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Quote:Fire/Rad is an excellent build that is more flexible than Fire/Kin. A Fire/Kin is a great build for limited things, like killing large numbers of lower level foes who don't have mez powers. Fire/Rad won't kill as fast as Fire/Kin, but has the tools to be more effective against single tough targets as well as being able to do some AoE damage. It will also survive longer than a Fire/Kin, and focuses more on control and not as much on damage.Just curious. I remember on youtube watching a video about a team of fire/rads and was just curious since i not too familiar with controllers. Would a fire/rad be as good at farming as fire/kins? If not, what separates the two?
Thanks
One other aspect of Fire/Rad is that multiple Fire/Rads can make an unstoppable team. Stacked Accelerate Metabolism, Hot Feet+Choking Cloud and multiple uses of the debuffs and controls make a team of Fire/Rads too powerful for anything in the game. On the other hand, Fire/Kin's main buff, Fulcrum Shift, will cap everyone's damage with two or maybe 3 -- after that, additional uses will have no effect. In general, two Fire/Kins are all you need, and more would be a waste.
I personally prefer my Fire/Rad over my Fire/Kin -- I find it more fun. And I have played on teams of multiple Fire/Rads . . . once you get three or more, everything dies very, very quickly. A team of eight is just sickeningly fast.
Fire/Rad is the single build that can make best use of Rad's Choking Cloud. My Ill/Rad guide discusses the mechanics of Choking Cloud and some suggested slotting -- but does not recommend CC for an Ill/Rad. Once you get both fully slotted, Hot Feet+Choking Cloud is the key power combo for a Fire/Rad. Simply Flashfire+Fire Cages from range, then run in with HF+CC running and stand there, occasionally using Char on anything that moves. They all die. -
Quote:I always encourage making lots of alts, as different people have different preferences.Looking at Mids I would assume that Gravity would be the best primary for solo (I actually thought you were going to tell me that) am I wrong in thinking this? Thank you for the help
I guess I was posting the above when you posted LM. Thank you for your input. I may have to make more than one to see what I like the best.
Gravity is a set that I tried many times, but I couldn't get into it until I fairly recently got my Grav/Storm up to higher levels. While it has several hard-hitting powers (Propel in particular), it really isn't that fast because the powers are slow to animate. More importantly, it lacks in AoE control to keep you safe while you pound away on single targets. This is why I feel it goes well with Storm, which has several AoE protective powers like Snow Storm and Hurricane.
Illusion is a great solo set because it has several ways to protect yourself while you are taking down foes. In low levels, Deceive is wonderful. You can Deceive two or more foes, and then take the third down with your attacks of Blind-Spectral Wounds. Also, Illusion does a lot more damage than it appears in Mids -- Spectral Wounds has a chunk of "spectral damage" which heals back after a few seconds. However, if you can defeat the foe before the "heal back," you get to keep that damage. Read my guide for the details. Once you get to level 18, Phantom Army makes a HUGE difference in the effectiveness of your character.
Plant starts to shine at level 8, when you get Seeds of Confusion. Seeds+Roots allow you to take down a large group with damage over time. Roots does twice the damage of other AoE immobilize powers. But single tougher foes are a problem.
Mind has Confuse (same thing as Deceive), a really nice early attack chain of Dominate-Mesmirize-Levitate, and some AoE control in Mass Hypnosis, a sleep. Sleeps work well solo, but are far less useful on teams. So, Mind is a great set solo in low levels. -
Quote:Take a look at my Illusion/Radiation Guide, linked in my sig. Ill/Rad makes a great solo character which then teams easily. It is also a great "first controller" which is easy to understand the basics, but can be complex as you go up. Another great solo choice is Illusion/Storm, but Storm takes some practice to use well.I have come back after a long vacation and Im trying to find a character that I really enjoy playing. My experience with CoX has always been with tankers. This time back I have started to look at the other AT and I think I want to try a controller next. What would be a good solo controller? I will be teaming sometimes but with a family my play time is erratic at best. Im sorry if this has been asked before but I cant find anything on it that isnt kinda old. All the guides I could find are from really old issues. Thank you for all your help.
I would say the best solo controllers in low levels are Illusion, Plant, Grav and Mind. Fire is great solo in upper levels, but it is a bit of work getting there. Mind is a great solo build in lower levels, but the damage does not ratchet up in upper levels like other controllers. Grav has good single target damage, but lacks AoE control. Plant has good AoE control, but lacks single target damage. Illusion starts with good single target damage, and then gets more damage with its pets.
Earth and Ice are low damage sets, great for teaming but very slow to solo.
For secondaries, Radiation, Storm and Kinetics are best for a solo player. Rad is is my favorite as it is very flexible. Storm is visually fun, has great tools and adds damage in the later levels. Kinetics mostly forces you into melee, and doesn't develop until later levels -- but Transfusion (heal), Siphon Power and Siphon Speed really help in those low levels. -
There are some nice things you can to with Power Customization. I have my Phantasm as a yellow glowing power -- would work for a "man made from light." And then the opposite -- Spectral Terror in dark purple looks cool and could be a creature that absorbs light, invoking fear. You won't be able to tell how cool it looks in the character creator, but trust me, a dark purple Spooky looks awesome in a light room.
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Quote:Well, killing would be a LOT faster if you took and used either of the single target damage powers, Propel or Lift. Propel is great single target damage, but slow to animate. That means that it works great solo, but has a tendency to not be very effective on teams -- the foe is often dead before you can hit him with that Stone Gargoyle. If I plan to team most of the time, I would take Lift instead -- kinda weaker than it should be on damage, but it still works and has a secondary control effect of knockup.I have a Grav/Thermal controller who is now lvl 43 (almost 44)...he's....very slow at solo'ing. I kill mobs with veteran reward powers and/or by DoT (use hold, aoe immob, st immob, hold, st immob, rinse and repeat until mob is dead).
I will say that the Singularity is a great pet. Quite tank-ish (especially with shields on it) and perfect for clogging up a hallway so that you can run away if needed (since mobs will just get repelled when they run into Singy).
If you team a lot then yeah Grav/Thermal can work. I will say that I usually feel totally useless on teams except for my secondary (for the most part). Grav has no real good control since Wormhole takes long to activate and usually if you're on a really good team, it's not necessary (since you steamroll through things)...and the only 'good' AoE control you get recharges every 4-6 minutes (AoE hold).
It's definitely unique...try it out if I haven't dismayed you from trying it by now
I have a Grav/Storm in the mid-40's who has solo'ed almost the entire way. Even without the damage from Tornado and Lightning Storm, he can solo at a reasonable speed . . . not exactly fast, but not painfully slow, either. Painfully slow would be an Ice/FF . . .
As for a primary for Thermal . . . Thermal is kind of a mix between Rad, Emp and Sonic. Pretty much any primary will work, depending on what you want for the character. Illusion works great for a character who wants to both solo and team. Plant, Grav and Mind can solo, with Plant being more of an AoE build, while Grav is more single target and Mind gets its AoE control late. Fire can solo later in the build, but will be kind of slow until Fire Imps. Ice and Earth are team-oriented with low damage but high AoE control -- Ice is more melee control with Arctic Air, while Earth is great ranged AoE control. -
Quote:Lift has 24.47 Damage at level 50 (base damage unslotted) while Levitate has 40.37. So Levitate has a lot more damage. Propel does 59.95. Links are to City of Data.I thought this had been remedied an issue or two back?
Solo I'd still go for Propel though. More amusing and better against tough targets. -
Each of the travel powers has advantages and disadvantages. I think you have to take the prerequisite into account, too.
I often take Super Speed because I want Hasten and/or because I want the stealth in Super Speed to stack with other stealth like Steamy Mist or Shadowfall. With the GvE jump pack and a Raptor pack, plus the added jump hight from Ninja Run, most of the vertical issues are easy to handle. I also find Super Speed to be the best battlefield travel power to get in position or drag pets into position. I've gotten used to dealing with SS in caves.
Teleport takes practice. My first 50 took Recall Friend/Teleport because my wife kept getting lost, and I would retrieve her with Recall Friend. After a while I got used to using Teleport as a travel power. The Teleport Bind makes it functional. I tried dropping it on that character, but it just didn't feel right so I respec'ed back into Teleport. Add Hover, and Teleport is a very useful travel power. I also use Teleport on my Stone/Fire and Stone/Stone Tanks as it is the best travel power with Rooted on. It is very effective to teleport into the middle of a group of foes. Teleport also lets you 'port past blocked hallways and into rooms or even places you can't see with line-of-sight. I love my teleporting Ill/Rad for Stealthing missions, as he can teleport past foes with +Perception like Rikti Drones, and then teleport in my teammates.
Yeah, Dark Astoria really stinks with a teleporter. However, teleport is by far the best travel power in the Shard and other long distance zones . . . you get there fastest, and then can TP in your slower teammates.
Fly has lots of advantages -- easy to use, looks cool, great to survey the area and find things in those open zone "Find X" missions, and provides a kind of knockback protection as well as being able to stay out of melee. Sometimes I take Fly mostly because I wanted Air Superiority or Hover. But, yeah, it is slow. It works pretty well in caves, though.
I mostly use Super Jump on melee characters who need the small amount of extra defense in Combat Jumping. SJ can be fun, but can also be frustrating when you jump somewhere with an overhang -- I get hung up with SJ more than any other travel power. SJ is mostly useless in missions with low-ceiling hallways or caves, and is not very good for those "Find X" missions. -
Quote:My experience with the FF secondary is with a Mind/FF, which has some similarities with a Grav/FF -- I have solo'ed my Mind/FF most of the way.This may be what it says, but with Lift, that isn't what I'm seeing. Most of the damage from lift appears to happen when the target smashes back into the ground. If the target is held, there may be a bonus from the initial lift, but since they do not actually get lifted they never smash back into the ground and most of the potential damage is not applied. I'm just watching their XP bar when I do different things.
I was under the impression that you can only queue one thing at a time.
Can you queue up more if each is on a different target. And you queue the same attack on two different targets? If not then I'm not sure I understand this. I'm in the habit of always queuing my next attack as soon as the last one I queued goes off. (Although sometimes I queue before I switch targets when my clicking finger gets ahead of my tabbing finger)
On Lift: the damage on Lift (similar to Mind's Levitate, but less damage from some unknown reason) does not come until the end of the animation. However, even if the foe is held (Grav. Dist.), you will still get the damage at the same time as if the foe had been thrown into the air -- you get the damage but not the knockdown. If the foe is held or immobilized (or slept or stunned), then you get Containment doubling the damage. If the foe is held, you shouldn't care about the knockdown since it provides no benefit. One of Gravity's unique aspects is that the immobilize powers, Crush and Crushing Field, do not stop knockdown, so you can still get Lift's knock-up with immob on the foes.
However, if you don't have it, I suggest Propel over Lift for solo play. Get it at level 6 and love both the huge damage (doubled with Containment) and the fun animation. There is something satisfying about clobbering a foe with a forklift or a stone gargoyle. With Grav/FF and skipping the ally shields, you should be able to fit in both Propel and Lift, plus Crush and Grav. Dist. quite easily.
(By the way, the items you see being thrown at the foes from Propel are created by your computer, so others on your team will see different items. All the items do the exact same damage, which seems a bit odd. A roll of pink insulation does the same damage as a junked-out car.)
On my Grav/Storm, I skipped Lift -- my attack chain is GD-Crush-Propel. It would be nice to fit in Lift, but I have too many good powers from the Storm secondary. -
Quote:Flashfire has a longer animation tha Stalagmites, and the stun comes at the end of the animation. Thus, if you are in perception range the foes might attack. However, that's not the same as the power notifying the foes. A little stealth or taking care to stay out of perception range takes care of the problem. This is another good reason to get a Stealth IO in your controllers.This pretty much ties in with my experience; I've never taken any damage during the animation with Stalagmites.
With Flash Fire however the ground starts to flicker during the animation and the mob reacts, sometimes they start to run but occasionaly I've taken damage.
Could be partly down to slopiness on my part by getting a little too close but as I said never had it with Stalagmites - certainly the better stun of the two.
Wormhole..hhhhhmmmm......fun but poor for general use!!
But Stalagmites is overall a slightly better power. Faster animation, and the -20% Defense is better than the slightly more damage from Flashfire.
(By the way, the power name is "Flashfire" not "Flash Fires" or "Flashfires." No "s.")
Wormhole is a fun power, but I find it far more useful solo than on teams. Optimum use requires a few seconds set-up time. I like to target a foe, then find something to hide behind to prevent the attacks from the foes notified. Then I throw them into a wall or corner if one is handy. However, I wish Wormhole would add falling damage if you wormhole the foes straight up into the air -- it just makes sense. -
Quote:I'm a bit partial to Illusion/Radiation, as you might be able to guess from the Ill/Rad guide, linked in my sig. The guide explains why I feel that Ill/Rad is one of the most flexible builds in the game, and why Radiation is the best secondary for Illusion. The short version: Rad is the only secondary that can BOTH provide a recharge boost to help Phantom Army recharge faster AND provide Resistance and Defense Debuffs to make Phantom Army hit harder and more often. Rad provides an all-purpose secondary that works great solo, small teams or large teams. You can do a little of everything from buffing teammates (and yourself) to debuffing and controlling foes.So I have a character I want to make, named "The Illumineer," and I've decided that an Illusion troller is the way to go (though I considered energy and/or rad blasters and defenders as well, I wanted something different). To keep the light theme of the character, I'm thinking either Rad or Empathy as his secondary, but I don't know which I would rather pick. I've played a Rad and I like him, but he's Grav/Rad, and I've never played an Empath. Any advice on which of those two secondaries would be a better mate to Illusion?
(Even if you have played a Grav/Rad, you will find that Illusion/Radiation plays differently. I have Ill/Rad, Fire/Rad, Earth/Rad and Plant/Rad all at 50, and each one plays differently. I also have Ill/Storm and Ill/TA at 50, and they are very different from Ill/Rad.)
I consider Illusion/Empathy to be a team-only build. Illusion/Empathy has nothing to benefit Phantom Army, the most important power in the Illusion set. None of your buffs will affect PA, and you don't have any debuffs. Sure, you can buff Phantasm, but that has limited benefit since he stays back and blasts while using his decoy to draw aggro -- the decoy gets no benefit from your buffs, either.
Basicly, Empathy provides very little benefit if you want to solo other than the aura heal, Regen and Recovery powers. Now, if you want to be a team-focused healer type, Ill/Emp is a great choice for its ally buffs -- Deceive and Phantom Army can pull foes off of teammates allowing you to run in and heal, and the Invisibility allows you to "lurk" in the battlefield healing and buffing teammates as needed.
Take a look at my Ill/Rad guide even if you decide to go with Ill/Emp. It has a lot of good information on the Illusion primary and many strategy tips. -
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The Invention Enhancement system was added to the game to add a lot of complexity, giving experienced players a lot more fun stuff to do. I suggest you start with the guilds, like this one as an introduction to the Inventions sets.
The intent was to also create an economy. You can buy the recipes and salvage you need to make them, and sell the stuff you don't need. You can also earn a lot of salvage at the Mission Archetect (AE building), where you can use Tickets to buy the specific Uncommon and Rare salvage you need, and get random items within specified categories for common salvage. If I'm working on a fully IO'ed build, I get a large amount of my salvage from cashing in Tickets from AE missions if the prices are too high. -
Quote:A few strategies:Hey there! I just began trying City of Heroes after trying my first MMO (Star Trek Online) a few weeks ago. I love the CoH genre and am really looking forward to getting into the game. But I am stuck, big time!
I'm a scrapper with an emphasis on science and my first mission is to clear the sewers of Zombies to locate a character. I get killed constantly. It's extremely frustrating.
My question is do I need to do these levels with more than one person, or do I just not yet get the hang of combat? I've been killed so many times without much progress that I'm almost ready to throw in the towel. Considering how badly I wanted to play this game, that notion is such a let down. (I did a lot of research and reading on CoH vs. Champions and this one is wildly more popular and successful)
Any help or guidance anyone can offer me is greatly appreciated.
Pulling -- even if you are playing solo on a scrapper, you have a little bonus ranged power based upon your origin -- I forget what the science one is, since I usually play Tech, Mutant or Natural. You can target the nearest foe and throw your origin power at them, then run back around a corner. If you are lucky, only a few or even one of the foes will come after you, and you should be able to kill that one pretty easily. If they all come after you, run away to let them lose interest and go back to where they were, and then try it again. If you need to, you can run back to the door or to an elevator to escape the foes coming after you.
This is a common technique for groups too large to handle. Blasters and other ranged characters can pull more easily than Scrappers, but that little origin power lets you do it, too.Keep doing the "pulling" until the group is small enough for you to handle. Watch out for the Eidelons -- they can be tough. Also, be careful of the Embalmed Cadavers, as they are suicide bombers. Well, I suppose "suicide" is debatable since they are already dead . . .
Make lots of characters. Try out powersets that you think look like fun. Read the guides. (I have two linked in my sig. If you want to try out a Controller, I suggest you consider an Illusion/Radiation after reading my guide. Ill/Rad is a great first Controller, as it works well solo or on teams.) Some characters are lots of fun right away, while others get good later. Be patient, read the stories and most of all, have fun.
If you are going to make a new character, consider Tech for the origin. The Tech power is a little Taser with a short hold in it. And your initial missions are against Clockwork, which are more enjoyable than those darn Vahzilok. I hate getting barfed on. -
Quote:I want to echo Mental Maden's suggestion . . . Slot for Accuracy, Recharge and Mez in that order. Don't worry about slotting for Defense Debuff . . . just cast Quicksand under every other AoE control you have, and that 25% Defense Debuff stacked with the Defense Debuff for everything else will be plenty.Thanks for all the ideas. A lot of you made me really question what to go with and after thinking about it and talking with my friends about what they are making, I went with an Earth/Rad. A fire/fire tank is joining me as is a ?/dark scrapper. Another friend might be joining with a claws/sr scrapper they made a while back too. Was hoping one of them would want to make a FF def, but I couldn't convince any of them
I saw Local_Man's guide and will go by that quite a bit. I'm thinking of not slotting much (if at all) for damage and to just make sure acc, -defense debuff, and recharge time are slotted for a lot of my powers.
Also, thoughts on taking Stealth to hide a bit from baddies? I'm going to get Hasten (maybe SS) and taking recall friend and TP.
Team support, that's what I'm about.
As for Stealth . . . Stealth is always nice to have on a controller, and I like to get a Stealth IO if I can but hate to use a power choice on Stealth. Your main contribution will be staying at range, throwing out AoE controls. If you want to take Hasten/Super Speed and add a stealth IO to it for invisibility, that's fine. However, for the most part, your control powers will add more to the team than stealth. Of course, if nobody else has it, then invisibility/Recall Friend is nice to have for stealthing missions. You might be able to avoid taking Recall Friend by making sure you take pick up the Team TP temp power from the Bank mission in the low 20's.
I hope the Earth/Rad guide is useful. As far as I know, the information on the powers and strategies is still current -- I updated the information of Rocky when he was changed. Every now and then, I go back to add some stuff about IO sets which I didn't know much about when I first wrote the guide. I need to finish that some day . . .
I pulled out my Earth/Rad solo the other day, and he is still a lot of fun. Then I got to play my level 33 Earth/Storm some on a level 48 team that was struggling with +3 foes before I got there. We adjusted the strategy to use pulling foes onto Quicksand at a corner, then I unloaded my other controls and debuffs once they were bunched. The mission became much, much easier thanks to the awesomeness of Earth Control. -
I pulled out my Fire/Rad yesterday to run a couple of missions to see how well he could handle +8 spawns. I'm pretty sure that the foes did not get notified from Flashfire . . . they might run around while stunned, sometimes pretty fast, but they don't attack unless they are missed or the mag isn't high enough to mez them.
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Quote:Quicksand provides a 25% Defense debuff, which stacks with the 20% from many of the other Earth powers to result in a huge amount of defense debuff. You can slot it for Slow and Recharge, but not more Defense Debuff. It seems to me that there are a lot of other powers in the game that have some amount of Defense Debuff but can't be slotted for it -- like many of the Rad Blast powers.Has there ever been an explaination offered on why quicksand can be slotted for -def? With such a high base value it seems it was clearly intended to be a primary feature of the power. If the concen is that its base value was too high to be enhancable I'm sure there would be little complaint if the base was dropped 5% or 10% and was made enhanceable. I'd love a little more variety in set slotting in it.
The decisions on types of enhancements for Quicksand were made long before IOs, so the types of sets it takes were not a consideration. I'm pretty happy with the huge amount of Defense Debuff in the power, and see no reason to change it. I have too many other places to spend my slots -- two recharge and maybe a slow are enough for Quicksand. I suspect that since quite a few foes use Quicksand, too (CoT and Tuatha), that it will not see any changes. -
Quote:A waste of whose time? Not yours . . . it takes no time to "receive" Speed Boost or IR. Annoying? The only effect is a sound and your character jerks slightly. Pointless? Yeah, but so what? If someone wants to waste his or her time giving SB to folks standing around doing nothing, why should you care?But when I'm just standing around, especially in WW's or AE? It's pointless and a waste of time. It's not like you get any XP for random buffing, and it certainly isn't going to help me access the market any faster. It's just annoying.
And, as mentioned, it actually causes some people problems.
I can understand those few people getting a little frustrated who have old computers which can't handle the graphics caused by SB. A few other people just don't want to be "messed with." But those folks are few and far between. Personally, I love it when I get a "drive-by buffing." I think most people do, as well. -
It should be fun. After taking my Illusion/TA to 50, if I ever did another TA character, it would be Grav/TA. TA should fill some of the holes for AoE control in the Grav set. To get through those low levels, I suggest you get GD, Crush and Propel slotted up for damage as quickly as you can. I can see Flash Arrow being useful for this build.
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Quote:Much of that "aggro magnet" problem can be eliminated, even in the lowest levels, using the right strategy and the combo of Stone Cages and Radiation Infection. Let the tank or scrapper go in first to draw the aggro, then throw down Qucksand, Rad Inf and Stone Cages. (Quicksand before Cages for the -Defense.) Keep the Cages up and let your teammates clean up.If you don't mind buffing I'd go with /FF.
Personaly I find my Earth/Rad to be an aggro magnet having so much AoE. Going FF would give you some personal mitigation, reduce the aggro and still allow you to be very effective.
Earth is a busy primary so you wouldn't be short of thing to do..
IMO Earth/FF gives the most damage mitigation of all Controller combos. -
Quote:Hmmm. Well, after over 5 years in this game, I have Ill/Rad, Fire/Rad, Earth/Rad and Plant/Rad all at 50. I have played Grav/Rad and Mind/Rad a ways, too, and have a second Ill/Rad in the upper 40's. I've spent a pretty good amount of time writing two guides on */Rad builds. The only one that has Perma AM, Perma Hasten is the Ill/Rad with lots of recharge IO bonuses. It is not possible to get perma AM or Hasten with SOs alone. Now, you can get them to recharge pretty quickly with only a small amount of downtime, but they can't be perma.Radiant Aura would give me Perma Hasten, and Perma AM the moment I got SOs at level 22, and would allow me to spam my contol powers none stop, and my mag 3 hold thats on a 4 minute timer, would be slashed down to a 30 second timer.So this makes this look extreemly Viable, however, I may want to save Radiant Aura for a diffrent Controler build, so this one is kinda last on the list, because it doesnt really mesh well with the Tech Suit theme im giving the Controller.
Trick Arrows, this set goes well with any Controller Primary, with the exception of Illusion.This would grant me massive amount of Debuffs, and adding them to my controls, they would get max saturation, and igniting the Oil Slick wouldnt effect my pet either, because Singularity from what im told, follows you around and fights at range.So it would be a extreemly good secondary, and even add some additional fire damage to the smashing damage scale gravity brings.Not to mention because of the multitude of arrows you have, you can easly toss out a wide array of debuffs if the fight involves more then 1 or 2 mobs.
Anyone have any advice on which would be a better match for Gravity Control, Thematically, and combonation wise?
And, I disagree with your assertion that Illusion/TA is a bad combo. In fact, I consider Illusion to be the best primary with Trick Arrow. Phantom Army distracts the foes making it easy to stand at range and fire off the debuff and control arrows. Phantasm and Phantom Army all can attack at range, so the Oil Slick pet bug has less effect (unlike Fire/TA, where the Imps only have melee attacks). (I have an Illusion/Trick Arrow at 50 on Pinnacle -- if you want, I can show you how effective it can be.)
Rad is the best all-purpose secondary. It works well with all primaries, and is the best secondary with most. Radiation can easily fit in with any technology-based character . . . heck, Positron is a Rad/Rad Defender on steroids. Now, Grav is one of the weaker controller primaries. It has good single target damage with both Propel and Lift, but is moderate on single target control and low on AoE control. However, it has a few really fun powers that make for its weaknesses. My Grav controller is a Grav/Storm, which would be my recommendation as the best combo. Of the listing you made, I would suggest the order of preferred combos would be, to me . . .
Grav/Rad
Grav/TA
Grav/FF. -
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I love my Earth/Rad . . . as you should be able to tell from the guide in my sig. I have two Earth/Storms on different servers . . . one in the 40's and the other in the low 30's. Storm adds so much fun to an Earth controller, with the ability to stack stuns, stack knockdowns, stack slows. Plus, you get some badly needed damage in the 30's.
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Quote:In addition to my Ill/Rad and Ill/Storm, I also have an Ill/TA at 50. While I feel that Rad is the best secondary for Illusion, I also feel that Illusion is the best primary for Trick Arrow. The added controls from TA are a great complement to Illusion, and the Debuffs make Phantom Army better.Well, I went and did a reroll on him last night. dropped /Kin, picked up /TA instead.
What a good combo, the more I took the inherent into consideration. it does work for immob mobs too right? Cause I was one-shotting yelow-con hellions with a web arrow>spec wounds.
then after thinking about the other holds and such, plus how much containment would affect acid arrow's DoT, and EMP arrow later on, plus debufing for max damage output from PA and the like.
Also, I found that Flash isn't that bad when flash arrow is fired off first. that way those who aren't hit with flash are still blinded bi the arrow. The combos just don't seem to end. I think I found the build that works for me(played it smart and used Tech origin to light up OSA later too).
However, you may find that the play style is about as far from your Ill/Kin as possible. Ill/Kin is mostly a melee oriented character. For the most part, my Ill/TA is ranged -- I send in Phantom Army, then stand back and fire off all my debuff arrows before using my single target attacks. Phantasm is a great addition, as he acts as a body guard . . . any foes who decide to come into melee are usually knocked back. I like to save Oil Slick Arrow for when Phantom Army are Recharging, since it adds some control as well as damage.
The only Trick Arrow power I skipped was Flash Arrow. With Superior Invis, I didn't see that much need for Flash Arrow, as the ToHit Debuff is pretty small. (I have Flash Arrow on a TA Defender, and find it more "Flash" than substance.) My goal with my Ill/TA was to try out the TA set, so I took all the other TA powers. On the Illusion side, I skipped Group Invis and Flash. In general, I take the AoE hold on my controllers, but my reasoning this time was that since Flash is a PB AoE power, and all my other powers were all ranged, I really didn't need Flash -- instead, I use EM Pulse Arrow when I need an AoE Hold. I took Hasten/Super Speed for Travel just so I could get Hasten and still have enough power choices for all the TA powers.
For my APP set, I picked Fire Blast and Fireball. Oil Slick Arrow + Fireball make a delightful bar-be-que. I decided to include, as my last two powers, Aid Other and Aid Self from the medicine pool. Not necessary, but I like those enough to keep them.
I went with Tech origin for lighting the Oil Slick. It works OK for the six levels until you get Fire Blast. I set up a macro for targetting the Oil Slick, making it easy to fire off Oil Slick Arrow, hit the macro to target the Oil Slick, and then fire off my taser, Fire Blast or Fire Ball to light the slick. Phantasm also has an energy component to his attack so he can light it if he happens to hit it.
When I was trying to come up with a name for my Ill/TA, I wanted something that would combine the bow and arrow aspect with an Illusionist/Entertainer -- and it had to have a pun. So, I came up with "Beau Jester," who was an entertainer for the French Foreign Legion. I was thrilled when the Devs later added in the Jester costume. -
Quote:Can your concept encompass Grav/Storm? It works pretty well solo. In low levels, the AoE Immob + Snow Storm reduces damage due to -Recharge in Snow Storm. Once you hit 16, the Resistance debuff in Freezing Rain helps with the damage a lot. Also, the AoE Immob in Grav does not prevent knockdown, so Freezing Rain+Crushing Field is a somewhat effective AoE control until you get Hurricane at 20 or 22. Hurricane lets you use your single target attack chain on one foe while ignoring the others as long as you can get close enough to the others to use the ToHit Debuff in Hurricane on them. While you beat up on one, the others can't hit you.I had a feeling. This one does okay solo as long as there are no more than 2 enemies to deal with (at level 3, so 2 attacks). Throw in a third enemy and by the time one of the attacks recharges it's too late and I'm hitting the personal FF and running or taking quite a bit of damage.
I wanted to check before I got too attached after I did that first mission. I don't mind taking a little extra time, but it was basically a one room mission (in the sewer with one main pipe leading up to one main room) and it took me between 20 an 30 minutes to complete. After that I thought, "wow, I don't know if I can deal with this". It was quite tedious, mostly due to the fact that there is no really effective shielding of any kind with FF.
Would've been better if the PFF was a little less effective and would let your attacks out rather than completely impenetrable in both directions. Not to mention that it is not actually completely impenetrable, some attacts do get through it, so not allowing attacks to get out is rather... umm... what's the word... stupid?
In a making sense type of way, manipulating gravity kinda goes nicely with manipulating force fields from a science point of view.
Like I said, I like teams okay (in my own way), but the idea of never being able to take a character out solo is just not very appealing to me. When I like teams is when there heroes working together for mutual support to get through a tough spot. what I don't like is being part of an 8 person team just so that the team can be full and it doesn't really matter who or what I am as long as I'm filling a slot. I like big teams for events and GM's but as a general rule I like smaller groups. What I have are a few friends so far that enjoy the same type of play. Most seem to count on full teams and finding those that are happy with just 2 to 4 on a team is difficult. So the idea of searching for that type of player every time I play a character....
Then at 26, you can get Wormhole. Combine it with Thunderclap at 28 to stack stuns and even stun bosses. Then at 35 and 38, you get damage powers that really help a lot. -
Quote:The Gravity primary has pretty good single target damage fairly early, thanks to Propel. Overall, it really lacks AoE control, and doesn't really mature until it gets its pet, Singularity(Singy). There are really three interesting powers in the set -- Propel is a slow-activating, highly amusing damage power, Wormhole is a foe-teleport-with-stun-and-knockback that takes some practice to use well, and Singy is a very good pet that looks cool, too. For solo play, I suggest that you take Grav. Distortion-Crush-Propel as your attack chain. Slot Crush and Propel as damage powers, and add some damage into GD, too. On teams, Propel is often frustrating because its long animation results in foes often being dead before you hit them. Lift is better than Propel for teams -- it has far less damage but activates faster.Hi,
I'm new to CoX and so far I've tried out Tanks and Scrappers and thought I'd give a controller a try. I like to build characters based on concept and not really on putting to together things just to make the best character I can. I looked over what is available and thought that a Gravity/Force Field controller would be something I'd like. (I'm sure that I'm not the first and doubt I'll be the last)
Hopefully this has not been asked and answered. I looked over the guides and did some searches but did not find anything that helped.
Anyway, hears the thing. While I like teams, I also play solo, allot, and I need my characters to be able to survive on their own as well as part of a team. The question is, can this combo survive solo.
I've only done the tutorial with this character and one mission from the first contact and I've found this extremely difficult and extremely slow.
Is there anything that I can do to make this a solo friendly character? Does it get better as the character matures? If I was going to build this character strictly for solo play what type of choices should I make as far as powers are concerned?
Forcefield is generally viewed as a weak secondary for solo. The best powers are Personal Force Field, one of the best "panic button" powers in the game, and Dispersion Bubble which gives you partial mez protection and some defense. You also get some knockback powers, but nothing to make your primary better. The two ally-only shields are great for teaming, however.
The combo of Grav/FF has two Phase powers -- but since I hate Phase powers, that doesn't exactly make it appealing to me. I have a Grav/Storm in the 40's that I like very much, but Grav/FF is not a combo I would play, and it's a pretty rare combo. It certainly can be played effectively if you really want to for concept reasons, but it will be slow.
Now my Grav/Storm is a great character who has been mostly solo'ed, but I have a lot of experience with Controllers and especially with Storm. I generally suggest an Illusion/Radiation Controller as a first controller, as it works great solo or teamed, is easy to play fairly well but is complex enough for advance strategies later on. See my guide, linked in my sig, if you want to try it.