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Welcome to the Boards. We are a mostly friendly bunch. It took me almost three months before I found the Forums, but there is a lot of great information here.
The first thing to do is to go to www.cohtitan.com and download Mid's. Install it and run it. It is pretty simple to use. It has a lot of options, but you can choose to "level up" your character just like a respec. Right-click on the slots to put enhancements in. Play around with it . . . you'll get the hang of it quickly.
As far as a Fire/Rad build, it would help some if you would give us some more details about your character. Solo or team? Melee or ranged? Fast or slow? My Fire/Rad is a mostly teaming character who is not super fast, and stays in melee mostly while trying to be more safety-oriented. I only skipped Ring of Fire and Smoke in the Fire primary, and skipped Mutation and Fallout in the Radiation Secondary. I have Air Sup and Fly for travel, Fitness and Hasten. Then I went with the Psi APP pool mostly for Indomidible Will, but also have Mind Over Body and Psi Tornado. I added in Super Speed at 49.
If I solo'ed more, I would probably try to add Ring of Fire in, and I would grab Psi Blast. I am somewhat tempted to change Fly to Super Speed, and add in Mutation. But overall, I am pretty happy with my build. My Fire/Rad has a fair number of Hami-Os and IOs, but is not max slotted. Still, I suggest that you slot Choking Cloud with max or near max EndRdx and Hold, and fit in the Lockdown +2 Mag Hold proc if you can. Slot Hot Feet with max EndRdx, and as much Damage as you can with some Accuracy and even a little Slow if you can -- I consider these attributes more important than most procs in this power. At level 50, I really love the "Chance for Hold" proc from Gravitational Anchor in Fire Cages. -
I personally like the Ice APP with most of my */Storm controllers. Since Storm has no self-heal or self-Recovery powers, Hibernate provides both and only needs a Recharge in the default slot. Ice adds two AoE damage powers, a nice single target blast (if you need it -- Grav doesn't) and a defense-based armor that looks a lot better than the Earth armor.
No offense, AWRocketman, but I would say that Fire/Storm is more endurance hungry than Grav/Storm.
I consider Crush to be a damage power that happens to set up Containment, so I use minimum slotting of 1 Acc, 3 Dam. I also slot GD for damage, adding a little bit of hold. And I use Propel instead of Lift, mostly because I solo more than team. Lift is better for a mostly team build, but Propel hits so hard that I think it is better for a solo build where the animation time isn't a problem. Besides, I love to see what Propel will hit the foe with next. Even if you keep Lift, I would slot it with 3 damage -- I don't see that knockback does much good.
A little Range in Wormhole is very nice and makes it more useful, even at the cost of some Stun. That's because you can use Freezing Rain + Crushing Field, or go in and turn on Hurricane and debuff their ToHit before the Stun wears off. I like to clobber one foe while using Hurricane to debuff the others.
Singy gets a minimum of 1 Acc, 3 Damage. Tornado is slotted up for Recharge and Damage with some EndRdx. Same with Lightning Storm -- the EndMod in LS won't do much, as End Drain of foes isn't very useful. (I have tried it plenty -- I have a Kin/Elec built around End Drain.)
If you stay with Fissure, it should also be slotted as a damage power. And, of course, so should Seismic Smash.
I haven't had much of a problem with the knockback in Wormhole, such that I find a need to have Hover. Most of the time, I have been able to throw the foes into a nearby wall or rock or something. For extra fun, I throw them straight up . . . too bad they don't take falling damage -- they should, and imagine how good Wormhole would be if foes sent high in the air took falling damage! -
Quote:I suspected you might prefer Ice/Rad from your original post. Key to the combo is Arctic Air and Choking Cloud. Slot for max EndRdx and Confuse or Hold -- procs are tempting, but control should come first. At 50, a few of the purple sets make a big difference. I feel that the Contagious Confusion proc doubled the effectiveness of AA, from "pretty good" to "WOW." The Lockdown +2 Mag proc is wonderful in Choking Cloud because of the unique way Choking Cloud works -- 90% of the foes get hit with at least a Mag 1 hold, which does nothing by itself but does a lot if it is stacked with the Mag 2 from the proc.Boy, this is a hard decision !
Thanks for the opinions, guys, I really appreciate them. Have always loved that sig btw, Local
I *do* love being in melee range on all my toons, so that seems to restrict me to ice/ for this combo.
Thanks on the sig . . . -
I'm pretty fond on Earth/Rad . . . as you can guess by the guide linked in my sig. In my opinion, it is the best AoE Team controller in the game. Earth/TA has a little more control, but Earth/Rad is more flexible. However, my Earth/Rad is entirely a ranged controller -- he stays in the back or hiding behind corners when he can.
I have an Ice/Storm, but my Ice/Rad isn't quite there yet. Ice/Rad is a great control build if you want to stay in melee, as it has the synergy of Arctic Air+Choking Cloud. Fully slotted, that combo can lock stuff down after a short amount of time. You just need Ice Slick or a tank to draw the alpha, and keep them distracted long enough for AA+CC to hit. The only other build to make as good use of Choking Cloud is Fire/Rad.
Neither of these builds have much damage. My Earth/Rad can solo with Rocky, not fast, but it is possible. Jack puts out less damage than Rocky, and can't tank. My Ice/Storm can solo, but he has Air Sup, Chilblain slotted for damage, Tornado, Lightning Storm and a couple of APP damage powers. Ice/Rad won't have nearly as much damage.
Basically, if you want to be in melee with the tank and scrappers, then Ice/Rad. If you want ranged AoE control, then Earth/Rad. -
How do you play this character? Team only? Do you ever solo? Your build is very much a team-oriented, low damage build. There are a lot of things I would slot differently, but I play my Grav/Storm mostly solo.
I love Super Speed with my Grav/Storm. SS + Steamy Mist = full invisibility, and Super Speed gives great maneuverability for herdicaning and positioning foes. It also lets me easily drag Singy into the fight, drawing the aggro. I don't see much benefit of using Hover in your build -- just use a Raptor Pack. By dropping Hover and moving up your travel power, you can fit in Seismic Smash, which is probably the best power in the Earth APP. It is a single target high damage melee attack with a Hold that can stack with your other holds (or Singy's).
Personally, I would slot Singy for damage. Crushing Field doesn't need Immobs -- its recharge is faster than its duration. Add one EndRdx instead. Freezing Rain doesn't need a Slow, especially if you use it with Crushing Field, since CF doesn't prevent the knockdown -- Crushing Field + Freezing Rain is one of the best synergies with Grav/Storm. -
There are some downsides to the combo . . . it is very dependant upon the Seeds+Roots combo for AoE damage -- not fast, but it works. Freezing Rain adds Defense and Resistance Debuff to increase your damage. However, if you don't get in JUST the right position to catch as many of the foes as possible with Seeds, you might be in trouble while waiting for Seeds to recharge.
But here is where your secondary kicks in, even before Tornado and Lightning Storm. Hurricane can keep any melee foes away and debuff their ToHit. Snow Storm can slow and drop the recharge of ranged foes. And Freezing Rain can act as a Slip-n-fall and keep-away zone. And even lowly Gale can be a "get out of my face" power.
When you finally get to 32, your pet, known as "Twoey" after the Plant in "Little Shop of Horrors," will add some much needed damage. Then come Tornado and Lightning Storm to add more.
You'll want to 6-slot Roots and Seeds early -- Roots needs 2 Acc, 3 Dam and 1 EndRdx. Seeds needs Acc, Confuse, Recharge and a little Range -- you can Frankenslot from the Confuse sets since those IOs are cheap. -
Quote:Your Earth/Storm lacks both a self-heal and an Endurance Recovery power. Hibernate can act as both. That is why I go with the Ice APP on most of my Storm 'Trollers. But the Earth set has a better heal even if it does not have a Recovery power.Actually, the armor from Ice does obscure your costume. It just doesn't look like giant eagles defecated on you. Still a bonus. Of course, nothing says you have to take the armor from either set.
Anyway, Ice has 2 AOEs, and it also has a way to regain endurance and hit points while being safe (Hibernate). Therefore I prefer Ice. However, Earth is more thematic, and its got 2 single target attacks. The melee attack is a monster!
You can't go wrong either way.
Lewis
One question is whether you play more in melee or more ranged. Ice is more ranged, while Earth is more melee. -
Well, as I said, my Mind/FF is 35, so he just picked up Repulsion Bomb. Unslotted, it is not very impressive, but most of the time I forget that I have it. I'm not sure how much I'll like Force Bubble. If I find that I want to drop either of those, I'll probably add in Force Bolt. It is a fun "get out of my face" power.
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List me as a Reserve . . . I'm still not sure if I will be able to make it. I'll probably bring Area Man, my Ill/Rad, as I'm trying to get all the Master badges on him. (Just got the MoSTF last weekend after many tries.)
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My Mind/FF is currently 35 . . . and like you, it is the last of the Control primaries for me to take to 50. My Mind/FF has been mostly solo'ed -- people say that FF is a bad solo set, but I like it for (a) the mez protection of Dispersion Bubble, and (b) the "panic button" of PFF. My Mind/FF can get Nukes from Warburg easier than any other character . . . I also have a Mind/Storm at 39.
I like the FF secondary for Mind, mostly because Mind doesn't need much from the secondary. FF lets me include everything I think is "necessary" from both sets -- something I could not do with my Mind/Storm or a Mind/Rad. The best part of the FF secondary is mez protection -- but there are two holes: Sleep and Immobilize. I took care of the Immob with Combat Jumping, plus it adds a little more defense. There is no easy way to handle Sleep other than higher defense or taking Indomidible Will in the APP, and I don't want to do that for just one mez. So, Break Frees will have to do.
I went with the Ice APP because I wanted a defense-based shield to stack with my other defenses, and AoE damage of a different damage type than Psi. Very, very few foes resist Cold, and Hibernate fills in the lack of a heal or EndRecovery power. I get upper-30's Defense against Smashing/Lethal, and about 40% against Ranged. Those should handle most of the incoming attacks -- not soft-capped, but pretty good. I also wanted a lot of recharge, and I got up to about 130% -- Mass Confusion recharges in about 88 Seconds, and last about 67 seconds.
Your slotting for Mez and Dom is interesting. On other controllers I often use something somewhat similar -- 1 Acc/Mez, 1 Acc/Dam, 2 Dam/Mez Hami-O's, 2 common Recharge. I plan to slot Mez entirely for damage, probably with Thunderstrikes for the ranged defense.
Here is my planned build when I hit 50 . . . if I ever get around to building him out (Subject to change, of course):
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Major Suckup: Level 50 Technology Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Personal Force Field -- RechRdx-I(A)
Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(37)
Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(37)
Level 6: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(34), CoPers-Conf%(39), CoPers-Conf(42)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(19), FtnHyp-Plct%(40)
Level 10: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Def/Rchg(11), LkGmblr-Def/EndRdx/Rchg(37)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Dispersion Bubble -- GftotA-Def/EndRdx(A), GftotA-Def(23), GftotA-Def/Rchg(23), GftotA-Def/EndRdx/Rchg(39)
Level 24: Total Domination -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), RechRdx-I(43)
Level 28: Insulation Shield -- GftotA-Def/EndRdx(A), GftotA-Def(29), GftotA-Def/Rchg(29), GftotA-Def/EndRdx/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), Mlais-Dam%(34)
Level 35: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(43)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg(48)
Level 49: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50), S'fstPrt-ResDam/Def+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
I would not consider a Mind Controller without taking the early attack chain of Dominate-Mezmerize-Levitate. It is, in my opinion, the best part of an early Mind controller -- to have a great single target attack chain that takes the foe entirely out of the fight. Slot Mezmerize as a damage power. I'm happy to see you took Confuse early, as I feel this is a key power, too. Mass Hypnosis is great control early, as it is your only AoE control available early in the build. I use it for setting up Containment for Terrify later on. MH is also useful on teams for controlling new ambushes or spawns, and great for locking down a group for a Kin to use Fulcrum Shift or setting up another player for an AoE-type power (Plant controller for Seeds of Confusion, or a Blaster for his PB AoE nuke). You might consider taking Mass Hypnosis early, and then respec'ing out of it if you find you don't use it in later levels.
Telekinesis is skippable. It is situationally useful, but most of the time not very effective. I would say that Mezmirize and Mass Hypnosis has more uses than Telekinesis.
I won't say anything about the Empathy side, as I haven't taken one up very far. Mind generally ends up with a tight build, as I consider everything in Mind other than Telekinesis to be "manditory." The nice thing is that Mind doesn't need much from the secondary. My Mind Controllers are Mind/FF and Mind/Storm -- the Mind/FF is an easier build since much of FF is skippable.
For your APP power set, you may want to consider using an APP set with a different damage type (unless you really, really need mez protection). There are quite a few Psi-resistant foes in upper levels, and having a different damage type makes dealing with Robots and other Psi-Resistant foes much easier. -
Quote:Even better, Skype is free to download and use. The only real set-up is to establish an account and name, and then send invites to anyone else you want on the call. I have had 8 people on a conference call with Skype with few problems.If you just want to test to see if you and your friend enjoy using voice while playing without going through the hassel of downloading vent and setting up a server my friend and I use Yahoo chat's voice program. We've even used it as a conference call with 4 other SG members with us at the same time.
I have been using voice chat with my group of buddies for about 4 years. We started with a group of 6 regulars, but dropped to 4 for a long time. Had others come and go, but the 4 of us were probably on 4-5 nights a week depending on real life. One has recently gone off to Champions, but we have had 3-4 new folks joining us on a regular basis.
I would say that voice chat is one of the main reasons I have stuck to this game as long as I have. We have a great time talking about whatever while beating up bad guys. Humor is always appreciated (well, except for my bad jokes).
I also find that we are much better players with voice chat. We coordinate much better. We share strategies more easily. Since we are all "older" players, we hardly ever have any "drama," as we all know were are doing this just for fun. We cheer each other on and laugh at each other's mistakes. When we do TF's, we usually explain to the non-connected teammates that we are on voice chat, so we won't be typing much.
One of the guys has paid the minimal cost for a Ventrilo server for all 4 years. But recently (like in the last 3 or 4 months), we have switched over to Skype. The main advantage is voice clarity -- Skype has been much clearer than Ventrilo was. Some of us miss the push-to-talk aspect of Ventrilo, but I didn't use it. Skype also makes it easy to see who is on line and available without having to actually log into the program -- Your contact list has a green light for anyone whose computer is on and running the program, unless you choose to set it for a different status. Then you can choose whether to accept a "call." -
Oooh! Oooh! I just figured out how to defeat the Rikti once and for all . . . take away all their apostrophes! They will be so confused they won't know who is who.
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Actually, that was Area Man, my Ill/Rad, not Local Man. (Local is a Defender)
This was a lot of fun with a really great team. We just plowed through everything with little trouble. It really showed how good a team of various controllers can be. I would love to do more, but I'm usually uncertain of my schedule until close to the time. -
Quote:If you have a lowbie who needs starter cash, KR is the market closest to a vendor. Buy a bunch of stuff for 10 or 100, and then sell it to the vendor. Running back and forth is quicker in Kings than anywhere else.Any new toon of mine must always log in WW. I have the pocket-d and mission door, but WW gets me home. In fact, I call Wentworth's home. SC then Talos. I can't spend much time in Atlas, and what's the deal with there being one in Kings Row. KR sucks.
PI needs one. -
I have moved a few characters around, mostly to consolidate my favorite characters on the servers I spend the most time on, mostly Guardian and Pinnacle. I was able to move my favorite Tank and my highest Warshade to Guardian. Lesser played characters have been moved to servers where I have an SG but spend less time, like Protector and Triumph.
I have a few characters on Freedom that I moved off. I use Freedom to level up characters (not power level, but level in teams) when my usual group of buddies are not on. I moved my Ill/Storm to Pinnacle and my highest level Warshade to Guardian.
Since I had a few transfers left, I have used a couple to transfer rare IOs from one server to a character on another server who needed them. Then I deleted the carrier.
I felt that this was a nice Christmas Present from the Devs. There were several characters I really wanted to move, but didn't want to spend the money. -
It really depends on what you call "Perma-PA." If you take into account the three second cast time and despawn time, then you can get by with less. I based my numbers on getting enough recharge to get under 60 seconds, but you may be satisfied with under 63 seconds.
But yes, you get 95% from fully slotting PA for recharge, 70% from Hasten and 30% from AM. So you need about 105% . . . but on Mids, the numbers seemed to need slightly more than that to get under 60 seconds. -
Ice is one of the few sets that can make good use of Choking Cloud, but you should plan to eventually run Arctic Air and Choking Cloud together. Max slot them both for EndRdx and control (Hold for CC, Confuse for AA). Ice Slick lets you keep the foes distracted, then CC+AA will fully control them most of the time. You won't do much damage, but you will provide tons of control.
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I agree with Chaos String's comments that Recharge is more important than Defense. An Ill/Rad's defenses are based upon distraction and debuffing -- if those are working, then the baddies won't even look your way. You don't need to go for a max build to be very effective, but faster recharging powers is the best benefit for an Ill/Rad.
The order of your power choices are a problem. First, Phantom Army is the most important power in the set, and should be taken immediately at 18. Certainly it is far more important than Recall Friend. Recall is nice to have, but not essential. If you really want Recall Friend for those lower levels, do what I did . . . go with Teleport as your travel power. You can always change it later if you want. My Ill/Rad leveled up with Teleport; when I changed it to fly later, it just didn't feel right, so I went back to teleport. There actually are some advantages to teleport, especially when combined with Hover.
Spectral Terror is your best (and in your build, your only) AoE control power. It should be taken at 26, not 47.
I am a strong advocate for taking Deceive early, as it is an amazingly effective control power in low levels. I suggest taking it at 4 or 6. My Ill/Rad guide explains why.
Your build needs Hasten, taken either before PA or soon after. Ling Rad and even EF can wait.
Reconsider your APP choice and powers. I explain in my Ill/Rad guide why having a fast single target blast is very helpful, so I recommend you get one. Even on a team-oriented Ill/Rad, the ability to take down single foes will be one of your better contributions to the team. I explain in my guide why I prefer Fire and Ice, but Primal certainly can be used. However, the main benefit of Primal is Power Boost, to be used on one of your AoE controls like EM Pulse . . . which you didn't take. Conserve Power is nice, but I made up for it using Consume instead.
My opinion is that control powers are better than Leadership -- I think control powers add more to the team. So, I would drop Leadership to add Flash, EM Pulse and the single target Blast. -
Quote:The main reason I point it out is because I have seen many new players who seem to think it is manditory to take Swift or Hurdle at 6 and forego taking a power (like Deceive) that is really useful in low levels. I think these players see builds posted on the boards and try to follow them, not understanding that many are level 50 respecs. Frankly, how hard is it to turn off your Sprint Toggle when fighting? In most cases, even the Travel Power Pre-req is more useful than Swift or Hurdle. And if you have Ninja Run, you have even less need for Swift or Hurdle at that low level.While I agree with most of your comments on ill/rad and endorse your guide, there are a couple things here I'd like to point out.
1) People take Swift or Hurdle at 6 so they can stop running Sprint all the time, which is very taxing pre-Stamina. Personally I don't take it that early if there's something a lot more important, but neither do I like to run in slow motion.
2) Unless you're slumming in AP to run with sewer teams, or joining radio teams in KR to get safeguards you've outleveled, or doing that Ouroboros mission that sets you to level 1, there's no reason to sweat whether you took Swift at 6 or 16. Exemping below 14 doesn't happen in flashback and it doesn't happen on TFs. And you now have access to your level 18 power even when exemped that low.
Yes, I agree that it really doesn't make any difference most of the time. However . . . recently, my young son made a new character on my second account, and I decided to team with him at level 5 -- which allowed me to keep my powers only to level 10. I was glad that my Ill/Rad had taken Deceive at 6 instead of Hurdle . . . That's why it was fresh in my mind. -
Quote:The reason I didn't comment on the lack of EndRdx is that I figured that with Perma AM and all the Recovery buffs, he may not have an endurance problem, and it depends on how much he spams Blind-SW. The procs will add more damage -- the purple procs add a LOT more damage.I question a couple of other things about that build. I dont like the use of the proc instead of the dam/end in spectral wounds. You'll be eating through endurance like mad. I feel the same way about the Blind slotting. With that much recharge, you'll want the end reduction over the proc. Or maybe I'm wrong, but that seriously bothers me.
Also, the Phantasm could be better. You could take the first 4 items of the Expedient set (basically, do as the poster did but take Dam/End instead of Dam/End/Rech) and then put a level 50 acc/dam in there and you'll max acc/dam on Phanty.
I also agree 100% with Local Man's comments about build/slot order and epics. Especially the epics. Do you want to spend 5 billion and look like poo?
Anyway, that's an expensive build.
Lewis
However, you are absolutely right on Phanty -- replace that Call to Arms with a level 50 Acc/Dam Blood Mandate -- or even better, a Acc/Dam Hami-O (more expensive, too). -
Quote:Just ran a Statesman's TF this weekend, and had a syntetic Enzyme drop. I checked at that time, and the price was about 60 Mil. (But I have use for it, sorry.) Although they are the exact same, the sythetic Hami-O's are almost always cheaper than the "real" Hami-O's.What do you usually use your Frad for? Teaming, solo, farming, etc?
I purped mine out- it didn't seem that expensive, although I love playing mine, so my flow of influence is pretty steady.
Those HO Enzymes, if you dont have those already, WILL be expensive and hard to come by. I've been on 25+ raids and yet to have one drop >:-( On my server they run close to 100 mill a pop.
And the market is cross-server. The stuff for sale on Freedom is also for sale on Guardian or Justice. Only the Black Market and Wentworths are separated, so stuff for sale Blue-side is not available Red-side. -
Another way to slot Arctic Air: Confuse, End/Confuse and the Contagious Confusion proc from Coercive Persuasion, End/Confuse and damage proc from Malaise and a common EndRdx. That should cap both Confuse and EndRdx with the two procs.
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I think your argument that Dimension Shift used to be great control, but isn't any more, is flawed. Even before the Great Controller Nerf, the general concensus was that "Intangibility sucks" and Gravity Controllers were not very popular. Yes, DS had and still has a few situational uses, and a few proponents are out there, but it is generally a disliked power. I'm not sure I agree with your definition of "control" in the context of this game.
I usually like to try things out at one point or another, so I decided to take Black Hole on a Dark Miama character a little while ago. My immediate reaction? It sucked. I tried slotting it up . . . it still sucked. Figuretively, not literally. I respec'ed out of it as soon as I felt that I had given it a decent chance. I can see some uses solo as a "panic button" power, but almost every other choice available will provide more benefit. Heck, I would take Air Superiority over Dimension Shift.
Moving Wormhole to 18 would solve most of Gravity's problems. Wormhole's existing limitations would keep this from being much of a boost to the set. Changing Dimension Shift to a targetted AoE slow field (Increased Gravity) or knock-up (Decreased Gravity) would be great to improve the AoE control in a consistant way. -
The slotting is pretty good, but I have some issues with the APP set taken and the order powers are taken in the build above.
The order of powers will matter if you ever exempt . . . and one of the biggest benefits of the purple sets is that you keep your bonuses when you exemp. I try to take the most effective powers I can as early as possible to make the character better when exemping down. A frequent trend by many is to take Swift or Hurdle at level 6 . . . why? There are so many powers much more useful at that level and Hurdle can be delayed to 12 or 16. I would take Deceive or RI at that location. Move Group Invis way back, since it is only a mule for a LotG Recharge. EF can wait until after Stamina. Move Hasten way up, as the recharge will make a big difference with PA even on lower level TFs. You could move the travel power and pre-req back if you have Ninja Run.
In my guide, I discussed the benefits of having a single target blast from the APP sets. The Earth APP is the only set without a fast single target blast. With an Ill/Rad, you will get a lot more damage from a fast single target blast than any AoE, because it will allow you to better leverage Spectral Damage with a fast attack chain. If you want a set that will allow you to slot another LotG Recharge, then Ice is best (Slot another Decimation set in Ice Blast), and you still have Frost Breath or Ice Storm for that (ludicrously expensive) Ragnarok set, and Ice Armor for another LotG Recharge. Hibernate gives you a great "panic button" power if you can afford to drop Group Invis. Besides, Ice Armor looks better than Rock Armor.