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Difficult, but not impossible. Ill/rad gets an extra 30% recharge from AM. With Ill/Storm, you need to make up that 30% from set bonuses. More than likely, you'll need a bunch of purple sets and may have to sacrifice otherwise desireable powers to get more recharge.
I have an Ill/Storm at 50, but I don't have a maxed out build. I tend to work on IO'ing out one character at a time, and that one is down the list. There are some options with an Ill/Storm in choosing powers. For example, I decided to skip both Superior Invis and Group Invis, and instead went with Steamy Mist + Super Speed to get invisibility. That freed up two extra power choices, since I normally would get Hasten, travel pre-req and travel and one of the two invisibilities. So, I skipped both invisibilities from Illusion, and then had a choice between Flash or Thunderclap but not both. I went with Thunderclap because, at the time, I hadn't taken it on any character yet. It is very showy, but only a mag 2 stun. It recharges faster than Flash, but after having it for a long time, I plan to respec into Flash when I re-focus on the charater. I think Flash will be a little more useful. -
Quote:Local, I believe you've miscounted. Through level 40, you get 20 power slots. If you skip 3 powers between your primary and secondary, that leaves you with 18-3=15 powers used there. 3 for stamina, 2 for a travel power, and you're at 20. So if you want stam, hasten, and then a separate travel power, you'll either need to skip 4 powers instead of three, or else put off one power into the 40s.
Ademia, we didn't mean that you needed to skip three powers from *each set*, we meant that you needed to skip three powers *total*, adding together the ones you skip from both sets. For example, I was suggesting that you skip stone prison, salt crystals, and flash arrow, for a *total* of three powers, not 3 from each set.
DOH! You are correct. I will usually use one of the APP slots for that last power I want to take from my primary or secondary.
OK, here is a build . . . I tried to keep it somewhat affordable by only including fairly inexpensive purples. It certainly could be build with no purples at all with some adjustments. I focused mostly on Recharge to try to get the controls up as much as possible.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Earth-TA Controller: Level 50 Technology Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-%Hold(19), EoCur-Acc/Hold/Rchg(43)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/Immob/Rchg(5), TotHntr-Dam%(15), GravAnch-Hold%(40)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(7)
Level 6: Quicksand -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(46), G'Wdw-Dam%(48)
Level 12: Stalagmites -- 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: Super Speed -- Clrty-Stlth(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Earthquake -- RechRdx-I(A), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-ToHitDeb(43)
Level 24: Acid Arrow -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(25), AnWeak-Acc/Rchg/EndRdx(25), AnWeak-%ToHit(34), Achilles-ResDeb%(37)
Level 26: Volcanic Gasses -- EoCur-Acc/Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Hold/Rchg(27), UbrkCons-Dam%(31), BasGaze-Rchg/Hold(31), Lock-%Hold(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Plct%(40)
Level 32: Animate Stone -- BriL'shp-Acc/Dmg(A), BriL'shp-Dmg(33), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(34)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), RechRdx-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), EoCur-Acc/Hold/Rchg(40)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Rise of the Phoenix -- Dmg-I(A), Sciroc-Dmg/Rchg(48)
Level 49: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam(50)
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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
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Quote:I use the Ice APP on my Ill/Storm, too, along with most of my */Storm controllers (I have a bunch). Radiation has a self-heal and a self-recovery power, while Storm has neither. Hibernation covers both areas at the cost of being out of the action for a short time. I also like Frost Breath over Ice Storm for that character because of the lack of an AoE Immob -- they can run out of Ice Storm.On my Illusion/Storm I use Hibernate. She's got so many droppable pets and pseudo-pets that being out of action for a few seconds doesn't matter in the slightest. Drop em all, ice up and recover. And if she's got a lot of aggro around her while iced up pop Hurricane, then drop Hibernate and everything blows away and gets debuffed. Saved my *** loads of times.
For an Illusion/Rad I'd probably go with Consume though since your toggles becoming ineffective whilest Hibernated wouldn't be nice. But for me the rest of the Ice set is more appealing than the Fire one (Frost Breath is highly underrated IMO and Ice Armour > Fire Armour for stacking with ToHit debuffs).
Conserve Power is nice too, but takes ages to recharge and Primal isn't the best combined with Illusion IMO (even though thematically it's probably the closest match). There's not enough gain from Power Boost.
When you have a self-heal, a resistance-based shield becomes more effective and more consistant. Instead of the hit-or-miss, all-or-nothing of Defense, you get a consistant 30+% reduction in damage which can be made up for with a self-heal. -
Quote:I don't know if it's the best per se, but Mind/Storm is certainly a solid soloist. You get high ST damage at low levels, and at high levels when Mind starts to fall behind because of the lack of pet your damage is partly made up by Lightning Storm and by Freezing Rain's debuff.
Some people will complain about Mind/Storm because it is popular to immobilize targets and use Tornado as a damage power, and Mind has no immobs or other anti-kb powers. On the other hand, the reason Mind has no immobs is because it's too full of powers that actually control enemies and stop them from attacking, so I've never minded the modest loss of damage from not being able to immob + Tornado - the ability to actually shut down enemies makes up for it nicely.
One thing that will help a lot is getting either SS or a stealth IO to stack with Steamy Mist; Mind is quite good at minimizing aggro in combination with stealth.
I was on my 39 Mind/Storm earlier this evening, soloing the Troy Hickman AE missions. This assessment is spot on. Mind has good single target damage for a controller in low levels, but that damage doen't increase in later levels like other controllers. Tornado and Lightning Storm make up for this to some degree. Plus when you play solo, the chaos powers are like added control.
I skipped Telekinesis from Mind, O2 Boost and Thunderclap from Storm. Hasten/Super Speed for travel gives you full invisibility with Steamy Mist.
Those missions are fun, filled with bad puns. Eva Braun becomes "Evil Braun" and Buddy Holly becomes "Bloody Holly." -
Quote:My Ill/Rad guide discusses the APP power sets. The problem with the Primal set is a weak AoE damage power and a lack of effective powers to gain max benefit from Power Boost. Conserve power works only if you remember to fire it off BEFORE using the endurance. Otherwise, it will reduce your endurance use when you're not using it the most.Hmm. I might have to give some thought to going energy for my ill/rad's group build. The knockback might be pretty useful for hitting mobs that are debuff anchors back into a group.
Ice could be very useful for solo'ing until I get perma PA.
Personally, I like the Fire APP for its good, fast AoE damage and its best single target blast. Ice is my second choice. However, each of the APP sets has its good points.
On my non-perma PA build, I used Consume. AM handled my endurance problems most of the time, but in big fights with all the toggle debuffs running, I could have end problems for a short time. Consume was good enough to get me by on those few times. At one point, I was doing a Respec and decided to try Primal . . . but then went back to Fire on the next Respec. On my Perma-PA build, I have so much Recovery that I didn't need Consume. My guide has a recent post with my perma PA build. -
To fit in the three powers from Fitness, 2 from a travel power and Hasten, you will need to skip 2 powers from Earth (Stone Prison and Salt Crystals are my suggestions) and one power from Trick Arrow (Flash Arrow). If you want to take any of those three, you can use Hasten/Super Speed for travel or just skip a travel power and use Ninja Run+Hurdle.
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Quote:Stone Cages is a definite TAKE. Stalagmites + Stone Cages is one of your three AoE control options. It is sometimes referred to as a "ghetto-hold" since Stun+Immob has the same effect as a hold.ok then I respec here soon I will not take it. Did I not read to NOT take stone cages? yay or nay?
But Stone Cages is your fastest recharging AoE control power -- Stone Cages + a corner is an effective hold, too. Any Blaster with a rain power (like Rain of Fire or Ice Storm) should love your Stone Cages, since it keeps the foes from running AND debuffs defense to make sure they are all hit. And, Stone Cages is wonderful if you have a teammate with lots of knockback powers (Stormies, Peacebringers and Warshades, Energy Blaster, etc.) as it has -knockback for 12 Seconds. If you want to keep the -knockback, you need to re-cast every 12 seconds, though, even though the cages last longer than that.
Some people hate the graphics from Stone Cages and won't take it (but this is less of a problem with Power Customization). Others hate all AoE Immobs. But there is a right way and a wrong way to use Stone Cages. Most important -- do NOT use Stone Cages on top of Earthquake. My Earth/Rad guide discusses this in the strategy section. -
Quote:I agree with this except the last comment. Where Earth is superior to Mind for AoE is because two of its AoE controls are persistant, rather than one-shots. Earthquake and Volcanic Gasses continue working for the entire duration, and can catch foes who come running in. Three if you count Quicksand. All of Mind's controls, other than Telekinesis which is kind of funky, are one-shots. Sure, Terrify can get enough recharge to keep it perma, but still, if you miss a foe, you have no choice but to use another control power. Plus, some of Earth's controls can be placed around corners. Mind has better single target controls and better damage, but Earth is better AoE control.A couple points:
- whoever said they don't have EMP, please don't follow their example. EMP is one of the two main reasons to take TA (along with oil slick) - it's the crown jewel of your AoE control. 6-slot it and love it.
- PGA is something you can skip. For non-controllers, it can be useful, but for you, you should be holding stuff, not putting a small nerf on its damage. Yes, there is some benefit for fighting the big stuff, but other sets do this kind of debuffing better (Benumb for instance).
- Flash Arrow? Maybe. Sure, you can use it on big spawns to help your team a bit, but some of what I said regarding PGA applies - as you come into your powers, you'll be controlling big spawns, not knocking a few percent off their to hit. If you've got extra power slots, fine, but if there's something you really want, don't pass it up for this.
Finally, Earth isn't the undisputed king of AoE control - Mind also fights hard for that title! -
Quote:Some powers are virtually manditory (Acid Arrow, Oil Slick Arrow), some powers are mostly a waste (Salt Crystals), and some powers are in the middle depending upon your playstyle and the rest of your build. I consider Flash Arrow to be mostly skippable, but for some builds and playstyles, it can be a very nice addition. I have it on my TA/Arrows Defender, but skip it on my */TA controllers.Torn as /Flash Arrow however...Said it was a skippable power. When I respec should I keep it or not. The -tohit seems to help or is it me?
If you are on a fast moving, steam-roller kind of team, the -Perception is mostly worthless since the team will aggro the next group before you can fire off Flash Arrow. Whether the smallish ToHit Debuff is worth a power pick is up to you. I believe it is unresistable, so it actually works on AVs. On slower moving teams, Flash Arrow can be a nice tool to prevent aggro before you are ready, and one that allows you to pull parts of spawns without aggroing the entire spawn.
Most controllers have better ways to handle groups, however. Stalagmites+Stone Cages makes Flash Arrow virtually worthless. Just get a Stealth IO in a sprint or travel power and that may be enough. (That was my reasoning, at least.) -
I use the Ice APP on most of my Stormies. Storm lacks both a self heal and any type of endurance recovery. Hibernate gives you both at the expense of freezing in place for a short time. Add that to the two AoE damage powers, defense based shield and a good single target blast, and the Ice APP is a pretty good set.
On the other hand, Plant is really lacking in strong single target damage. Earth APP's Seismic Smash gives you that strong single target damage and a faster recharging AoE (with very short range). But that Rock Armor is so UGLY. My Plant controllers generally tend to be back-to-nature types, so the armor just doesn't fit. (My Plant/Rad is a 60's throwback, "Pot Holder." Plant/Kin is "Flora the Explorer." Plant/Storm is "Zephyr Lilly," a real type of plant.)
One big advantage to Snow Storm is the -Fly. Roots won't catch anyone a few feet off the ground.
As for Spore Burst? There are too many good Storm powers that I would want to take rather than that sleep power. I have tried it on my Plant/Kin, but I'm not all that crazy about it. Personally, I'm not a big fan of "mule" powers -- I would rather DO something and give up a bonus.
I put a Devastation Chance for Hold proc in Lightning Storm . . . love that proc in there, and it fits theme-wise since the hold is a tesla cage. -
Quote:Just a few days ago, Speed Boost before entering the door and then just after entering the mission still gave a double effect.I thought zoning removed certain buffs including the ones that could stack this way. But its been so long since I've really payed attention or tried it, my recollection could be wrong. If you see two buff icons, you almost certainly have two copies of the buff, and they would be stacking with each other.
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For the most part, that is correct. In Earth Control, Quicksand provides a 25% Defense Debuff for its 45 second duration. Stone Cages provides a 20% defense debuff for 12 seconds. Use both, and you get a 45% Defense Debuff for the duration that both are active, 12 seconds. Then add in Stalagmites for another 20% Defense Debuff for 12 seconds with a 2.1 sec. cast time, so you get 65% for the short time that the 12 seconds from Stone Cages and the 12 seconds from Stalagmites overlaps, which will really be about 9 or 8 seconds.
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Quote:Ah, good point. I misunderstood the post. I though he was asking if Ill/Rad was better as a solo character than as a team character. That's what I get for answering questions before I'm fully awake.I think he meant better than Earth/TA for solo and in that case the answer is yes, much better than Earth/TA to solo. The good thing about doing Earth/TA during double exp weekend though is that it's the one time you can be assured of getting a team easily and quickly, so you might look at holding off on the Ill/Rad for when you may have a harder time getting a team.
Yes, Illusion/Radiation is a great solo character, much, much better than Earth/TA. Earth/TA has very low damage in low levels, and not very much in upper levels, either. The pet and Oil Slick Arrow help, but it is still fairly low damage. Ill/Rad can solo easily from the beginning, since Spectral Wounds is a decent damage power. If you expect to mostly solo, you might want to get Air Superiority in lower levels to add another attack, but you can drop it once you get an APP Blast power at 41.
Sweetmeat makes a good point that it should be easier to find teams this weekend, making it a little easier to level up an Earth/TA. But as good as an Earth/TA is, I think that an Ill/Rad is better for learning how to be a controller if you haven't made one before. -
Is this a character you already have a 50? And you are looking for an End Game build? Or are you looking at leveling up this character?
This build makes a lot of sacrifices to get a huge amount of defense -- over 51% when the soft cap is 45%. You have a huge amount of Recharge, too. However, I think some of your core powers are underslotted -- some people are willing to do that to get high bonuses, but I prefer slotting the powers to be effective first, then trying to get bonuses as, well, bonuses.
Block of Ice: 4 from the Basilisk set is not enough. I think it needs more Acc/Hold/Rech or Acc/Damage/Rech, depending on what you want out of the power.
No Ice Slick: this is a key power for an Ice controller. Some people think it becomes less useful in upper levels, but I disagree. It is my best opener. Arctic Air needs a few seconds to take effect, and Ice Slick gives you those seconds. Especially for an Ice/Kin, where you want to get "up close and personal" with the foes, Ice Slick allows you do that while they fall on their tails. With capped defenses, maybe you don't need this protection . . . but your teammates do. And what do you do before you get this mega-build completed?
No Shiver: On an Ice/Kin, two AoE slow powers are very useful. AA is PB AoE, and Shiver is ranged. The -Recharge is significant. I would take this over either of the Immobs or quite a few of your pool powers.
Frostbite: I didn't take this power until 30, because it conflicts with Ice Slick. On an Ice/Kin, I would say it is skippable but nice to have.
The only reason to take Chilblain is as a damage power in low levels, or as a way to Immob AVs in high levels. Having a single target Immob when you have an AoE Immob is a waste. If you are a team focused AoE controller not worried about damage, there is no need for this power. Certainly not over Ice Slick. Or Siphon Power.
Arctic Air: This is a power that really needs Frankenslotting. You need to maximize Confuse and EndRdx. The Contagious Confusion proc from the purple Coercive Persuasion set seems like it doubles the effectiveness of this power. A damage proc can be added AFTER maxing out both EndRdx and Confuse.
Kick: Do you actually use Kick as an attack? or just as a mule for some IOs? Because you are already over the softcap, and these slots could be better used somewhere else.
Stamina: Why the Efficacy Adaptor? That IO has no more benefit than a common IO. Why not the Performance Shifter EndMod?
Tough: If you got it, might as well slot it. Less damage is a good thing. Personally, I'm not a big fan of the fighting pool on Controllers, but with your goal for high defense, I can see why it is here. However, you have had to give up too much for it in my opinion.
Glacier: You have only 39% accuracy in a power with a 20% accuracy penalty. If you are going to use it, slot it. With your lack of AoE control (no Ice Slick), Glacier becomes more needed. It is way underslotted. Worry about getting the base enhancements up before that +2 Mag proc.
Speed Boost: Slotting SB for run speed is mostly done to tick people off when they suddenly run too fast. Replace that with an EndMod. And I would take this at 22 or 20, not 30. It is one of the best buffs in the game.
Jack Frost: Needs to be slotted for decent Accuracy and capped damage.
Fissure: I personally think that the Force Feedback proc is a waste, especially on a Kin where you already have a ton of Recharge. Also, this power is a damage power with a chance to stun. Slotting it as a stun is a waste.
Seismic Smash: More accuracy and capped damage.
There's more, but that's all I have time for. Ice is not a very popular controller primary due to the lack of damage, which may be why you didn't get many responses. Not many of us have much experience with it. -
Quote:Everything you probably want to know, and more, is in my Illusion/Radiation guide. I tried to compile all the great advice that I got from others on these boards, with a few of my own opinions, into one fairly comprehensive guide. Look at the link in my sig -- the purpleish one.again, thanks for the responses.
Just trying to get 1 or two controllers to mid 20's over the double xp weekend, otherwise I do not think I'll make it lol. Since I have you all here. My second choice for controller is going to be Ill/Rad. Any suggestions on that combination? I have read however, that it is a much better solo character? That is correct yes?
Again, thanks in advance
No, I would not say it is "better" solo. One thing that makes Ill/Rad unique is that it is a great solo character, but it also is a great team character. Any team is made better with the addition of an Ill/Rad. Unlike many other controllers, an Ill/Rad's powers have few conflicts with the powers of other controllers. (For example, controllers with AoE immobs will mess up controllers with AoE knockdowns -- Ill/Rad has neither.)
This flexibility makes it a great first controller. The basics are easy to learn, and you can be very effective right away. It is almost like a Controller/Blaster to start. The damage is more single-target focused, so you don't have to worry about gathering up groups. While an Ill/Rad is not an ideal farming character, no character is better at taking on AVs, even solo. Eventually, you will have one of the best all-purpose characters in the game that easy to play moderately well, but a challenge to play very well.
If your stable of controllers is an Earth/TA (best ranged AoE controller) and an Ill/Rad (best all purpose controller), you'll have something to bring in any situation. -
Quote:I'm just not that patient. I don't think I have gone later than level 18 without a travel power, other than a Kinetics Defender (who had Siphon Speed and then Inertial Reduction) or my current Shield/Elec tank, where I'm trying the Ninja Run+Hurdle/Combat Jumping+Hurdle route for as long as I can stand it.I'm finding myself "not being able" to take a travel power until very late in the build...around the 40's.
What's the latest you ever picked up a travel power?
Can you rely upon the temp powers and Ninja Run? Absolutely. It may be a bit slow, but it is certainly feasible. However, most of the travel powers and/or their pre-requisites have secondary benefits. Super Speed has Stealth and some battlefield strategic benefits, and Hasten is a huge benefit to many builds. Hover/Fly is a good escape power, is great for "Find X" missions and even has a way to handle knockback, or Air Superiority can add a wonderful attack. Combat Jumping adds defense and Immob protection, and Super Jump is fun to bounce off of rooftops. Recall Friend/Teleport has many strategic benefits. -
Quote:That's exactly what I meant. Lack of Sleep+All day on the Road+last minute end-of-the-month chores at work = lack of clarity.I believe Local meant two power selections for your travel power (i.e. prereq and the travel power), not that you need to take two different travel powers.
Try out the build as I suggested and as confirmed by what Muon also said in his great post. If you want to try Sagamemnon's version, try that in a second build. I personally love having the AoE Immob. Too many effective uses to skip it. It is easy to avoid conflicts with Earthquake and Oil Slick -- just don't use it when they are out. Take a look at my Earth/Rad guide for a discussion on uses for many of the Earth powers including strategies for the AoE Immob.
Having two single target holds is one of the best parts of a TA build -- It becomes very easy to take that tough boss out of the fight with Ice Arrow (which has a longish animation, so it should go first) and Fissure. I have long appreciated the benefits of two ST holds, since I have an Ice/Ice Blaster and a Dark/Elec Defender. Then you get two of the absolute best AoE holds in the game: Volcanic Gasses and EM Pulse Arrow.
Earth/TA gets 2 ST Holds, 2 AoE Holds, 2 AoE slows, 2 AoE knockdowns, 2 AoE Sleeps (one of which should be skipped), 2 ST Immob (again, skip one), a great tanking pet, an AoE stun + Immob that acts like a third AoE hold, a good AoE damage power and massive debuffs to Defense and Resistance. If there was such a thing as too much control, this would be it. -
Quote:Earth/Trick Arrow is the king of AoE control -- no other powerset pairing has more effective ranged AoE control. While some of the powers seem to be "repeating," they actually have some important differences. For example:Never played a controller before but this set up seems interesting to me. There seems to be a lot of control with this set and some repeating powers such as quicksand and glue arrow. I know secondaries might be different however. Is this set workable or is this too much of the same power/control etc... There are no builds I could find is the main reason I'm asking.
Thanks in advance
Quicksand is a Location-targetted AoE slow with a huge 25% Defense Debuff - perfect for setting on the ground and pulling foes into it, or great for putting underneath all the other AoE controls to make the AoE power more likely to hit. Glue Arrow is a foe-targetted AoE slow with 20% -Recharge that continues to work even if foes leave the area. Both are nice to have, but I would take Quicksand over Glue Arrow.
Having both Fossilize and Ice Arrow allows you to easily hold bosses.
For your build: With Hasten, two travel powers and the Fitness pool, you will have to skip three powers from your primary and secondary. On the Earth side, I suggest taking everything except Stone Prison and Salt Crystals. On Trick Arrow, it is hard to find something to skip as the powers work together to be effective. I would say that Flash Arrow is skippable if you have a Stealth IO or power. Other candidates to skip might be Glue Arrow or maybe Poison Gas Arrow -- but I'd try to keep PGA. Another way to do it is to take Hasten/Super Speed for travel, freeing up one more slot for your last TA power.
Make sure you choose Tech or Magic as your Origin, as the Magic and Tech origin powers can light the Oil Slick. -
Here are my suggestions in light of your comments:
Char: replace one of the holds with a Damage.
Transfusion: Try 2 Acc, 2 Heal, 2 Rech. Don't forget that this is your -Regen for AVs, too, so being able to use it more often is good.
Fire Cages: change the Recharge to EndRdx -- this is one place where the EndRdx is needed. It already recharges quickly.
Siphon Power: I like 2 Acc, 1 Rech. But with Tactics, 1 Acc might be enough -- but I don't use Tactic on my Fire/Kin.
Smoke: It is autohit in PvE, and only needs Accuracy in PvP -- the Accuracy is wasted. Do you use it often enough to need EndRdx? It will generally be used before the fight starts. I would go with 1-3 ToHit Debuffs and that's it.
Siphon Speed: I prefer 2 Acc, 2-3 Rech. Granted, with Tactics, one Acc might be enough.
Stamina: I would three-slot it even with Transferance, assuming you have the slots (and you do if you take two out of Smoke). You can never have too much endurance.
Since you have so little defense, do you really need Maneuvers? I like having Bonfire as a kind of "panic button" and control power, and it only really needs 1 Recharge.
I put 2 EndRdx in Assault usually. It has a continual drain on your endurance.
Psi Tornado: Once you have it, you can decide if you like the Recharge there or would get more benefit from a third Damage. -
Everything you probably need to know is in my Illusion/Radiation Guide, linked in my signature. It has a couple of perma-PA builds, lots of strategy suggestions, and indicates all the IO sets you can use to boost your recharge. I recently posted my perma-PA build that I currently have -- just look at the last post in the thread.
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Overall a very good build -- and very, very expensive. You have purple enhancments from 5 different sets, some of which are amazingly expensive. I hope you have several billion.
Your slotting of Hot Feet and Choking Cloud are exactly what I use. They work very well.
Some cheaper alternatives might be worth considering until you have the infl for that mega-expensive build. 5 Decimation + a hold in Char. 6-slotting Flashfire for 5 Stupify and a Recharge in place of the proc. Posi Blast in Psi Tornado.
If you are looking for Recharge, you could go for 4 Basilisk Gaze and some extra Acc/Hold/Rech in Cinders.
I'm not a big fan of Super Jump for controllers -- I like Fly better. (SJ is better on Scrappers/Tanks/Brutes.) You could replace CJ/SJ with Hover/Fly since Hover will take that expensive LotG. Also, I did not see any -knockback. You will want to slip in a Karma, Steadfast Protection or Zephyr -knockback somewhere. -
Fire/Kinetics is a somewhat unique build, not ideal for learning about controllers in general. It is very strong at dealing AoE damage, which is why it is viewed as being an ideal farming character. However, Kinetics offers very little protection, so a Fire/Kin tends to die more often than other controllers. The best use of a Fire/Kin is to kill lots of lower level foes quickly. Also, it does not really mature until late in the build -- after getting Fire Imps at 32, Transference at 35 and Fulcrum Shift at 38, and then getting them slotted up. Because of the damage focus, its main "defense" is a good "offense" -- killing stuff fast.
As a result, it is generally better to build and slot for damage and recharge rather than defense on a Fire/Kin. Your build doesn't really follow that principle. If you intend to play your Fire/Kin only or mostly on larger teams, you would build more for control and recharge, a little less for damage. If you expect to solo or be on smaller teams, you want damage and recharge -- by the time your controls wear off, the foes should mostly be dead.
There are a lot of suggested changes I would have for your build, most of them based on the above. I suggest you take a look at the Guides section for Controllers. My Illusion/Radiation Guide (linked in my signature) has a section in the beginning on some basics for controllers. Then look for the Fire/Kin guides. Those should give you a good idea of where to start.
In general, (a) Recharge is better than Defense for controllers. Why? If the foes are held/stunned/flopping/slowed/confused/sleeping, they can't shoot at you. Plus, you get double damage from your non-pet attacks from Containment if the foe is Held, Stunned, Slept or Immobilized. (b) Small amounts of Defense provided minimal benefits, so getting small amounts of Defense usually is not worth the effort. On the other hand, large amounts of Defense are wonderful, but a controller can't get large amounts of defense without an extensive (and usually expensive) IO build. For most controllers, Recharge provides more benefit than Defense.
I play a LOT of controllers -- the only primaries I have yet to take to 50 are Mind and Grav, and I'm working on them. I have never taken the Fighting Pool on a Controller. I take Leadership on very few. I focus on getting my control and buff/debuff powers, and usually take Hasten to get those control powers to recharge as quickly as possible.
You seem to have a lot of focus on EndRdx. Once you get Transferance at 35, you will not need most of that EndRdx. After level 35, you should be able to drop the EndRdx in most powers other than Hot Feet.
Standard base slotting for control powers is 2/2/2 -- two accuracy, 2 recharge, 2 whatever your mez is (Hold, Stun, etc.); look at that for Flashfire and Cinders. For a team build, you can do the same for Char, but for solo, I like getting some damage in it. Standard slotting for AoE Immob powers is 2 Acc, 1-2 EndRdx. No Immob needed since it recharges much faster than its duration. If you are mostly playing solo, consider taking Ring of Fire slotted as a damage power (1 Acc, 3 Dam) for those lower levels.
Hot Feet needs capped EndRdx, as much Damage as you can fit in and a little accuracy, and a little slow if you can fit it in -- IOs and "frankenslotting" (mixing sets) really helps here. With SOs, I'd go with 3 EndRdx, 1 Acc, 2 Dam.
Siphon Speed could use another Recharge or two.
No travel power until 49? Unless you plan on spending all your time in the AE and never doing missions outside of the building, you will need a travel power sooner than that. AE missions are not the best way to learn how to be a controller in my opinion. Some people get by on the temp travel powers, but there are some nice benefits to the real travel powers.
Drop the Fighting pool, add Hasten and a travel power earlier. Or, you could wait until 28 and take Inertial Reduction for travel.
Health doesn't need 3 slots since you have a heal power. 1 is enough unless you get some of those nice IO procs like the Miracle +Recovery or Numina's Regen/Recovery.
Stamina could be moved to 20. Speed Boost should have an EndMod in it, not an EndRdx.
On Stealth: I wouldn't take it. If you want stealth or even invis, you can add a Stealth IO to travel powers or a Sprint power. If you want full invis, you can combine Super Speed with a Stealth IO. Another option is Smoke. (I have Smoke on my Fire/Kin, but not on my Fire/Rad -- it is OK, but skippable. I mostly use it because I have it, and not because I feel it does a lot of good. But I think it provides more benefit than Stealth, since it is helps the team if you are on a team, and even keeps the foes from seeing your Imps a little while longer if you are solo.)
Standard IO slotting for Transferance is 2 Acc, 2 EndMod, 2 Rech. For Fulcrum Shift, 2 Acc, 3 Rech.
I have the Earth APP on my Fire/Kin. I think it provides the best combo of benefits . . . a short-range AoE that has a chance to Stun, which will stack with the Stun in Flashfire. A very strong Single-target melee attack, something that Fire/Kin needs for tough foes. Defense based S/L armor, and a huge HP buff/heal.
But if you want to stick with the Psi APP set, you need to slot Indomidible Will with 3 Recharge. The main benefit of the Psi pool is IW's mez protection, so you want it up as much as possible. Also, Psi Tornado is a decent AoE damage power with knock up. (I have the Psi APP on my Fire/Rad.) -
Quote:I got my Warshade to 50, and my PB up to the 40's -- both are a lot of fun. In low levels, they have a lot of similarities. While some folks like to try Human only or two-type builds, I much prefer building both as tri-formers. The Nova Form is pretty much the same for both except for the damage type. You get to be a floating gunship of doom starting at level 6. Then you get your Dwarf form at level 20, and that's when differences really start to develop. The Dwarf form itself is fairly similar, with PB's being a little better in Dwarf because of the heal and the AoE attack. But Warshades easily make up for it . . .My next project idea is an epic AT, i just dont know which one to do. What are the pros and cons of a PB, and the pros and cons of a WS. It wont be for pvp, mainly for TFs. I have to say I like my aoe, and WS has alot of that, but I just want to hear from you guys.
The Warshade is more team oriented, has higher highs and lower lows. It relies heavily on having foes and dead bodies around -- on a decent team, there are plenty of those, so on a decent team, the WS is simply awesome. The key is level 22, when you get Stygian Circle, a simply increadible power. With a few dead bodies around, you can go from nearly dead and nearly out of endurance to full green and blue bars instantly, and you can skip the Fitness Pool with a WS. Then as you level up, every few levels you get another amazing power that changes your strategy. It is able to be a Blaster/Controller/Scrapper/Tank. High level warshades are amazingly powerful, but busy to play well. You get multiple pets, who become little blasters for you. Eclipse provides a huge amount of protection, allowing you to get reckless. And it has one of the most fun abilities to fire off a nuke in the game -- run in, mire, nuke, pop a small blue, Stygian Circle back to full health and endurance and ready for the next group. It can adapt to many different playstyles, but I tend to switch in and out of the forms a lot more with a Warshade than a PB.
The Peacebringer is more consistant. Instead of relying upon foes and their dead bodies, it has self heals. Good human form attacks with heals allow you to spend more time in Human form. Dwarf form is a little better with a self-heal and a better AoE attack. I would say that PBs are a little less complex to play. More scrappery. I needed Stamina on my PB since it spend more time in Human form and doesn't have a power like Stygian Circle. But there are times that my PB survives where the WS wouldn't.
Try them both. Some folks love Warshades, and others love Peacebringers. But don't really evaluate them until they are well into their 20's. Both rely heavily upon using Binds effectively, so take a look at the guides for bind suggestions. -
Frankly, it really depends on the type of team. If you have a "steamroll" team, then you may not get much use out of Wormhole. However, if you have a more strategic team, one that takes it time and plans how to best handle situations, then Wormhole can be wonderful.
Find a Traps Defender to team with . . . Wormhole on top of traps is just sick. -
I skipped Thunder Kick, and use Air Superiority for its knockdown benefit. While Cobra Strike is skippable as part of your attack chain, you can stack the stun in Eagle's Claw and Cobra Strike to stun bosses.