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Quote:"Frankenslotting" is a kind of joke term used to describe taking parts from several sets to slot up your power. For example, Volcanic Gasses needs Recharge and Hold, but other enhancements don't provide as much benefit. You can get enhancements from several sets that have Hold/Rech or Acc/Hold/Rech. It is important to understand that two Hold/Rech provide MORE enhancement than a common Hold and a common Rech.Thanks for the replies. After messing around on some of my toons last night, I realize I left myself in a good position. I do have the Ourobos Ports and Pocket D ports, probably from a previous booster pack or something. I was checking out the day jobs, and I will have to get into a bit more. I currently have a 42 MM, a 33 Rad/Kin Corr, a 28 Fire/Therm Corr, and a 35 Earth/Storm Con. It would seem I decked out my Rad/Kin Corr in some set IOs, of which I will have to explore fully, because I am not even sure I am putting the right IOs in the right powers.
Probably one of the newest features that I am really enjoying at the moment is the ability to change the color of my powers as that is what was one of the highlights I enjoyed with CO. But I digress.
I have a few more questions based on the above replies.
What does it mean to Frankenslot?
At level 25, the common IOs actually are less enhancement than SOs. But replacing an Acc and Dam with two Acc/Dam will give you more enhancement in the same two slots. Three Acc/Dam/Rech are a lot better than one of each. That same principle continues as you level up. Sometimes, full sets are a good choice but you can save slots by Frankenslotting. Sometimes, the full set may not have enough of certain attributes for the particular power, or the full set may include attributes that are worthless (Accuracy and Damage are included in the Slow sets, but those attributes are worthless in Quicksand). Frankenslotting can allow you to enhance those attributes that are needed. And sometimes, you can pick and choose which bonuses you want with Frankenslotting.
For example, I generally slot Lightning Storm with Dam/Rech and Dam/End/Rech from Thunderstrike and Entropic Chaos, and then Dam/Rech and Chance for Hold from Devastation. That caps Damage and Recharge, gives a little EndRdx and the Chance for Hold proc is great in that power. It already has high Accuracy, so I don't really need to slot for Accuracy. Range is wasted. And I get a lot of Regen and a little Recovery as set bonuses.
Make sure to get Mid's Hero & Villain Designer so you can play around with your builds and see what works. It is a free download from www.cohtitan.com.
Quote:Do I have to buy the AE edition or do I get normal access to the AE content with the Issues? I would rather spend the 20 bucks on 2 booster packs. -
Quote:Earth and Ice are the two lowest damage controller primaries. Earth slightly beats out Ice . . . depending on the effectiveness of Arctic Air's confusion. Earth's Animate Stone a/k/a Rocky a/k/a Stoney a/k/a Poo Man does better damage and is more durable than Jack Frost, while Jack has some control powers (slow, hold). Rocky has been much improved by the addition of Seismic Smash, which includes a hold with its good damage.Ok, I have a couple questions.
The comments been made that you get your damage in the Earth Control set when you get your Golem.Does it really hit that hard?Cuase im noticing that my Damaging Attacks dont do much Damage, however im sure the damage improves with getting more powers to layer over the last.
Can you solo an Earth Controller? Sure, but don't expect it to be very fast. Take Stone Prison and slot it as a damage power (I skip this on a team build). Slot Fossilize for damage. Slot as many damage procs in Stone Cages as you can, and even add damage procs to Volcanic Gasses and Quicksand. It will feel as though you are carving an Ice Scupture with a pocket knife, but you will eventually get there. Rocky helps A LOT. Adding damage from your secondary (Storm or TA) also helps a lot -- a high level Earth/Storm or Earth/TA can solo at an almost bearable speed. And the APP sets also make a big difference.
Quote:One of you made mention of having a Fire/TA Controller.I have some questions on that.The main one on my mind, is when you light Oil Slick, does it just desimate the enemy mob you have locked down?
I have no idea the damage of Oil Slick.Is it Slow Ticks with high damage?Low Damage and fast clicks, but cuasing alot of DoT?
I know that the obvious Fire Control attacks can start the Oil Slick, but is there anything else in your secondary that can start it as well?
I have an Illusion/TA at 50, but two aspects of Fire/TA cause me to avoid that combo. First, I consider TA to be a ranged set. Sure, you can fire off you arrows melee, but while you are shooting, you are a sitting duck. One of the main damage powers in Fire is Hot Feet, which means you either have to go into melee and stay there, or run in and out of melee. The ToHit Debuff in TA is not very strong even combined with Smoke, so you will get hit a lot when you are in melee. With no heal, that could be a problem. Second, the lit Oil Slick Arrow causes the Fire Imps to run away. Actually, it causes all controller pets to run away, but since Fire Imps only have melee attacks, it is a bigger problem for Fire/TA. On my Ill/TA, Phantasm and Phantom Army all have ranged attacks.
Quote:I want to go either Ice/TA, or Mind/Cold, so im curious if theres anything in TA that can start the oil Slick on fire?I think its a bit fair to say ice wont start a fire!LOL!I want to avoid a Fire/TA if I can, even though the Oil Slick question on damage does seem tempting if its decent, that and the Sonic Arrow, and others would make it fun to help it along.
If something else I have can set off the Slick if I go Ice Primary, then ill be happy to go Ice/TA....or Mind/Cold.....I hate making up my mind...
I have 5 possible combos on the table, ill let you guys tell me which is rarer.
The choices are.
Ice/TA
Mind/Cold
Mind/TA
Grav/TA
Fire/TA (Only if Ice/TA doesnt have a viable option to light Oil Slick, and if it does, then this is not on the list.)
If you guys come up with a more interesting and rare combo, toss it up there with your vote, ill let this ride for a few days before checking back on what you guys voted on.
This will be the first time ill have ever done this, but, ill create the combo everyone agrees on, and play it without a complaint.You guys can pick for me, if you like.
Good Luck, be back to see what you guys think I should play in a few days.(or till my Earth/Sonic dings atleast 35, which will take a few days of casual soloing anyhow.)
Keep in mind that Mind, Ice and Grav have nothing to light the Oil Slick -- however, you don't get Oil Slick until level 35, and then you can get Fireblast or Fireball (or the Primal Blast) at 41, so you will only have 6 levels of having to rely upon the Tech or Magic Origin powers.
Mind/Cold might be interesting, too. Cold could fill some of the holes in the Mind set, but I don't have experience with the Cold set yet. It seems to me that some of the best powers in Cold are copies of Storm powers. -
I have a Mind/FF currently at level 35. He has mostly been solo'ed, and the FF secondary has provided one of the best Panic Button powers in the game in PFF, and partial mez protection and Defense from Dispersion Bubble. I have the two ally bubbles for those occasions when I team, but don't use them often. He also has a lot of opportunity for knockback/up/down with the various knock powers in FF, plus Levitate and Telekinesis.
It is not fast, but it is quite safe and provides tons of control. He has OK single target damage and somewhat weak AoE damage.
Earth/TA is the one build with the most AoE control. Not much damage until Rocky and Oil Slick Arrow, but you can control like crazy. I took an Ill/TA up to 50 and really enjoyed it. I felt that those two sets had a lot of synergy, with TA's Debuffs helping Phantom Army to be better. I have heard of others who really liked Grav/TA, since TA makes up for some of the lack of AoE control in Gravity.
A lot of people have played Ice/Cold, mostly because they go together thematically. But other than Ice and Illusion, I have seen few */Cold controllers. */FF is fairly rare, as are */TA and */Sonic.
The most popular secondaries would, in order, be Kinetics, Radiation, Storm and Empathy, then probably Therm. -
Quote:No, actually my level 50 is set to 0/+4 with bosses. The rest of my controllers are at 0/+2 from about level 6 onward. I simply felt that it needed to be pointed out that it is unwise to assume that "everyone" has a given power, especially on a pick up team.
With a massive recharge and a very short duration, I find the AoE holds to be almost entirely useless - I'd have to six slot them to get them even slightly usable. I strongly dislike Hasten, and never take it if I can avoid it. (I consider it a FoTM power, and aside from everything else, I skip it to annoy people who tell me I NEED to have it.) And I didn't say I skipped all AoE controls. I only skip the AoE Holds and Sleeps.
Different playstyles. I assume you are not including Volcanic Gasses with the other AoE holds, by the way.
I find the AoE Holds to be quite worthwhile taking. Most of the time, they fill in the hole while other AoE control powers are recharging. On a pre-perma PA Ill/Rad, Flash and EM Pulse can control when PA is recharging and Spectral Terror isn't enough. On a Fire/Rad Controller, Cinders provides enough time, when Flashfire is recharging, for Choking Cloud to work its magic. On Plant Controllers, Seeds has to recharge and Vines can fill that hole when needed. On some characters, the AoE hold becomes more of a "panic button" power, but I still take it with almost all of my controllers. (I skipped Flash on my Illusion/TA since he stays at range and EM Pulse Arrow and Oil Slick Arrow fills the hole when PA is recharging.) At level 50, if I want to reduce the slots, I get by with 2 Acc/Mez Hami-Os, 2 Recharge. -
How many people really dislike Drive-by buffings to make it worth the dev's time to implement a system to disable buffs? I would bet that it is such a small number that the Dev's would better spend their time doing something else.
Other than getting some kind of shield buff during a costume contest, I can't think of any time that I would not want a buff. I have cast drive-by buffs a few times . . . mostly to test out binds, but if I have a higher level Kin in Atlas, I may throw a few SBs out to lowbies -- never had a complaint and most of the time, I get a "TY." One I do somewhat often is casting Accelerate Metabolism near other characters . . . I need to cast it for myself, so I might as well share. -
Welcome back! Like you, I tried Champions a bit, but it just didn't float my boat.
Getting around Paragon City is much better now. There are several options for types of Teleport powers, like the Teleport-to-Wentworths power you can get from Day Jobs -- logging your characters off in Wentworths. You can also get a Teleport-to-base power from Day Jobs, and even a free Raptor Pack from logging off in the Shard (blue side) or Grandville (red side). All the level restrictions for Hazzard Zones have been removed, so if you can make it to the Shard, you can buy a Raptor Pack for 10,000 Infl at level 1. Getting to Grandville red side is easier with a base teleporter, where you can also buy a Raptor Pack.
Consider purchasing the Martial Arts Booster pack to get Ninja Run. This one bonus (which you have to pay extra for) has made a large quality-of-life improvement for low level characters, and opens some options as you level up. You get a mini-travel power starting at level 4, that substantially boosts your run speed and jumping rate. With Hurdle, Ninja Run is actually faster than Fly. Many people are choosing to skip a travel power and get by with Ninja Run. If you also purchase the Good-vs-Evil edition, you get a permanent jump jet that can over obstacles and a teleport-to-Pocket-D's Tiki Room. (There is a costume tailor in the Tiki Room, too.)
At level 25, you will want some nice person to drop an Ourobourus Portal for you. Click on that, then go to the top of the peak to get a badge and you get your own O-Portal. This is one of the best improvements to travel in the game, allowing you an easy way to travel to Atlas, Talos, IP, Founders and Peregrine Isle from whereever you happen to be. Plus, there are a few nice things in the zone and it looks cool, too.
By level 35, you will want to run the Midnighter arc to give access to Cimeroa, a fun new zone. The contact is in the University in Steel Canyon. Also, use the Vangard base to start the Rikti War Zone missions, allowing you to earn Vangard Merits for defeating Rikti -- a new kind of currency for limited items. -
There is an old Earth/Sonic Guide from Hot Buttered Soul. It is a rare combo, but works well from a concept standpoint. You could even make Samuel Sullivan from the Heroes TV show.
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Quote:Knockdown and Knockback are the same attribute. Protection from one is protection from the other. Knockdown happens when the number is less than 1. Knockback happens when the number exceeds 1. This is why you never want to enhance knockdown powers with Knockback enhancements, as it will turn the knockdown into knockback. This is also why Clockwork get knocked back when in a knockdown area -- they are weak to knock powers.well, in terms of kb, earth does have some, but it does not have knockdown protection, the mag of earthquake is so low that it just does knockdown not knockback
Take a look at City of Data. The AoE Immobilize in Earth, Ice, Plant and Fire all have 12 seconds of -Knockback. After 12 seconds the foes will be able to fall down while still in their cages. The single target Immob has 15 seconds -Knockback. Also, Ice and Earth control's single target holds, Block of Ice and Fossilize, have 12 sec of -knockback. Ice's AoE hold, Glacier, has 10 Sec. of -Knockback. The Entangle cast by Plant's Carrion Creepers and Fly Trap also has 15 Sec. of -knockback. The -Knockback is unresistable and the time cannot be enhanced.
Grav is unique, in that its Immob powers do not have -Knockback. Instead, its hold powers have -knockback -- 10 sec for Grav Distortion and 8 sec for Grav Dist. Field. (I wonder why they are shorter?) Tenebrous Tenticles and Midnight Grasp do not have -knockback. Illusion and Mind do not have any -knockback at all. -
Instead of just complaining about it . . .
Solution #1: Communication. Just politely explain to the offending controller that your knockdown is providing full mitigation, so could he/she please not use Immob on top of it? If you get some cooperation, you can even figure out a way to communicate to the other controller, "OK, I'm gonna use my knockdown field next, so don't Immob!"
Solution #2: If #1 does not work, then just don't use the power. If you want to be snarky about it, explain in team chat that you are not going to use the power because it is a waste of endurance if Immob is cast on top.
It seems to me that I have this problem most often with Fire and Plant controllers. I can understand Plant controllers, as their Immob does twice the damage as others, but Fire is not significantly higher. And I don't feel the fairly small damage from procs makes up for the mitigation by the knockdown AoE.
But to completely skip an AoE Immob? NO! There are lots of great uses for AoE Immobs if used strategicly. AoE Immob+Stun or Confuse = a hold. AoE Immob + a large ToHit Debuff is almost a hold. AoE Immobs set up Containment, recharge faster than any other AoE control power and keep foes together for teammates to handle. -
I don't have access to Mids at the moment, so I can't check the stats, but I saw one or two things.
Super Speed -- why a Zephyr? A single one one-aspect IO from the set is no different than a common Run Speed. I like EndRdx myself, as then I can run both SS and Steamy most of the time for full invisibility. You could put a Travel/End in it if you want.
How often do you use Vines? I find that I rarely use it, mostly as a "panic button" power or to fill in when Seeds was just used. Do you need six slots in it, or can you reduce that to 5 with an Acc/Mez Hami-O?
Spore Burst: Do you really use this power? Or is it just a mule for the Sleep set? Would you be willing to give up a little bit of Rech to change this to Seismic Smash? I find the biggest weakness for a Plant Controller is the lack of single target damage. You have Entangle, but Seismic would add a lot to this build.
Tornado: Why use the Call to Arms set rather than Expediant Reinforcement? 4 of the ER set plus the Soulbound Dam/Rech caps Damage and Recharge, allowing you to free a slot or add the Soulbound Chance for Build Up proc. (I would rather have the Proc in Twoey, though, to give you more use and the Regen bonus.)
Doctored Wounds in O2 is giving you 5% Recharge. You could get that same 5% from 4 Dark Watcher in Hurricane. Then you could slot 3 Golgi (Heal/End) in O2, which is better slotting for that power.
Might have more later, but these are just off the top of my head. -
Quote:I admit that I'm a fan of Arctic Air -- and you really can't understand how awesome it is until you have it well slotted for EndRdx and Confuse. But it becomes far, far more awesome when you get that Contagious Confusion proc in it. Add a damage proc, and it all adds up.@ Oedipus Tex
I'm pretty firmly on the other side of the debate, so I think Arctic Air is a style thing. People with different play styles make different uses of their powers. In your hands Arctic Air is a must have power, in mine it's an agro-drawing endurance sink that forces me into a play style I don't enjoy if I am to make use of it. Thus the recommendation to drop one or the other.
When I was running Arctic Air on my Ice/Storm, I died MUCH more often, and didn't defeat the mobs any faster. Thus I don't like it much. I have zero problem keeping my teams alive without it either, so different strokes for different folks.
Part of the problem used to be that we couldn't tell when AA was doing its thing, since the confusion did not show up as the little purple bubbles until very recently. Now we can see some of what it is doing, but it still doesn't show the effect of the Slow+Afraid from this power; these mitigate a lot of damage.
Some people, however, just don't want to be in melee. I play most of my controllers always at range, but my Ice/Storm was built to be in melee. -
My first thought is: If you mostly solo, then why have Recall Friend? You could add in several powers, but Combat Jumping will give you a little more defense with a lot of good slotting options.
Next: If you mostly solo, where do you get your damage? Your build has a severe lack of damage -- only Jack Frost and Ice Blast are slotted for damage. My Ice/Storm is built to be able to solo, so he has Air Sup, Chilblain slotted for damage, Block of Ice slotted for damage, Jack, Tornado (with Frostbite to keep the foes from being thrown all over the place), Lightning Storm, Ice Blast, Frost Breath and Ice Storm. And I consider him to be slow for solo. Your build needs more damage if you expect to solo at a decent rate.
Personally, I think three Slow powers is excessive. The Run Speed cap is 90%, and the -Recharge cap is 75% -- two of the powers easily go way over the cap. I have Arctic Air and Snow Storm on my Ice/Storm, but I skipped Shiver. You could skip one of your slows to make room for Ice Slick. If you skip Shiver, you can make up the small amount of defense from the set with slotting in Combat Jumping. Or skip Snow Storm with no slotting issues.
I consider Ice Slick to be a key power. Yes, the baddies will sometimes take a pot shot at you, but it mitigates a lot of damage. Besides, if you have good defense, most of those shots won't hit. Even better, you can cast the Slick from around a corner to prevent any return fire. Once they are caught in the slip-n-fall, then it is easy to run in and give AA time to hit. True, it is not effective against a few foes, but you can deal with them other ways like your slows. But the Slick is very effective against many of the upper level foes you run into, such as Malta, Carnies, Rikti and many of the Preatorians. -
Quote:My view of it, for what that is worth . . .What IS the concept of Containment? Certainly not being "contained" in anything.
Just exploring.
Hold, Sleep and Immob all keep the foe from moving, and thus unable to avoid the subsequent attack so the foe suffers extra damage. Stun is a bit more of a stretch, but it also involves the foe being unable to avoid the subsequent attack. Knockdown and even moreso, knockback involves the foe moving -- quite quickly in the case of knockback -- and either the foe is harder to hit or he has some ability to avoid the part of the attack to avoid the extra damage. Confuse also does not prevent the foe from avoiding the attack, even if it prevents a response, as the foe is confused into thinking that the attack came from his buddy.
But, all in all, it is an excuse to give more damage to controllers. -
Quote:The reason I like 2 Acc, 1 Recharge is for going against AVs and tough single targets where Fulcrum Shift has a lot lower benefit. Against AVs, 1 Acc may not be enough, and a miss is just wasted End. But with 1 Rech and Siphon Speed, Siphon Power will stack. Of course, 2 Recharge would be better.Siphon Power is dirt simple to slot. 1 Acc, 2 Recharge common 50 IOs. Done.
I have also seen some people put some EndRdx in Siphon Power because it uses a lot of endurance. -
I recently slotted this in Poison Gas Arrow for my Ill/TA. Placate takes a foe who is aggroed on you and placates the foe -- turning off the aggro so that, in effect, the foe forgets you are there. Not only does it not notify the enemy, but it does the exact opposite -- it "un-notifies" enemies who may already know you are there. This makes it a perfect addition to Mass Hypnosis, in that not only will you not notify foes with the power, but it will turn away foes who would otherwise attack you when they wake up.
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Knockdown doesn't fit the concept of Containment, and we don't really need the added damage. No.
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Quote:Some people love controllers, others don't. Seven of my 14 level 50 characters are Controllers, so I would say that I'm in the "love" category. There are a lot of controllers that are very good in low levels, but most controllers really mature into really powerful characters in later levels because it is the combination of powers that makes them so effective.My problem with controllers has ever been getting them to a level where they're good, and learning to like them - especially how they play on teams.
The most recent controller I like is an Ice/Cold. I wanted a controller that actually controlled, rather than a weak defender with a pet who was most in demand for passing out team buffs. This was very, very slow starting, but now that she is level 34 and has her Jack Frost fully slotted, she at least is able to solo a radio mission on 0/0, which she never could before. On teams, she brings a large number of highly useful debuffs, that more importantly are useful even in the absence of AVs or GMs. Too many debuff oriented sets are focused on debuffing a single hard target, and on a good team you'll always be looking for another.
I find Kinetics and Empathy secondaries unplayable. They are too focused on team buffs. Kinetics specifically has to be the single most overrated set in the game, IMO. If I play a set with team buffs, I want it to help them to stay alive, not to send them hurtling away in all directions and keep them falling off bridges and typing /stuck.
I'm not a big fan of the Buffing sets. I can't get */Emp or */Sonic past 10. I haven't taken Therm or Cold very far, though I want to. I have a Mind/FF at 35, but that's mainly due to the power of Mind Control. But I can't agree with you about Kinetics, and I have played a number of Kinetics Defenders and Controllers. It changes the playstyle of the entire team to be faster and more melee-oriented. Yeah, it is a real pain to have to Speed Boost everyone every couple of minutes, but benefits far outweigh the inconvenience -- the added Recharge and Recovery can have a huge effect on the team, not to mention the large heal from transfusion, the endurance from Transferance, and the boost in damage from Siphon Power and Fulcrum Shift. Kinetics is a very "clicky" set, which should keep you busy, but I find that even one Kinetics on a team helps the team complete missions faster, and two makes it stupidly fast. (At one time, Call Me Awesome and I were on a perma-team consisting of a Rad/Rad Def, my Fire/Rad Contr, an Ill/Rad, two Kin/Sonic Def and one or two Fire Blasters. THAT was fast!) Fire, Ice and Plant Control clearly have a lot of synergy with the Kinetics set. -
Quote:I have mostly solo'ed my Ill/Storm, Fire/Kin, Mind/FF and Grav/Storm, and use a lot of other controllers solo. My second Ill/Rad started out on a "superteam," but is mostly solo in the 40's. Other than the Fire/Kin, they are not fast but can be quite safe. I think my favorite is the Grav/Storm for solo play -- he can really let loose solo, while he has to limit the chaos on teams. He can use some really fun strategies solo.Ugh, I've always felt that people that try to solo on a controller are trying to punish themselves to appease some sense of guilt. Every troller build I've ever played feels slow and painful, even with pets.
I'll usually street sweep a little with whatever troller I'm in love with at the moment, while I'm waiting for a team to get together. It's fine to pass away a few minutes, but it always reminds me why I never solo. It's slow, and because I've locked down and nerfed my enemies, it's pretty dull as well.
I don't mean to turn you off to controllers, and I salute your consideration of your teammates. However, I'd hate to ruin what little time you might get to play with an AT that feels slow and frustrating on solo play.
You might want to try an Ice/Ice Blaster (awesome solo build, useful on teams, and some trollerish abilities) or a Dark/Dark defender.
But I agree that an Ice/Ice blaster is a lot of fun, too. That was my first Blaster to hit 50. Three single target holds, massive slows and an Ice Patch, with good single-target and AoE blasting power. -
Quote:I generally feel that damage powers should be fully slotted for damage most of the time. A few changes I would make --Okay, here's the latest. My primary objective was to build up disorients, but then it seems that I didn't have enough damage to take mobs down. So here is a (hopefully) more solo friendly build with damage slotted.
I'm not too happy with how things are slotted--I felt that some key powers were left wanting. Right now, I'm just level 23. After 26 or 28, I'll see how well Wormhole + Thunderclap works. And hoping that Wormhole + Thunderclap + Fissure + Tornado is all that I want i to be!
I didn't realize that Earth App requires you to be on the ground, so I dropped Hover and went Superspeed. If this doesn't work then I'll probably go Ice for the stacked Slows--and back to Hover/Fly. (Although Primal and the stacked resists sounds nice.)
Thanks for everyone who chirped in!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Terrella: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Acc(A), Acc(7), Dmg(23), RechRdx(34), Dmg(37)
Level 1: Gale -- Acc(A)
Level 2: Gravity Distortion -- Acc(A), Acc(3), Hold(3), Hold(7), RechRdx(40), RechRdx(40)
Level 4: Snow Storm -- EndRdx(A), EndRdx(5), Slow(5)
Level 6: Hurdle -- Jump(A)
Level 8: Crushing Field -- Acc(A), Acc(9), EndRdx(9), RechRdx(15), RechRdx(40)
Level 10: Propel -- Acc(A), Acc(11), Dmg(11), RechRdx(15), Dmg(37)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Health -- Heal(A)
Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Gravity Distortion Field -- Acc(A), Acc(19), Hold(19), Hold(23), RechRdx(43), RechRdx(43)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Super Speed -- Run(A)
Level 24: Steamy Mist -- EndRdx(A), EndRdx(25), ResDam(25)
Level 26: Wormhole -- Acc(A), Acc(27), Dsrnt(27), Range(34), RechRdx(37), RechRdx(46)
Level 28: Thunder Clap -- Acc(A), Acc(29), Dsrnt(29), Dsrnt(31), RechRdx(34), RechRdx(43)
Level 30: Hurricane -- EndRdx(A), EndRdx(31), ToHitDeb(31)
Level 32: Singularity -- Acc(A), Dmg(33), Dmg(33), Hold(33)
Level 35: Tornado -- RechRdx(A), RechRdx(36), Dsrnt(36), Dsrnt(36)
Level 38: Lightning Storm -- RechRdx(A), RechRdx(39), Dmg(39), Dmg(39)
Level 41: Hurl Boulder -- Acc(A), Acc(42), Dmg(42), Dmg(42), RechRdx(46), RechRdx(46)
Level 44: Fissure -- Acc(A), Acc(45), Dmg(45), RechRdx(45)
Level 47: Seismic Smash -- Acc(A), Acc(48), Hold(48), RechRdx(48)
Level 49: Rock Armor -- EndRdx(A), DefBuff(50), DefBuff(50), DefBuff(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Crush: Replace that Rech with a Damage.
Grav Dist: If you are going to solo at all, replace one Hold and one Rech with Damage.
Snow Storm: The Slow is not needed unless you have slots to spare. the enhancement only affects Run Speed. The -Recharge is far more important than Run Speed, but it cannot be enhanced. Remember that Grav powers have a Slow component.
Crushing Field: 2 Acc, 1 EndRdx, but no Recharge is needed, as the duration is already longer than its Recharge
Propel: Add a third Damage.
Singularity: Add a third Damage. The Hold is nice to have if you have spare slots, but is not needed.
Tornado: This power can put out huge amounts of damage over time, so I would slot it for max Recharge, max Damage and some EndRdx -- IOs are better for this.
Hurl Boulder: Personally, I would take Fissure first and skip Hurl. I'm not a big fan of Hurl Boulder on a Grav/Storm, as you already have another slow, big hitting ranged attack in Propel. The combo of GD-Crush-Propel is an attack chain most of the time. Earth's Embrace is a much better choice since Grav/Storm lacks a self-heal. If you take Hurl Boulder, it should be slotted 1 Acc, 3 Dam to start, then add other slots for another Accuracy or some Recharge if you have spare slots.
Fissure: 1 Acc, 3 Dam to start, then others if you have slots. -
Quote:Yes, the Stealth proc stacks with Steamy Mist to give full invisibility. I have that combo on my Ice/Storm, who has Air Superiority/Fly for travel. I wanted to keep Air Superiority so that he could solo.Its OK to only have Steamy Mist. You'll just have to be a bit more careful. Also, you might be able to put a Celerity stealth IO (or the jumping stealth one) in sprint. It might stack with Steamy Mist for full invis (I know it stacks with Super Speed).
I personally hate to skip Hover on a Stormy. It makes a lot of the storm powers more fun and convenient. Plus theme, etc. But its all good.
Lewis
However, on most of my Stormies I use the Steamy Mist+Super Speed combo. (At this point, I think I have SS on my Ill/Storm, Earth/Storm and Grav/Storm, Mind/Storm, and my lowbie Plant/Storm and Fire/Storms.) I love Super Speed since it lets me get in position fast -- run in, cast Lightning Storm or Thunderclap, run out. It makes Gale actually useful by letting you get in just the right position -- granted, Hover might allow you to use Gale as a "knockdown" instead of a "knockback." SS is great for Herdicaning, by running around the outside of the group, using Hurricane to push foes back towards the center (while debuffing their ToHit) -- great for pushing foes back into Freezing Rain or catching runners.
Super Speed just takes some practice to get used to, and then you will stop overshooting your targets most of the time. Make a decision to stick with it, and you may like it once you get used to it. I use Fly or Super Speed for the majority of my characters -- most of my melee guys with Defense-based shields get Combat Jumping/Super Jump for the small amount of extra defense, and a few characters stay with Teleport. (Teleport is another travel power that you will hate a lot until you get used to it -- at which point you will only hate it a little.)
There's certainly nothing wrong with going with Hover/Fly -- just playstyle differences. -
Quote:Plant/Rad is a nice build. I have one at 50, and mine can solo fairly easily but it is somewhat of a one-trick-pony. It relies heavily on getting in just the right position, hitting as many as possible with Seeds of Confusion and Roots, and then spamming roots (and letting Carrion Creepers loose) until the slow AoE kills off the group. Plant lacks strong single target damage, so it is great for larger low-level groups, but not very good for tough single targets.I got my main scrapper (Kat/SR) to lvl 50 and since got quite a case of altitis. I knew I would eventually like to get around to playing a controller and I guess that time is now. I am confused though, what might make a good build that can solo pretty well. I like teams, but my playtime can be interupted often which is rough on teams (I hate being the guy who has to "brb" more than once in a mission), so I play mostly solo.
From what I've read, plant seems to be a decent solo build (I was eyeballing plant/rad). Any suggestions?
In my opinion, Ill/Rad is probably your best choice as your first controller. it is great solo, on small teams or on large teams. It has single-target attacks, and uses distraction to keep the other foes from beating on you. Ill/Rad is easy to learn the basics, but can be used in many complex strategic ways. With Deceive, Phantom Army and the Rad Debuffs, it can be a very safe build. It has a lot of great powers early, but more great powers late -- some builds develop late (like Fire/Kin), while others have their best powers early (like Mind), but Ill/Rad has good powers all through the leveling up process.
Since you indicated that you expect to mostly solo, there are other good solo builds. Mind works great solo early, but seems to level off in later levels just as other controllers are hitting their best stuff. Gravity is a good solo primary, but the best powers are a bit tricky to use. Grav/Storm is a great combo for solo if you have a little more experience playing controllers. Fire works great solo, but is slow going until you get Fire Imps at 32.
I suggest that you take a look at my Illusion/Radiation Guide, linked in my sig. I tried to include a lot of information for someone playing their first controller. I included build suggestions and lots of strategy tips. -
Quote:In general, Defense is better than Resistance, even though it is a little more risky. On controllers, however, often Recharge is better than either since Recharge allows you to have your controls up more often -- a foe who is held/stunned/knocked down/slept isn't shooting at you.Question 1: Which is better for controllers, defense or resistance? i have Mids builds one with 41% defense and the other with 62% resistance. Both with regards to smashing/lethal.
Quote:Question 2: How many slots go into transfusion, siphon power, siphon speed usually on kinetic builds?
Thanks
Siphon Power -- 2 Acc, 1 Rech is enough.
Siphon Speed -- 2 Acc, 2-3 Rech. -
Looking at your build, I think it needs some work.
Block of Ice: As long as this is a team-only build and you don't need any damage out of this power, your slotting of the Lockdown set is OK. I prefer to get some damage in this power, but I occasionally solo.
Ice Shield and Glacial Shield: these are Defense powers that have some Resistance to Cold and Fire, which are two of the rarest damage types in the game. It should be slotted for Defense, not Resistance. And the Defense should be capped.
Arctic Air: this power has a HUGE cost on endurance -- it needs to be slotted for capped EndRdx and Confuse, then add procs if you can. Use EndRdx/Confuse from several sets. At level 50, I have mine with Confuse, EndRdx/Confuse and the Contagious Confusion proc from the purple Coercive Persuasion set (expensive, but worth it), EndRdx/Confuse and the Chance for Psi Damage from Malaise and a common EndRdx. With that slotting, I can run it almost all the time.
Ice Slick needs three Recharges, and that's it. The Enzymes are a complete waste -- you are only benefiting from the EndRdx aspect of them, and they can cost 60-75 mil each. Enzymes are perfect for Radiation's Radiation Infection, but they are wasted in Ice Slick. Similarly, the Membrane is a waste in Hibernate. Use a common Recharge. -
I have a level 44 Kinetics/Electric Defender who was designed to be an endurance drainer. (His background is that he is an Egyptian who can drain the essence from foes and convert it to electrical energy stored in his body. His name is "Sultan Battery," one of my favorite names.)
The biggest problem is getting reliable AoE endurance drain fast enough to do much good. It takes at least two shots of Short Circuit, so you really need two powers to do the job. Single targets are easy . . . Transference+Short Circuit will drain bosses and keep them drained.
One effective method I have found is using Power Boost+Thunderous Blast from range, pop a blue, run in and use Transference on anything still living followed by Short Circuit. They stay drained for a while that way, but the long recharge on Power Boost and Thunderous Blast mean that you can't use that very often.
Overall, the benefits of Endurance Drain are limited unless you can fully drain them and keep them drained, which is hard to do without taking a lot of damage on a regular basis. -
Fire/Rad teams are so overpowered, it is too easy especially once everyone gets Hot Feet and Choking Cloud fully slotted. Stacked AM and all that damage and control. You just run through missions together and everything dies -- You might have to slow down a little bit for the AVs, but not much.