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Sorry, I actually have a life once in a while . . .
To the OP:
Take a look at my Illusion/Radiation Guide, linked in my sig below. There is a ton of information on the build, including several perma-PA builds with a variety of power choices.
To solo AVs, you do not need perma-PA, but you do need Phantom Army to have a lot of recharge. Phantasm's Decoy, Inspirations and a few other techniques, plus a little luck, can fill a short gap between when PA despawn and can be recast. But if you really want an AV killer, Perma-PA should be the goal. Also, try to add a little extra global accuracy or extra accuracy in Ling Rad to make sure its -Regen hits the AV. You will also want one of the APP blast powers, so the Earth APP is probably not best. -
Siphon Speed (SiSp) and Speed Boost (SB) have several differences:
SB is an ally only buff power that boosts Run Speed, Recharge and Recovery. It does not require a foe to siphon off of, so it can be applied at any time. SB used to buff the recharge rate of pets, but does not any longer -- now it only buffs Run Speed for pets. Thus, for a player who ONLY plays solo, it is skippable. But it is one of the best buffs in the game for teammates, so if you team at all, you should take it. Some people will kick a Kinetics Defender or Controller who does not have Speed Boost. A few people ask not to be Speed Boosted because they can't handle the fast run speed (or their computer can't) -- I think they are nuts, as Recharge and Recovery are always needed.
SiSp is an only-self buff/foe debuff. It requires a foe to siphon off of, so it can be a problem at times. It will slow the foe's Run Speed and Recharge. It will buff your Run Speed and Recharge, but does not buff your recovery. It is one of the better Kinetics powers to have, both for the self-buff and the foe-debuff. Frankly, this one should be grabbed the moment it is available, mostly because of the Recharge buff. Still, the lack of recovery and the foe-debuff make it quite different than SB.
Note: a buff to Run Speed also affects fly speed and jump speed.
Inertial Reduction is a short term group super jump. It is fully skippable if you have another travel power. Most characters have a travel power, so receive little benefit from IR. If someone is a super speeder, it is nice once in a while to be able to jump though the area rather than have to navigate around obstacles. I consider it to the be the second most skippable power in Kinetics (after Repel) unless I choose to use IR instead of a travel power. I would consider SiSp and SB to be far more valuable than IR unless I only played solo. -
Quote:The Rad debuffs, Radiation Infection and Enervating Field, also interrupt powers. In low levels, this will prevent a Vahz Embalmed Cadaver from exploding. And even on the Statesman's TF, this can keep Recluse from some of his summons.Some other little known secondary effects:
- Snow Storm auto-interupts interupible powers (e.g. Rikti Communicators, exploding Vaz corpses)
- So does Arctic Air
Quote:- Illusion's single target hold has a small AoE sleep built in
Quote:- Force Bolt slotted with 3 lvl 50 Knockback IOs is Mag 50 Knockback!
- Jack Frost has a slow aura that stacks with Ice's -Speed and -Recharge
- With enough Recharge you can cast Freezing Rain or Sleet on top of themselves, and the penalties stack
- Heat Loss can provide huge endurance recovery bonuses, but there is no icon to show you're under its effect
Also, lots of unexpected effects can be achieved via Confuse:
- Confusing a vaz zombie before it sees you causes it to immediately begin the animation to blow itself up while still standing in the middle of enemies, damaging the whole group when it blows
- Confusing a Rikti Protector (I think it's called) who hasnt yet seen you will often cause it to immediately use Accelerate Metabolism. You get the benefit if you are standing nearby. When many enemies of this type are around, you can manipulate it to stack multiple AMs.
Quote:- Confusing anything with a toggle (e.g. the FF and Sonic big bubbles) causes the bubble to protect you instead.
- Confusing CoT Earth mages makes their earthquakes reverse and hit their teammates even after the quake has been placed
- Confusing a Mastermind NPC (which mainly occurs in the AE) before he sees you makes his pets attack him and each other even if they are not independently confused. I am not sure if this works after they have been summoned.
- Confusing a Malta Sapper... well it doesn't do anything special, except make you win. -
Quote:The later guide, Post #7, is the current situation. I-14 fixed bugs in Carrion Creepers, and the first guide was based on the bugs that existed before the fix.I'm not sure which part of the guide is current since there are two of them in the thread. Which post # should I refer to for the current version of how procs and slotting work with the Creeper?
One thing I'm not sure of: exactly how Carrion Creepers will take buffs like Fulcrum Shift or Accelerate Metabolism. Should we wait on using the buffs until after the Vines appear? Or will the buffs carry over to the sub-pets? My guess is that it would be better to wait until the vines appear, but it will take some testing to see, and my Plant/Kin isn't high enough yet for Fulcrum Shift. -
While most of the build is good, I have a few suggestions.
You don't have enough EndRdx in Superior Invis (i.e. none for an endurance heavy power) or Enervating Field, unless you don't intend to use those powers. EF should have 2 common EndRdx. The third only gives about .05 Endurance Reduction, so it isn't really worth it. I suggest you move the Red Fortune set from Combat Jumping, which has a very low endurance usage, to SI. No difference in overall defense.
Speaking of Defense, I generally feel that if you want to go for a Defensive build, then you should probably go for the Ice APP set since the shield is Defense instead of Resistance. However, I don't see a strong need for Defense with an Ill/Rad, as PA and Phantasm's Decoy draw most of the aggro, plus you have Invisibility and all of your various controls to reduce attacks. I prefer to slot up the controls. The Resistance in the Fire set combined with your heal adds up to pretty good survivability. I find that leveling up, even before you can really slot up for Defense, my Ill/Rads rarely faceplant.
I suggest a minor change in Deceive. If you are not going to focus on Defense, drop the Confuse Enhancement to put the slot somewhere else. It only shortens the duration a couple of seconds, and it will save you the cost of a purple enhancement.
In Stamina, I don't see much benefit to 6-Slotting for the Performance Shifter set. If you give up on Defense, those slots can be better used somewhere else. Drop the Acc/Rech and EndMod/Acc/Rech. One slot can go to EF.
I also feel that if you are going to take Fireball, it needs to be slotted. So, I moves some things around so that you can slot up Fireball, and still get the benefit of the Recharge in the Posi Blast set. I had to put another set of Basilisk's Gaze into Blind, but you may like what I did. I added a lot of enhancement to the Hold, while only reducing the damage a little. I made some small changes to RI and Super Speed for better endurance usage, Flash for better accuracy, Phantasm for better damage, and traded Grant Invis for Group Invis, which is better in my opinion and doesn't use up a power pool. (If at some point you decided you want something else in place of Mutation, like Super Jump or Hover, you can have the power pool available. Or you can put Fire Shield or Rise of the Phoenix there.)
Here is the build with my suggested changes. Feel free to ignore any of all of what I have suggested.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Hazard Merchant: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal/EndRdx(19)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), HO:Perox(25), BasGaze-Acc/EndRdx/Rchg/Hold(40), HO:Nucle(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/EndRdx(9), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(46)
Level 6: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(46), CoPers-Conf%(50)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 10: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb(25), HO:Enzym(43)
Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(37)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(39)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(23)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(29), S'bndAl-Build%(29), S'bndAl-Dmg/Rchg(31)
Level 26: Lingering Radiation -- Acc-I(A)
Level 28: Flash -- BasGaze-Acc/Hold(A), HO:Endo(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45)
Level 30: Spectral Terror -- U'spkT-Fear/Rng(A), U'spkT-Acc/Fear/Rchg(33), U'spkT-Acc/EndRdx(34), U'spkT-EndRdx/Fear(37), U'spkT-Acc/Rchg(39)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), BldM'dt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-Dmg/EndRdx(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Acc/Hold(50)
Level 41: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 47: Mutation -- RechRdx-I(A)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment -
Quote:Phantom Army cannot be buffed. This is why Ill/Rad and Ill/Storm are so popular -- the debuffs on foes work like buffs on PA. All those nice buff powers in Kinetics will not affect Phantom Army.Out of curiosity, with an ill/kin, would some of the speed, etc, buffs work on Phantasm or the PA?
Phantasm can be hit with Speed Boost, but it only speeds up his travel, not his recharge. I guess it boosts his Recovery, but I've never noticed his endurance being a problem. Increase Density can be used to break Phanty from mez, but he really doesn't get mezzed all that often thanks to his decoy. Siphon Power and Fulcrum Shift will buff Phanty's damage, but it is sometimes hard to get him in range, since he tends to knock any foes back. Siphon Power works OK, but the danger of Phanty knocking back your target for Fulcrum Shift and the other siphon powers where you have to be close to the target (Transfusion and Transference) causes some Ill/Kins to not even use Phantasm.
These are two of the several synergy problems with Ill/Kin. -
It is not exactly a favorite power, but I think it is underappreciated: O2 Boost. One power that provides a somewhat weak heal, but also Endurance Drain resistance and mez protection. During a PUG where teammates are falling left and right, a wakie + O2 Boost puts them back in the action much faster. Similarly, Increase Density from Kinetics, which can provide short-term knockback protection and some mez protection.
Phantom Army is underapprecated by anyone other than Illusion Controllers, who know how awesome it is. Phantasm is looked down upon for his knockback, when all he is doing is being the bodyguard he is supposed to be. Deceive is certainly underappreciated. -
Here are a few more:
Flash has a 20% accuracy penalty. With your slotting, you are up to 96% Accuracy -- OK for even con foes, but not for higher level foes. That Blood Mandate Damage in Phantasm is doing almost nothing since you are already at damage cap with just the Acc/Dam - it gives you a 1.5% Recovery bonus, but that's not much. It really depends on how often you use Flash, but I would rather put another slot in it and add more accuracy, or maybe an Acc/Hold/Rech. EM Pulse doesn't need it as much because it does not have the 20% accuracy penalty and it has a longer hold time.
The EndRdx in Ling Rad might give you more endurance if you put that slot in Stamina for a Performance Shifter proc. And again, if you can afford them, the Numina and Miracle procs are very good to add into Health.
Ice Storm: If you can't slot it up, you might reconsider taking it. Depending upon your playstyle, you could take Mutation there and free up a slot to put somewhere else. Or, if you want Ice Storm, put in two Posi Blasts for higher recovery and more damage. Also, if you move that Karma to Superior Invis, you might be able to move around slots to get another slot in Ice Storm. I don't think Super Jump needs anything more than either a jump or an EndRdx, so that would free a slot at the expense of a little bit of ranged defense. Because of your Ice Shield, any defense should focus on Lethal/Smashing.
Another option: Ice Shield will take another Luck of the Gambler Recharge, which would allow you to move 4 slots out of Spectral Terror to put other places -- or just have a little more recharge.
There are a lot of ways to build a perma-PA -- it just depends on your playstyle and how you want to focus things. -
Quote:This is a good, and amusing, answer. I have both at level 50. And I really like them both.Before Local Man shows up and answers this definitively, I'll throw in my 2 cents.
It really depends what you want to do. Ill/Rad is prolly the more popular, and more useful. Lots of great powers that can turn mediocre teams into great teams.
Ill/Storm is a whole other beast. It's like trying to bareback ride a rabid lion. If you are fairly new to controllers I would not recommend it, however, if you've played controllers for a while, the wild chaos can be VERY VERY fun. It's probably the controller combo with the least "control" but it still can be extremely powerful in the right hands.
What was it about /therm that turned you off?
Ill/Rad is, in my opinion, the most flexible build in the game. Works great solo, small team or large team. It adds to any team, regardless of the make up of the team. You won't solo the fastest, but you can solo at a decent pace with not much danger. You can be the key player on a small team, providing whatever the team is lacking. You can contribute in many different ways to a large team, adding damage, control, buffing endurance and speed, healing, stealthing, etc. The only team buffs are AoE (the AoE heal and Accelerate Metabolism -- not counting the rez, Mutation), so you don't feel like a buff-bot. My guide sets forth the benefits, so I don't need to repeat it here.
If you are new to controllers, an Ill/Rad is pretty easy to play, and yet complex enough to use some advanced strategies for maximizing your effectiveness for an experienced player. Casual Players can have a lot of fun with an Ill/Rad since there are several "set it and forget it" type powers. Power players can maximize the build to get Perma-PA with the goal of being able to solo AVs. Leveling up an Ill/Rad is also less frustrating than many controllers because you get many of the better powers early, but still have very good powers coming late.
On the other hand, Ill/Storm is a lot of fun, with lots of flashy powers from the Storm Secondary. The best part, as well as the biggest problem, is the chaos. Without any kind of -knockback power, a badly played Ill/Storm can frustrate a team to no end by sending the foes flying every which way, angering the Melee players and aggroing more and more foes. On a large team, an Ill/Storm needs to substantially limit his/her use of many of the Storm powers to limit the knockback. Solo and on some small teams, this is less of a problem.
Ill/Storm has no self-heal, so you need to take that into account. This, combined with the chaotic nature of the Storm powers, makes Ill/Storm better for a more experienced player. You have to learn how to limit the aggro directed toward you to avoid frequent faceplants. Storm does not have a debuff to Regen, so it is not an ideal AV killer. Storm is also very tough on Endurance and has no endurance recovery powers.
On the other hand, Ill/Storm can be a heck of a lot of fun to play. The storm power mix with the Illusion powers well, mainly thanks to the debuffs in Freezing Rain and the several pets that do damage. A solo Ill/Storm can throw out 3 Phantom Army guys, 1 Phantasm with his Decoy, plus a couple of Tornados and Lightning Storms if he/she has enough recharge. Nine pets running around doing damage while the Controller stands in the middle of the chaos and cackles in delight. Using the Storm powers well takes strategy and practice, but is lots of fun when you work it out.
One big advantage of Storm is the added damage from the later storm powers, Tornado and Lightning Storm. Rad has a very situational damage power in Fallout, and Trick Arrow has a slow-to-recharge and slightly fickle damage power in Oil Slick Arrow, but Storm provides the most damage from the secondary.
The bottom line is that both are really fun characters. Ill/Rad is more all purpose, while Ill/Storm is more crazy. Ill/Storm's weaknesses are easily offset by the fun factor. -
Quote:There are a lot of great things about Ill/Rad . . . it works great solo, on small teams or on large teams. It is a great first controller -- easy to make one fairly effective, but it takes some strategy to play it really really well. Ill/Rad is very flexible -- it can be effective against a wide variety of foes (but generally avoid Nemesis and Robots in general).I did check it out. I enjoyed it, but it also convinced me that some of the other controller power sets might be easier for me to transition into.
Illusion/Radiation appeals to me because the damage is inflicted outright rather than over time, which I like. The inherent sneakiness of Illusion also lends itself to all sorts of interesting concepts and tactics. Your guide to that combo conviinced me to stick with my Ill/Rad controller long enough to get Phantom Army.
Gravity also appeals to me because of its larger number of attacks relative to the other primaries.
If I'm going to play a controller, then I'm going to have to adjust my mind-set away from what I'm used to. (blasters & scrappers) Earth has some great capabilities, but its strength in AoE control over damage makes me think that its optimal use is on teams. While I do like the safety aspect, Illusion and Gravity look like they would be more solo-friendly.
Of course, people's preferences change. In a year, I may be looking for a different type of challenge and be ready to give Earth a try. These forums are great for providing information and suggesting possibilities.
I consider Earth to be mostly a team AoE controller. Nobody does that job better. It can solo, but slowly. Grav is an interesting set with the right secondary. I had trouble getting into Grav until I made a Grav/Storm and stuck with it until the 20's. Then playing around with Wormhole got me up to 32 and Singy. I mostly solo'ed mine, but it wasn't fast. It worked better than, say, an Ice or Earth solo, but wasn't fast since the damage is mostly single target, and it has a severe lack of AoE control. I'm now enjoying my Grav/Storm at 41, but all that took a while. -
Quote:Overall a nice build. Personally, I would take Deceive earlier, but that's me. I have a few tweeks to suggest.With my Ill/Rad recently hitting 50, I definitely need a respec. My goal was Perma PA/Hasten/AM (which I'm pretty sure I got) that I can afford (which is a little more questionable). Any advice is much appreciated! Also, any way to make this cheaper or an estimate on how much this would be would be great.
I pretty much just PvE, and will mostly use this guy for TFs. I'd also like to be able to have some fun soloing the Posi TFIm having issues posting the full build from Mids' since it wont export right, but here's the data link.
Click this DataLink to open the build!
Speaking of Deceive, consider replacing the Confuse with the Contagious Confusion proc. It turns a single target confuse power into an occasional Mass Confusion -- one of the best procs you can get for an Ill/Rad.
The third EndRdx in EF only saves .05 end per second. Move that slot to SI, and it will reduce SI's endurance cost by .20 end per second.
You seem to be slotting some for Defense, but you have the Resistance Shield. If you really want to focus on Defense, then the Ice or Stone Shield is probably better. That Steadfast +3% Defense is expensive and not doing you all that much good unless you have a lot more defense.
One -Knockback IO is enough about 90-95% of the time. The second provides only minimal benefit. The Zephyr -knockback is very expensive, and you can do without it if you are trying to reduce costs. You could put a Karma in any of the Defense powers instead of the Steadfast, depending upon which is less expensive.
I would take the 2 Defense Debuffs out of RI and add them to Blind for more damage. At level 50, you could add Acc/Dam and and Dam/Mez Hami-Os, but they are expensive. Also, I like 3 Enzyme in RI to free three slots for other powers, but you have to find your set bonuses elsewhere.
Look into adding a Numina's Unique and a Miracle unique into Health. Expensive, but worth it. You can earn them with Merits.
I would put an Acc/Dam/Rech in place of that EndRdx in Spectral Wounds to cap out damage and add a little more Acc and Rech.
A few other tidbits, but it is too late. Take a look at my Ill/Rad guide for more tips. -
Quote:Take a look at my Earth/Rad guide. It will give you a pretty good idea of what you may be in for, even if you choose a different secondary.I normally play Scrappers and Blasters (solo PvE) because I like high-damage characters. I've never been able to get a controller past level 12 because I miss the immediate gratification of those two archetypes. (i.e. SMASH... BLAST... Bad guy fall down... and there was much rejoicing)
That said, this thread has made me rethink my usual preferences. The enthusiastic discussion of the various combinations has intrigued me and suggests a different type of gaming challenge.
Hmmm... just got a new character slot for passing the one-year mark. Maybe it's time to get down and dirty with an Earth troller... Gotta think about this.
If you go with an Earth Controller, be prepared for low damage. You trade faster kill speeds for safety and AoE control. -
First, I suggest you take a look at my Ill/Rad guide, linked in my sig. I have lots of slotting suggestions in the guide.
There are a few things that jump out at me. Fallout, if you take it, is a damage power. The Debuff in it is already massive, but the main purpose of the power is to explode your dead teammates to kill the bad guys. It needs to be slotted as a damage power. Between your Rad Debuffs and the large debuffs in Fallout, you don't need to enhance the debuffs.
On Phantom Army, the Expediant Reinforcement set doesn't quite cap your damage, and the +10% Resistance proc is wasted on three invulnerable phantoms. Try replacing the Dam/End and the proc with the two triples from Call to Arms, or even better, the Dam/Rech and Chance for Build Up from Soulbound. My guide has other options.
Phantasm: Enhancing Phanty's knockback is a waste. I know the set gives you 7.5% Recharge and some knockback protection, but Phanty is a major source of damage. You can go with another set of 4 Expediant Reinforcement and the 2 Call to Arms Triples. Other options are in my guide.
Some purple sets, like the Confuse purple set, are not all that expensive, and they provide a huge benefit. The Contagious Confusion proc is wonderful in Deceive.
I think Stamina is woefully underslotted, as those Rad toggles use a lot of end.
I'd make a few other comments, but I'm out of time. -
Quote:It would really help if you would post your build, so we can see the choices you have made. What else are you taking that makes it hard to take Snow Storm? I consider Snow Storm to be effective on Bosses and as a kind of filler control while waiting for Seeds to recharge. (-Recharge + Immob means they can't attack much. Good against second groups that come in after seeds has been thrown.)My Plant Controller is level 32. My build could work in Snow Storm, but it'd be rather inconvenient.
How important is it to have -Fly as Plant in the late game? Will I seriously regret not having Snow Storm against any particular group?
On the Plant side, Strangler, Roots, Seeds, Creepers and Twoey (Fly trap) are essential. Vines is very good to have, and Entangle if you plan to mostly solo but otherwise skippable. Spirit Tree is optional for teams, and Spores is skippable. That generally means two powers easily skipped in Plant -- Spores and Entangle for teams or Spores and Spirit Tree for solo.
Storm? O2 is optional, and almost useless if you solo. Thunderclap is very skippable on a Plant/Storm, since it does not have another stun to stack with. Assuming you take Strangler and Roots at levels 1 and 2, then you have to take O2, Snow Storm or Entangle at 4 -- Snow Storm is the best of these, maybe unless you solo, where Entangle might be more use. I don't mind taking O2 late in the build, but it is really just a "be nice to your teammates" power.
If you have lots of powers you want, consider using Hasten/Super Speed for travel. Super Speed + Steamy Mist gives you full invisibility for getting in just the right position for the Seeds cone. Here's the way that I selected the powers for a team build, and you really don't need BOTH O2 and Spirit Tree:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 37 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Hero Profile:
Level 1: Strangler -- Empty(A)
Level 1: Gale -- Empty(A)
Level 2: Roots -- Empty(A)
Level 4: Snow Storm -- Empty(A)
Level 6: Hasten -- Empty(A)
Level 8: Seeds of Confusion -- Empty(A)
Level 10: Steamy Mist -- Empty(A)
Level 12: Hurdle -- Empty(A)
Level 14: Super Speed -- Empty(A)
Level 16: Freezing Rain -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Hurricane -- Empty(A)
Level 24: Vines -- Empty(A)
Level 26: Carrion Creepers -- Empty(A)
Level 28: O2 Boost -- Empty(A)
Level 30: Spirit Tree -- Empty(A)
Level 32: Fly Trap -- Empty(A)
Level 35: Tornado -- Empty(A)
Level 38: Lightning Storm -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
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Quote:Weatherby Good has a Mini-guide on Creepers. Be sure to look further down the thread for the update, as there were significant bug corrections to Creepers with I-14.Another question about creepers... How do procs work with them?
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Fire/Storm is a great build, but you had better prepare to max slot for Recovery. It can drain a blue bar faster than just about any other build. Start saving up for the Numina's and Miracle Uniques and every other Recovery bonus you can get. With a melee-oriented build and no self-heal, it is also tough on Regen, but there are too many good powers to fit in the Medicine Pool.
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Quote:I had trouble getting a Grav any higher than the mid teens until I made a Grav/Storm. I found Grav/Storm to be a very good solo controller -- not fast, but fun. Freezing Rain + Crushing Field is a knockdown Immob, a unique combo. Then the Storm goodies carried me along until Wormhole at 26. Figuring out the best ways to use Wormhole+Thunderclap was enough to carry me along to Singy at 32. He's now 41, and I want to get back to him to finish leveling him up, but my usual buddies are focusing on Villains at the moment.I've always liked the concept of Gravity, and I can never make myself level one.
Give me controller /traps, and I'll roll one in an instant though. Wormhole + traps sounds absoltely unbalanced in how sadistically fun it would be, I'd love to wormhole a spawn into a trip mine field. -
Quote:I looked at your build and made a few suggested changes to Blind, SI, Ling Rad, Spectral Terror, Phantom Army and Flash. A lot of people forget the benefits of Hami-Os, but they can improve a build in some cases. In Blind, the Perox not only enhances the Hold, but also enhances the rare Sleep. I moved the 5% Recharge bonus to AM and changed RI to 3 Enzyme HOs to max slot for all three aspects of RI. Superior Invis needed EndRdx badly, but I had enough slots to add some Defense and set bonuses. Ling Rad gets a small Recovery bonus. Flash badly needed more Accuracy, since it has a 20% penalty. PA got the Chance for Build Up proc and some Regen bonus. And with the left over slots, I was able to slot ST for a bit of a global Accuracy bonus.Okay, here's the tentative build I came up with. Can I get some critiques for it? I also have 3 spare slots still so if anyone has any suggestions where to put them I'd appreciate it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
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Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(17), Dmg-I(40), Dmg-I(43)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(43)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(42)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod(9), Efficacy-EndMod/EndRdx(36), RechRdx-I(42)
Level 6: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(17), CoPers-Conf%(42)
Level 8: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb(13), DarkWD-Rchg/EndRdx(34)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Mrcl-Heal(19), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(23), RechRdx-I(34), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(37)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Lingering Radiation -- Acc-I(A), Acc-I(27), EndRdx-I(27), EndRdx-I(36)
Level 28: Spectral Terror -- Acc-I(A), Acc-I(29), EndRdx-I(29)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39), UbrkCons-Dam%(46)
Level 41: Mutation -- RechRdx-I(A)
Level 44: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 2.25% Max End
- 30% Enhancement(Accuracy)
- 106.3% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 99.2 HP (9.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 7.75%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 25% (0.42 End/sec) Recovery
- 58% (2.46 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 5% RunSpeed
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Personally, I would move Ice Blast to 41 and move Mutation to 49, or even replace Mutation with Hibernate depending on how much I team. Mutation is nice, but with all the ways to rez now in the game, not needed unless you team a lot with PUGs or suicidal blasters.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ill-Rad Expensive Build: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(17), HO:Nucle(40), HO:Perox(43)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(43)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(42)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod(9), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(36), Efficacy-Acc/Rchg(42)
Level 6: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(17), CoPers-Conf%(42)
Level 8: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(13)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(43)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Mrcl-Heal(19), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(23), S'bndAl-Build%(34), ExRmnt-Acc/Dmg(36), S'bndAl-Dmg/Rchg(37)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Lingering Radiation -- Acc-I(A), TmpRdns-Acc/Slow(27), TmpRdns-Acc/Dmg/Slow(27)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(29), Abys-Acc/EndRdx(29), Abys-Dam%(46)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), HO:Endo(40)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39), UbrkCons-Dam%(46)
Level 41: Mutation -- RechRdx-I(A)
Level 44: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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Quote:As a minor personal campaign, I'm trying to get folks to recognize that Fly Trap's nickname of "Audrey" is not really correct. In Little Shop of Horrors, the plant was actually named "Audrey II," and Seymore called it "Twoey." So, the correct nickname should be "Twoey" or "Audrey II." You can see it in the clip linked above.Phantasm is Awesome but he's not my Fav...I would say for me I think the top 5 are....
1.Singy
2.Phan
3.Animate Stone/Lava Man
4.Audrey/Fly Trap
5.Imps
6.Jack Frost
Jack is at the bottom of the list for me b/c even though he can grab a lot of aggro he tends to die pretty fast on most occasions. Jack deals nice Damage but you have to keep and eye on him...with the top three pets you can pretty much sit back and let them do the work...Especially Animate Stone.
Ever since they gave Fly Trap a little lovin' he's been awesome...I knew he was something special when he took an alpha for me and LIVED...and it was Renegades to boot!
Phantasm is also cool b/c he stick around when you die...or at least the decoy does...I can't remember it's been a while. Many times thanks to him duking it out when I was dead gave me plenty of time to rez and retreat or use my APP rez power.
I am really looking forward to this new controller set that's will be coming out.
My entirely subjective listing, in part guided by my fondness for the controller set, is:
1. Phantasm
2. Animate Stone/Rocky
3. Fire Imps
4. Singularity
5. Jack Frost
6. Twoey
I don't dislike any of them, but the Imps rate high with me because they make such a huge difference in the character. Singy, too, but Singy's lack of damage knocks him down a slot. But while Twoey has been improved a great deal, I find I sometimes forget to cast it, and it doesn't make a huge difference in the character's effectiveness (except solo).
I would rank Plant Control above Grav and Ice, but not the pet. -
Quote:As other posts have said, good Herd-icaners are few and far between. I have certainly done it myself with success -- it was a very effective strategy in the heydays of AE -- let the tank run in, throw out Ice Slick/Earthquake/AoE Immob and Freezing Rain, then run around the outside of the group with Super Speed and Hurricane on, pushing the bad guys all towards the center. Throw out a Lightning Storm or two on the outside edge to keep knocking foes towards the inside.Then you haven't played with a good herdcaner!
Nothing like bunched up, immobilized mobs for all those melee AoEs to nail at once. I duo'd my grav/storm with a Fire tank and it was great for burn.
But even then, I would pop Hurricane on only when I needed it, and leave it off most of the time. And my experience with most other Storm players who use Hurricane a lot tends to be that they view it like a windy Dispersion Bubble -- leave it on all the time as a defensive power, ignoring the fact that it is pushing foes away from the Melee people. -
It is certainly not necessary to have Perma-PA or perma-AM or Hasten to have a very effective Illusion/Radiation Controller. Ill/Rads are great even if there is a gap where you may have to wait for PA to recharge for a few seconds. In my guide, I tried to suggest that you certainly don't need the mega-expensive build to have a really fun character. However, the OP was talking about "goals," so we talked about perma-PA.
I hate to see builds where Deceive is taken so late. It is one of the most fun and effective powers in the Illusion set, but you have to "buy into it" and learn to use it a lot and enjoy it. It is especially nice if you have a little vindictive streak in you . . . making the bad guys beat up on each other is fun. -
There are a few reasons that I feel that Phantasm is arguably the best controller pet. Not the most damaging, but he really complements the primary in many ways.
- Phantasm has his decoy, as discussed in this thread, that is invulnerable. He can tank an AV with the Decoy, just like you can tank an AV with Phantom Army. the Decoy does Illusory Damage that fades after a short time, but you can take advantage of that damage if you kill off the target before it fades.
- Phantasm does Smashing and Energy Damage. The rest of your set does Psi damage. So when you run into foes who are highly Psi resistant, you still have a way to defeat them. The other pets generally do the same kind of damage that the primary does.
- Phantasm flies, usually behind you. He is mostly well behaved and doesn't aggro groups that are a distance away. He is also good at intercepting ambushes behind you. Because he flies, you don't have nearly as many problems of him getting lost or left behind.
- Phantasm's knockback is a mixed blessing, but I find it is more often a benefit than a problem . . . once you learn how to deal with it. Phanty acts as a bodyguard, knocking back foes who get near to you. Phanty's knockback has saved my tail many times. The trick to making knockback work for you and not be a problem is to not get too near to the melee fighters -- you have ranged attacks, so use them. Of course, if your secondary is Kinetics, that can be a bit of a problem.
- Illusion has no AoE damage attacks . . . but Phanty has a cone attack. Granted, you have no control over when he uses it, but he is pretty reliable. Just position yourself near a group, and Phanty will blast them with his torrent. I think Twoey (Audrey II or Venus Fly Trap) has a "fling thorns" cone attack, but the other pets only have single target attacks. (Granted, Imps can do 3 at once.)
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Quote:Kinetics is a late-blooming set -- two of your best powers come at 35 and 38. Plant/Kin is an awesome build, especially if you team with a good scrapper or tank who will herd up the foes in a tight group, so you can hit them all with Seeds of Confustion+Roots, then use your Siphon Power and Siphon Speed, Transfusion as needed. Your teammate(s) will love you if you keep them Speed Boosted, and it will help the team kill everything much faster. Later when you get Transfusion and Fulcrum Shift, you will be able to cruise through large groups.I just made one a little bit ago and I wanted to know if they get any good later on?
o:
After you get Roots early and then Seeds at 8, your next great Plant power is Carrion Creepers at 26. That will add a lot of damage and draw aggro, making it easier to solo if you want. Transfusion can take care of your, and everyone else's, endurance problems, and then Fulcrum Shift will kick your damage way up.