have to run 1 person to a spot and get the rest of the team there quickly
Thanks guys
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 33 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Hero Profile:
Level 1: Char -- Empty(A), Empty(7), Empty(17), Empty(17)
Level 1: Transfusion -- Empty(A), Empty(7)
Level 2: Fire Cages -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(11), Empty(11)
Level 4: Siphon Power -- Empty(A), Empty(5)
Level 6: Hasten -- Empty(A), Empty(9), Empty(9)
Level 8: Hot Feet -- Empty(A), Empty(31)
Level 10: Boxing -- Empty(A)
Level 12: Flashfire -- Empty(A), Empty(13), Empty(13)
Level 14: Tough -- Empty(A), Empty(15), Empty(15)
Level 16: Recall Friend -- Empty(A)
Level 18: Cinders -- Empty(A), Empty(19), Empty(19)
Level 20: Speed Boost -- Empty(A), Empty(21), Empty(21)
Level 22: Weave -- Empty(A), Empty(23), Empty(23)
Level 24: Maneuvers -- Empty(A), Empty(25), Empty(25)
Level 26: Assault -- Empty(A), Empty(27), Empty(27)
Level 28: Inertial Reduction -- Empty(A), Empty(29), Empty(29)
Level 30: Teleport Foe -- Empty(A), Empty(31), Empty(31)
Level 32: Fire Imps -- Empty(A), Empty(33), Empty(33)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
Char is a single target hold with some damage. Default slotting for mez powers including Flashfire, Cinders and single target holds is 2 Acc, 2 Rech, 2 Hold. However, if you need to use Char as a damage power, then you can replace 1 or 2 Hold with Damage. Or you could go with other variations like 1 Acc, 1 Rech, 1 Hold, 3 Damage.
Transfusion: I like 2 Acc, 2 Heal, 2 Rech, with 2 Acc most important.
Fire Cages: Basic slotting is 2 Acc, 1-2 EndRdx. The damage in Fire Cages isn't very high, so those slots can do more elsewhere. I suggest damage procs over slotting for Damage.
Ring of Fire: (you don't have it in your build, but you mentioned it.) Slot is as a basic damage power - 1 Acc, 3 Damage. Its best use in low levels is as a single target damage power.
Siphon Power: 2 Acc, 2 Rech. Accuracy is higher importance.
Siphon Speed: I wouldn't skip this, as the Recharge buff will help Flashfire and other long recharge powers come back faster. I would take Siphon Speed over Siphon Power. 2 Acc, 3 Rech with Acc having higher importance.
Hot Feet: Maximize EndRdx and Damage, with a little accuracy. This power really benefits from "frankenslotting" with IOs. 2-3 EndRdx, 2-3 Damage and 1 Accuracy depending upon your endurance needs. You might be able to get away with 2 EndRdx, 1 Acc, 3 damage.
Flashfire and Cinders each have a 20% Accuracy penalty, so you need 2 Accuracy first. Then 2 Recharge and 2 Hold (for Cinders) or 2 Stun (for Flashfire).
Speed Boost: 1 EndMod should be sufficient.
IR: 2 Jump should be enough.
Assault: 2 EndRedx is enough.
Fire Imps: Minimum slotting should be 1 Acc, 3 Damage, but more Accuracy and some Recharge (for when they die) is nice.
Teleport foe? I'm not a big fan of this . . . certainly not over Siphon Speed. -
Quote:I think you mean "minimize" cooldown time. You want those powers up as much as possible.Sorry my fault, I wasn't being clear I guess. The question isn't about slotting (though I realize I made strong reference to it - I thought it would help giving specific info on that). I actually do have them all three slotted already for recharge.
The question was more about how to use the three in combo to maximize cooldown time with them. Sorry for the confusion.
Assuming standard slotting, Ideally you want to fire off Hasten, AM and then cast Phantom Army at the start of a battle. Hasten and AM buff each other, so if the fight goes on longer, you can cast them again. The only effect AM will have on PA is the Recharge buff . . . you'll need RI and EF to buff PA's accuracy and damage. If the fight is almost over, you may want to save activating all three until the next battle.
Personally, I leave Hasten on Auto as I often forget to cast it, but that is not ideal. I have an easy bind for AM, with a macro to call teammates in for the buff. -
Quote:Not much synergy. Earth works best as a ranged controller, as it has 3 ranged AoE controls -- they draw a lot of aggro, and the range cuts down on the damage you take. Kinetics is generally played in or close to melee. Kinetics works best with a Primary that has a fair amount of damage, so the buff from Fulcrum Shift and Siphon Power has a larger base to multiply. Earth has very low damage.I'm currently between /Storm and /Rad righ now, but wondering: How would an Earth/Kin go??
I have an Earth/Kin named "Dirt Napper" that I have pretty much abandoned. He died a lot since I was trying to play him as a melee character. Back when you could Speed Boost your pet, you could turn Rocky into a killing machine with Speed Boost and Fulcrum Shift. While I'm sure I could do better now than I did when I started him, the fact that the Recharge in Speed Boost no longer works on controller pets makes the combo far less appealing. Still, I know several folks who really like their Earth/Kinetics controllers, so if you want to try it, go for it. -
As you can see, there is a wide range of opinions on how to play this combo. Damage or no damage? Tornado? Lightning Storm? Hurricane and/or Snow Storm? I agree with much of the advice above, but disagree with some as well.
Frankly, it depends on your playstyle. Are you going to mostly solo or team? In my opinion, Plant/Storm does best with a small team of 2-4 players. If you can have a teammate gather the foes into a fairly tight group, you can get more benefit from Seeds. However, with the right adjustments to your playstyle, you can be very effective on large teams as well.
Solo or small team, you can focus more on damage and a little less on control. Slotting Strangler, Roots, Carrion Creepers, Flytrap (I like to call him Twoey, after the Audrey II plant from Little Shop of Horrors), Tornado and Lightning Storm. On larger teams, you can focus more on AoE control and let your teammates do the damage.
Using Hurricane and Tornado well is tricky . . . I don't use them much on large teams, but use them a lot solo or on small teams. Using them poorly creates more problems than it solves. Hurricane has lots of situational uses and is a great defensive power. Learn to "herdicane" by running around the outside of groups to push them into teammates or into a tighter group for AoEs -- Super Speed is great for this. Tornado is a great damage power in some situations, and then can be a good "panic button" power in others. I tend to use Lightning Storm a lot . . . I have it slotted with a Chance to Hold proc and it seems to hit quite often. Again, you need to use it strategicly.
How you choose your powers and slot various powers depends on how you use them in your particular playstyle. Solo, Entangle can be used as some good single target damage, but I would not take it on a team build. Spores can be useful solo but is wasted on a team build. I prefer using Hasten/Super Speed for travel on Stormies, as the Stealth in Super Speed + Steamy Mist = full invisibility plus the maneuverability of SS is nice with Hurricane and getting in position to use Lightning Storm. This is really, really nice to get in position for best use of Seeds, also. To me, there are too many good powers in Plant/Storm to take two travel powers.
I generally prefer the Ice APP on most Stormies, as Hibernate gives you a panic-button Heal and Endurance Recovery power. But Plant can really use the single target damage from the Earth APP's Seismic Smash. I disagree with Carnifax that single target Blasts aren't useful, as single target damage is one of Plant's weaknesses. -
Quote:Just 'cause you may already have a */Rad doesn't mean you can't roll up another one . . . I have Ill/Rad, Earth/Rad, Fire/Rad and Plant/Rad all at 50, with a few more lowbies.I can't resist rolling an Earth troller anymore, especially now with the awesome crystal customization option. The thing is, I don't really know what to pair it with. I already have a /rad and I was thinking /kin for concept mostly. However, feel free to suggest everything.
No mater what your secondary is, take a look at my Earth/Rad guide, as it has a lot of good information about the Earth Primary and some strategy discussions.
If you really don't want to do another Rad, I would suggest Storm next. Storm gives an Earth Controller a lot of good defensive options and more offense than any other secondary. You get to stack stuns, with Stalagmites and Thunderclap. Stone Cages plus the ToHit Debuff in Hurricane works almost like a hold when other things may be recharging. The main downsides are a lack of a self-heal and a heavy endurance use. I am working on two of them, at 43 and 37. I have chosen to skip Stone Prison, Salt Crystals and (reluctantly) Snow Storm in mine.
If you want the character with the most ranged AoE control in the game, try an Earth/TA. Some folks really like Earth/Sonic, using a seismic earthquake kind of theme. I also have heard good things about Earth/Therm, though I haven't tried one myself. Resistance Shields stack with Rocky's already high resistance to make him very, very hard to kill. -
Uh, guys . . . This is the Guides section, used for posting (and commenting on) guides. This should be moved to the Blasters thread.
-
Quote:Plant is a fun set that gets the best early AoE control of any primary. To me, Plant is a bit of a one-trick pony. It relies heavily on Seeds + Roots. Everything else in the set leverages off of that combo. It has weak single target damage but pretty good AoE damage over time. Generally, you can kill groups of foes just as fast as single targets . . . it takes a little while, though. And if you run into foes who resist Confuse (Nemesis) or Immobs (Council Wolves), you are not very effective. The pet is a little bit weak, but combined with Carrion Creepers, it compares to the pets for other sets. However, Twoey (for Audrey II) is the coolest looking pet available to controllers.and I can't belive that a page of posts in that NO ONE has mentioned, IMHO the best 'troller set of them all....PLANT.
It starts off great, the level 4 AoE immob does 2X the damage of any of the other sets (including the much bally-hoo'ed Fire set), after that, you get a AoE Sleep and then, the best power of the set, at level 8, Seeds of Confusion, an AoE confuse, which you can easily with just store bought enhancer's get to recharge long before the effect wares off. Pair this with Rad and your pretty unstopable, and thats not counting the AoE Hold, AoE creepers, which has damage and -fly and knockdown.
Yes, some folks do not like the pet, I actually do, cast that into a pile of mobs + an AV, hit the AV with the rad debuffs and seeds on the rest and all of a sudden the AV is the one out numbered.
PLANT.....
Fire kills faster, but Plant is a good set. -
Quote:Earth and Ice are the lowest damage controller primaries. Earth can solo very slowly because of the lots of great control, and then it picks up a bit once you get Rocky at 32. The pet is a good source of damage. For Earth/Storm, you then get two more sources of damage from Tornado and Lightning Storm at 35 and 38. (I'm running two of them now.) In general, I don't recommend Storm to new controllers, as it takes some skill and practice to learn how to use the Storm powers without frustrating the rest of the team. But in the hands of a good and experienced player, Storm is wonderful.I'm not particulary set on any power set. I actually love earth control. I have a 50 earth/earth perma dom. I also have a 50 plant/thorn and a 50 fire/fire perma dom. I also have a 50 rad/rad corr. I just kinda like the concept of fire/rad.
My main concern with any controlller is lack of damage. I obviously never played illusion but i'm starting to think it might be boring.
I would also like a controller thats not going to be very expensive. Illusion will probably cost a fortune to get perma phantom army. I'm kinda burnt out on High end builds since all 3 of my doms cost me well over a billion infamy each to build.
I imagine that earth/storm will be very very safe but how is it damage wise??
Mind is a fun set in lower levels. Mind has a great single target attack chain early, but never gets that bump up in damage that other sets get from their pet at 32 -- Mass Confusion is a great control power but it really doesn't make up for the damage other sets get from their pets. One benefit of Mind/Storm is that the upper level damage from Storm makes up for Mind's lack of upper level damage. However, the sets really don't have much synergy.
In general, Controllers were not designed for damage, although some can put out pretty good damage in upper levels. Illusion, Mind and Grav all have decent single target damage but somewhat lack in AoE damage. Fire and Plant mostly have AoE damage and somewhat lack in single target damage. Earth and Ice don't have much damage are are best on teams.
Of the secondaries, Rad is the most flexible and goes with everything -- buffs and debuffs, healing and rez and some control -- Rad is the only set that self-buffs Recovery and Recharge. Storm is chaotic and fun, and adds damage powers in the upper level, but lacks a self-heal or endurance recovery powers -- and tends to use a lot of endurance. Kinetics has a unique playstyle -- it is melee oriented and offers great buffing for melee characters and some small amount of debuffing, but has no defensive powers and is a very busy set. Trick Arrow's strength is ranged debuffing and control -- and concept. Empathy is healing and buffing, with no defensive or debuffing powers. Therm, Sonic and Cold are shield sets with some various utility powers -- Therm is more like Rad and Emp, Cold has elements of Storm and Sonic is kind of unique.
Illusion is a primary not available to the Red side, which is one reason you might want to try it. My guide explains all its benefits and why Rad is the best secondary. However, Illusion is such a good primary that it goes well with every secondary. Ill/Rad is, in my opinion, the most flexible build in the game. YOU DON'T HAVE TO HAVE A PERMA-PA BUILD to have a very effective Ill/Rad. A Perma-PA Ill/Rad is a type of build that can do something somewhat easily that other builds have trouble with -- solo AVs and GMs. I often switch out of my Perma-PA build for TFs, as my other build is better on teams where they might need someone to stealth missions (He has Recall Friend and Teleport.) -
Quote:I respectfully disagree . . . I find that if I'm sitting around not doing anything, then there are a lot of things I should be doing to be more effective. Illusion is not difficult to play if you want to sit around a let the pets do everything, but it takes a lot of strategy to play really well. I spend a fair amount of time monitoring the foes attacked by my pets so that I can finish them off more quickly to take advantage of Spectral Damage. Deceive is my surgical tool to take out foes aggroed on squishier teammates or select mezzers and debuffers. Choosing the right anchors for the Rad debuffs takes some scanning and planning.Between fire/ and illusion/ I'd pick the first one anyday. Illusion/ is a good and safe set but is also awfully boring imo. Feels a bit too passive compared to other primaries.
On my Fire/Rads, I actually spend more time "sitting around" than on my Ill/Rads. Once everything is held with Choking Cloud, Char or Cinders, I can just stand around and let the Imps and Hot Feet kill everything off. -
Quote:I have never had a Ragnarok knockdown proc, but a buddy of mine really likes it and raves about how useful it is. I just can't see spending the Infl on it when I have so many other characters who could use that Infl to fully IO out.Thanks both of you for the replies.
Yeah I have been gone from the game a while and understand they buffed Hover speed a while back so wasn't sure if it even needed speed enchancements anymore. I definitely intend to tweak the build a bit, including more damage into Blind, good call.
What about the Ragnarok +knockdown in Ice Storm? I have a few Stormies and love the knockdown effect Freezing rain provides, so hoping Ice Storm could have some similar version of that aspect via the IO. If no one knows I'll test it out. The knockback piece of Ragnarok is siginifcantly cheaper than the others so no huge deal if I try it and it doesn't perform like I hope.
And I use Mid's 1.62 btw, thanks for the assitance on posting it correctly
I have tried the Ice APP set on many characters -- in fact, I have tried all of the APP sets and I like different ones for different characters. I really like Ice on several of my */Storm characters for Hibernate, the Defense-based shield and two AoEs. Ice Storm provides fairly substantial damage if you can keep the foes in its area for long enough. Freezing Rain + Ice Storm is pretty nice damage. Frostbreath is not bad -- pretty comparable to Torrent in the Primal APP set and Cold-typed damage is very rarely resisted. The problems I have with the Ice set for an Ill/Rad are that Illusion has nothing to keep foes in the AoE of the Ice Storm, so they tend to run out of it. It has a long recharge, so you don't get another chance to use it very soon. And it is a fairly long DoT power, which gives time for the spectral damage from Spectral Wounds and Phantom Army to heal back. On my Ill/Storm, I skipped Ice Storm and use Frost Breath a fair amount since it recharges pretty quickly.
I prefer the Fire set on my Ill/Rad. Fire Blast does the most damage of any of the APP blasts. Fireball is fast and mostly up-front damage, helping you kill stuff faster. (See my Ill/Rad guide about how I try to take advantage of Spectral Damage.) Fire damage is different than the Psi damage your primary does, and is resisted rarely. The other powers in the set can be useful, too. -
Quote:Replace Choking Cloud with Fallout, Recall Friend and Super Speed with Air Superiority and Fly, and that's close to how I will probably do build mine when I get around to doing a full IO build.It was a test. Just a test of faith. And you passed. Yeah, that's it.
Here is the REAL build!
Lewis
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Vivid: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), EoCur-Acc/Hold/Rchg(11), Lock-Acc/EndRdx/Rchg/Hold(17)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(43)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(21)
Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(46)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(25)
Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15), Acc-I(17)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Earthquake -- DampS-Rchg/EndRdx(A), DampS-Rchg(19), RechRdx-I(19)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-Dam%(29), Lock-%Hold(31)
Level 28: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(31), TmpRdns-Rng/Slow(31), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(34)
Level 30: Recall Friend -- RechRdx-I(A)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(50)
Level 35: Choking Cloud -- G'Wdw-EndRdx/Hold(A), G'Wdw-Acc/EndRdx(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36), UbrkCons-EndRdx/Hold(37), HO:Endo(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), EoCur-Acc/Hold/Rchg(40)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Mutation -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
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I pretty much stay out of melee since all my AoE controls are ranged, so Choking Cloud would be a waste for me. Air Sup works as a "Get out of my face" power and lets me add a little bit of damage when needed. -
Quote:I suggest you take a look at my Ill/Rad guide. It starts out with a lot of basic info on Controllers in general, and then discusses Ill/Rad in detail. I also suggest Ill/Rad as a great "first" controller, even for a player who is experienced in the game in general.I am a 4 year veteran but i have like an hour total experience blueside. Not sure why....i guess i just like red side style of play. With GOING ROGUE coming soon i am wanting to take some blue side At's and take them red.
I have 3 level 50 doms so i am interested in controllers. I Do a healthy mix of solo and teaming but being able to solo is a big must with me. I do not PVP. It doesnt look like to me that most controllers solo well. So i am asking you troller players how well controllers solo.
I am very interested in making a fire/rad troller. I have a good deal of experience with both power sets and the idea of using choking cloud with hot feat and fire cages intrigues me. The damage for controllers seems very low though so i wanna know how well fire/rad solo. Also i would like some feed back as to which troller combos solo well. I allready know illusion solos well.
Thank you for all future responses.
Fire/Rad is a great, fun build. I have one at 50 on one server, and I'm currently working on another to team with my buddies on a Level 50 all Fire/Rad team. The combo of Hot Feet+Choking Cloud is the cornerstone of the way I play my Fire/Rads. The strategy is pretty simple: Flashfire+Fire Cages from range, then run it with HF+CC running and Imps trailing behind to wipe out the baddies. Use Char on anyone who isn't held/Stunned. If Flashfire is Recharging, then Cinders can fill in.
However, you don't get to really use that mix until you have HF, CC, Flashfire and Imps fully slotted. That means level 34 or so. IO slotting for Recharge and several procs (Lockdown +2 Mag in CC, Chance for Hold in Fire Cages, etc.) makes the build much better. Lower levels are kind of slow and frustrating. You have to have patience until this build gets REALLY good. -
Here is your build posted so it can be seen:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Test: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Slow%(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(9)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(23), Dct'dW-Rchg(25)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Build%(9), Decim-Acc/Dmg/Rchg(34), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf(5), CoPers-Conf/Rchg(5), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(15)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(25), EndRdx-I(27), EndRdx-I(27)
Level 10: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(37), DarkWD-Slow%(40), DarkWD-ToHitdeb/Rchg/EndRdx(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 14: Super Speed -- Run-I(A), Zephyr-ResKB(50)
Level 16: Hurdle -- Jump-I(A)
Level 18: Phantom Army -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Acc/Dmg(23)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 24: Hover -- LkGmblr-Rchg+(A), Frbd-Fly(46)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(31), Abys-Acc/EndRdx(31), Abys-Dam%(31)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(40)
Level 30: Lingering Radiation -- Acc-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(34)
Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 38: EM Pulse -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-Dam%(50)
Level 41: Ice Blast -- Apoc-Dam%(A), Apoc-Dmg(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Ice Storm -- Ragnrk-Knock%(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Dmg/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
At the bottom of the list of formats is "Official Forums (vBulletin)" -- I use the Fruit Salad colors.
Wow, that build is going to be expensive, with 4 sets of 5 purples and three more from the purple Pet set. You actually have 10% extra Recharge.
If I had all those expensive IOs, I would move the Unbreakable Contstraint set to Flash over EM Pulse. I use Flash much more often, as good as EM Pulse is, because Flash doesn't have the Recovery penalty. Also, EM pulses numbers are good enough (longer hold, no accuracy penalty) that Flash can make better use of the higher amount of enhancement in the purple set.
I would try to get some damage in to Blind, especially for a solo build. If you trade out the four Dark Watchers in RI for 3 Enzyme HOs, which are very expensive, you will get better enhancment numbers in one less slot. You could move that Slot to Blind for damage. 3 Enzymes will ED cap RI for all three of its aspects; ToHit Debuff, Defense Debuff and EndRdx. Put an Acc/Dam Hami-O in that new slot in Blind.
And here's another thought -- if you take two slots out of Spectral Terror, move them into SI to slot SI with the LotG Recharge and 5 Red Fortunes. Then move that Karma into Hover with another slot from Spectral Terror. The put one more slot into Blind for Damage. You will have traded 6.25% Recharge in ST for 5% Recharge in SI, slotted SI for better EndRdx and Defense.
That Freebird in Hover is doing nothing . . . you could just as easily use a common Flightspeed. With my suggestions, Hover would have 4 slots, with two of them containing a LotG and a Karma. The other two could be the two Zephyrs, or you could move the Zephyr -knockback out of SS and move it to Hover for a little bit of AoE defense from 3 Zephyrs. -
Quote:I wrote the guide early in the days of IOs, so I really didn't know much about maximizing IOs at the time. I have since gone back to add stuff about IOs and made sure that the info on the powers is current.Ok, it will be made for teaming because they do very little damage and i will take anything with IO sets. I looked at your guide but it doesn't seem to have any builds using IO sets except for the build created for maximum rech so I would like strong holds and good debuffs basically.
Mental Maden is correct. Recharge is most important, as you want your control powers up as much as possible. You have three main AoE controls, sometimes one type is a little better for certain types of foes over another.
Next is Recovery, as those Rad toggles plus spamming your control powers can eat up your endurance.
Defense is nice, but less important since you should be controling groups so that they can't shoot at you. An Earth/Rad is most effective working in tandem with a Tank (or someone else who can take the initial aggro). Let that character take the Alpha and then hit your AoE controls to keep the rest of the team, including yourself, safe. If you take a few shots, it is no problem since you have a self heal.
It is hard to suggest an "ideal" IO build because there are so many options in building an Earth/Rad. I would build a large team Earth/Rad differently than a small team Earth/Rad, and you could have a solo build. I prefer to stay entirely at range, but I can see where you could play an Earth/Rad in melee. To me, many of the powers are "essentials," but there are enough options to allow for a number of playstyles. On the Earth side, I would say that everything except Salt Crystals and Stone Prison are important to have for all builds, but some people find Stone Cages or even Quicksand to be skippable. For Rad, Rad Aura, AM, RI, EF and LR are the only "essentials." EM Pulse is one of the best holds in the game, but Earth/Rad has enough other control to make it optional (but I wouldn't skip it). Choking Cloud is the one I would skip on all builds, but a few people have said they like to play in melee and really like it on their Earth/Rads for stacking mag with Volcanic Gasses. Mutation and Fallout are skippable on most */Rad controllers, but for a large team Earth/Rad controller, they can be useful -- I have them on my current build. -