Local_Man

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  1. I use an 9-button mouse, and bind a lot of my controls to it.

    Button 4 is a heal. If I don't have a heal power, I set up a bind for green inspirations. Other buffs (like Rad's Accelerate Metabolism) may be bound to Shift+Button4.

    Button 5 is usually a toggle that I may need to turn on and off during combat. On my Stone Tank, this is Rooted. On */Storm controllers, this is Hurricane. Shift+Button5 and Ctrl+Button5 may be other toggles that get turned on and off.

    Button 6 is the tilt-wheel-left, is bound to "u" for my primary powers that are not primary attacks put in tray slots 1-6. It is often used for location-targeted AoE powers. Additional powers from my primary are often bound to Shift+u, Ctrl+u and Alt+u.

    Button 7 is tilt-wheel-right, bound to "o," and I do the same thing for secondary powers. For example, on */Storm controllers, I bind Freezing Rain to "o." Lightning Storm is Shift+o and Tornado is Ctrl+o.

    Button 8 is bound to "h" for my travel powers.

    Button 9 is bound to "i" for anything else I might need.

    Individual buff binds, like Speed Boost or O2 Boost, FF, Thermal and Cold shields are set up on the keypad to select the teammate and apply the buff with one keypress.

    Pet controls are set up using the keypad + Alt.

    I set up all my binds with various Ultra Binds in CityBinder, making it easy to change or adjust them at any time.
  2. Not long after I first got CoH, I was looking for inspiration for character names everywhere. Looked in the newspaper and saw a headline, "Local Man awarded Congressional Medal of Honor." (Actually, it was a posthumous award from the war in Iraq . . . very sad.) I thought to myself, "So, who is this Local Man who shows up in the newspaper all the time?" I am particularly fond of puns and subtle jokes, so I went with it.

    I thought I was so clever . . . until I did a search and found this article from the Washington Post.

    Made a character and really liked him. When it came time to pick global names, I chose @Local_Man, and the same name on the forums. It turns out that his sidekick, Area Man, ended up being my favorite and first 50, and it took me a long time to finally get the original Local Man to 50. I eventually grabbed the "Local Man" name on most of the servers, but there are a few folks out there with my name on their toons on other servers.
  3. Quote:
    Originally Posted by MentalMaden View Post
    Mine does.
    Mine does, too. I love having Air Superiority as a single-target attack. My Fire/Kin generally stays on the ground except when traveling.

    But then, I'm not a farmer. (I guess I'm a city boy.)
  4. Quote:
    Originally Posted by NovaFactor View Post
    Just started a Earth/Storm last night and already to lvl 10 . I need to read Hot Butter's guide for sure for Earth/RAD sounds like a great combo . Man I love this game , so many different combinations to come up with and keep us busy rolling new toons .

    Actually, Hot Buttered did the Earth/Sonic guide. Mine is the Earth/Rad guide. linked in my sig. I'm in the process of going back and adding some IO slotting suggestions.

    Earth/Storm is a very fun combo. I have two of them, one in the late 30's and one in the late 20's. I still prefer Earth/Rad as a team build, but Earth/Storm isn't far behind, as it can solo better.
  5. Quote:
    Originally Posted by Mr_Enigma View Post
    I agree that my power choices around lvl 20-24 aren't ideal. I usually don't exemp that low so I wasn't really paying too much attention to that when I made the build. I was mostly focusing on where to put slots, not when I should pick powers. I think I will go back and fiddle with the order of my powers.

    I play my ill/rad in hover all the time, so the flight speeds are fairly important. I don't really need more slots in fly due to perma-AM boosting my speed. Also, the Jump Jet caps flight speed for 30 seconds, so if I am feeling really impatient I can always hit that, lol.

    Don't get me wrong, CJ + Hurdle is an absolutely fantastic combo for ground-based characters. CJ brings a lot to the table for so little endurance usage, for sure. The thing is, I don't really need its benefits. I don't get held since I have perma-Indom Will. PA, Rad Infection and Spec Terror are all so good at keeping me safe that I opted for the ability to hover over a battlefield for maximum combat awareness.

    Your suggestions are very cogent, though. And appreciated.
    If you like to perma-Fly/Hover, have you tried the Speed-on-Demand binds? I tend to play my Blasters at range, flying almost all the time. The SoD binds allow you to stay in Hover, then automatically change to Fly when you press a movement key. When you let go of the key, then it automatically goes back to Hover. Using these binds, you never need to slot Hover for Flightspeed. Save those slots to put in Fly, or use them for something else.

    To set up the binds, I use an older program called CityBinder. Take a look at this thread for the link to where to download the program and its update. It is still a little out of date, in that the most recent powersets have not been added, but I use CityBinder on all of my characters to set up my large number of standard binds.
  6. Spiritfox -- On hasten: Just because you can't get perma-PA at lower levels doesn't mean that Hasten isn't useful. Leveling up, Phantom Army is the most important power to any Illusionist, and you want it up as much as possible. Hasten and AM are your best tools for that, even if they are not up all the time.

    I recommend getting AM early (in the first 12 levels), and then fitting in Hasten as soon as you can after getting PA (unless you chose Super Speed for travel, in which case you should already have it) and Stamina. In the sample build in my guide, I think it came at 24, just after Stamina at 22. Any later than that, and you'll spend a lot of levels waiting around for PA to recharge.

    Mutation is nice to have, but far from necessary. Everyone can get a self-rez temp power from the Safeguard in levels 15-20. You can get a rez ally power from a day job accolade. And you can make Wakies from 3 same-type inspirations.
  7. Just so you have it for comparison, here is my Ill/Storm build -- I don't have it finished yet, but this is what I am working towards. It is about 11 seconds away from being Perma-PA . . . I didn't want to make the sacrifices in terms of powers or influence to get there, so I think this is good enough. The only purple set I have is the Confuse set, which is usually not too expensive and gives that nice 10% Recharge.

    I like having Snow Storm on my Ill/Storm. It fills the gap some for Illusion's lack of AoE control. It is a huge help on the ITF, where those yelling bozos resist most mez powers, but can be slowed quite effectively. It is also my only way to knock down fliers. I think the benefits of Slow and -Recharge powers are underappreciated in this game . . . a lesson I learned with my Ice/Storm controller.

    As stated in my guide, I am a big fan of having a single-target blast from the APP sets to go with Illusion. Since Storm doesn't have a self-heal or any Endurance Recovery, Hibernate takes care of both.

    If you really want Recall Friend, you could replace O2 Boost. I like having that heal for my Phantasm and to un-stun teammates, but it is not essential.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Ill-Storm Build: Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(11), HO:Perox(15), HO:Nucle(42)
    Level 1: Gale -- Acc-I(A)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg(42)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(13), CoPers-Conf(34), CoPers-Conf%(42)
    Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Rng/Slow(7), EndRdx-I(46)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Steamy Mist -- S'fstPrt-ResKB(A), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(15), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(31)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(27), LdyGrey-%Dam(37), RechRdx-I(40)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), RechRdx-I(23)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Mrcl-Rcvry+(46)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
    Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(43), DarkWD-Slow%(43), FrcFbk-Rechg%(43)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31)
    Level 30: O2 Boost -- Heal-I(A)
    Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Acc/Dmg/EndRdx(33)
    Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), RechRdx-I(37)
    Level 38: Lightning Storm -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(39), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(40)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(50), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
  8. Quote:
    Originally Posted by Eek a Mouse View Post
    If all eight of you are in the rather small radius, then you would each get the defense bonus for three teammates (the maximum).

    The real bonus for having multiple Shield Defense characters is stacked Grant Cover.
    My BS/Shield scrapper, "Bull Shield," was part of a team of 4 Shield scrappers that leveled up together. The combination of Phalanx Fighting and Grant Cover put us all over the softcap without IO slotting -- it was pretty sweet.
  9. First, I suggest you take a look at my Ill/Rad guide section on Illusion powers, and some of the strategy tips related to the illusion powers. It may help you a bit.

    I also have an Ill/Storm at 50, as well as several Illusion and Storm characters at 50 and various lower levels -- I have a lot of experience with both sets. Not trying to say that I'm the great expert or anything, as each person has to adjust to his or her playstyle, but I can suggest some things based upon my experience and playstyle.

    You skipped Deceive, which I think is one of the best powers in the Illusion set. My guide explains why in detail. You can use it to take out the single biggest problem foes before the fight begins. You can use it in so many different ways, from taking out a problem foe, helping you get a glowie without aggro when stealthing a mission, getting that one straggler to rejoin the group, controlling that guy pounding on your head when Blind is recharging, etc.

    You skipped Steamy Mist, too, which I consider to be a very good power. I can't tell you how many times it has saved my teams from rounding a corner only to come almost face-to-face with a group that instantly aggros. The foes usually don't see us. Steamy also provides a bunch of other benefits that add up to a lot.

    On Teleport: My first level 50, my Ill/Rad, had teleport and still has it. It is part of his "personality." I respec'ed out for a while and it just didn't feel right. Teleport has some nice advantages -- Recall Friend as a pre-req is always nice, it is the only travel power you can use while immobilized or slowed, and you can teleport past obstructions. It is not easy to use, but you can get used to it.

    However, other travel powers have some advantages. On my Ill/Storm, I chose Super Speed. Why? Steamy Mist + Super Speed = Full Invisibility in PvE. This allowed me to skip both Superior Invis AND Group Invis, and still provide the team with continual AoE stealth + Resistance to 3 types of Damage + a small amount of Defense + a good place for a Karma or Steadfast Protection -Knockback IO. The vertical issues for Super Speed are easy to deal with now-a-days, with the GvE Jump Jet, the Raptor Pack and Zero-G Pack, and now Ninja Run + Hurdle. Plus, Super Speed gives great battlefield maneuverability -- get in just the right position to use Hurricane, Lightning Storm, Flash or Thunderclap, or even Gale, or to lead the pets into the fight. Since I had Hasten already, I had one more powerslot for my character, too. And skipping invisibility gave me another.

    Hurricane: It takes some real practice and thought to use effectively. It is NOT a "run it all the time" power. Hurricane is a "use it for a short time in certain situations" power on an Ill/Storm, especially a team-oriented Ill/Storm. (I have it bound to an extra button on my mouse to be able to toggle on and off quickly.) It has four main uses. (A) As a positioning tool, to shove foes where you want them. (B) As a trapping tool, to catch foes in a cul-de-sac, alcove or corner and pound on them. (C) As a ToHit Debuff power, where you can "kiss" foes with the outer edge of the 'cane to apply the substantial ToHit Debuff. For foes with knockback protection, you can get close. (D) As a "panic button" power, where you turn it on to push all the foes way and debuff their ToHit, just so you can escape and lick your woulds. This works for helping members of your team, too. For uses A and C, it takes some practice -- try turning on Hurricane and Super Speed, and running in circles around the outer edges of groups gathered around a tank. You can push them closer to the tank, making a tighter group for AoE attacks and into your Freezing Rain, while making it almost impossible for the foes to hit anybody. If you can master this, it is great for a farming team. I have had teams astounded at how effective this technique can be.

    Hurricane allows the "Corner of Doom." Trap foes in a corner or alcove, then hit them with Lightning Storm, Tornado, Freezing Rain, Phantom Army, Phantasm, and use your single target and AoE attacks. Even bosses die quickly.

    Thunderclap vs Flash: One is a mag 2 stun that only affects minions, but recharges pretty quickly. The other is a Mag 3 Hold with a long recharge. Both are nice tools to have, but not essential. I find Thunderclap to be much more useful on characters with another AoE stun (Earth/Storm, Grav/Storm, Fire/Storm) to stack. Tornado has a stun that will stack with Thunderclap, but Tornado is very chaotic. I have Thunderclap on my Ill/Storm presently, but I have seriously considered changing to Flash. Both are useful, but I most often use Thunderclap because it looks cool.

    Assault: I generally don't think that the Leadership provides all that much of a benefit to most controllers UNLESS you are able to stack it with other characters using Leadership. Some people love it. I find that other powers are more fun than a toggle that just sits there, drains my endurance for a small increase in the team damage. But get several people with it, and it makes a big difference.

    Tornado: On my Ill/Storm, I love having Tornado, but I don't use it much. It causes too much chaos in most situations. I use it (a) for AVs and other foes with lots of knockback protection, (b) for foes with really high defense, since it is auto-hit. It is great against Paragon Protectors who have just a sliver of health left, and who have just hit MOG. (c) "panic button" situations where throwing all foes every which way is a good thing. (d) situations where I have a high chance of getting mezzed. Since Tornado is a pet, it will keep doing its thing even if I'm frozen.

    Everyone's playstyle is different, so my experiences may not work for you. I think Storm is a tough set to play the first time, but once you learn some skills and techniques, there is something good in every power in the set . . . yes, even Gale.
  10. That's a pretty nice build. I would make a few minor changes, though. Try moving Ling Rad and Hasten back a bit, so you can take Fly at 14 and Stamina by 20 or 22. That will help if you exempt to lower level TFs. Consider swapping out Group Invis for Combat Jumping. You lose the ability to invis the team, but you get a low-cost toggle that will give you Immob protection, minor hold protection and jumping maneuverability. Consider changing from Swift to Hurdle if you do that.

    You also have no knockback protection. You could give up the Flyspeed in Hover for a Karma or Zephyr. If you need slots, you could consider giving up some slots from Ling Rad, since the 3.75% recharge is pretty small. I would probably give that up for some Flightspeed in Fly.

    These are just suggestions of things to think about.
  11. Level 35 Mind/FF

    "Bubble, Bubble is a lot of toil and trouble when everything is Confused, Slept or Held."

    And my Fire/Sonic is only level 12, so I can't say much about the combo . . .

    I may add more later if I think of any.
  12. Quote:
    Originally Posted by Melancton View Post
    I never could get the baddies to zero endurance when I did that with Build Up+Short Circuit. They always had just a smidge left, and it was typically rather traumatic on my squishy self.

    I have noted before that very often a hero has the Build they levelled up with, and the Build they respec into around lvl 50. Playstyles can radically differ Pre- and Post- certain powers. Build Up+Power Sink+Short Circuit floors them, but before Power Sink it just did not work.

    If I am going to toss Thunderous Blast, then I save Power Sink (and a Blue) for use on getting Instant Endurance Recharge on any potential survivor(s). Electric Nuking in this manner is my favorite way to Nuke.

    Are there any other heroes that can reliably use an End Drain strategy? You mentioned Kin/Elec... how does that work out?
    My Kinetics/Elec is specifically built around doing Endurance Drain. Lightning Ball and Short Circuit are slotted for EndMod and no damage. Thunderous Blast has some EndMod in it. Transference + Short Circuit will easily take a single foe out of the fight for a while. Power Build Up (not Build Up, but the one from the APP set that amplifies your other attribuites like holds and other control effects, and Endurance Drain) + Short Circuit will drain Minions and usually Lts . . . if not, then one shot of Lighting Ball will usually finish the job. But without Short Circuit's ability to prevent Recovery for a little while, Endurance Drain is mostly useless. Unfortunately, it means that I have to run into melee to use SC, resulting in frequent deaths.

    One really fun aspect of the combo, though, is Fulcrum Shift, then PBU+Thunderous Blast, run in, pop a small blue, Transference followed by Short Circuit. Anything left standing has zero endurance, while I have a full blue bar (assuming nothing misses).
  13. Local_Man

    Animate Stone

    Quote:
    Originally Posted by hilker View Post
    Good point. Active Defense from Shield Defense has "RES (ToHit, Recharge Time) +30%," so maybe they really did nerf Stoney's to-hit so he'll still miss once in a while despite all the -def in Earth.
    hilker, you have (helpfully) corrected me so many times when I posted something erroneous, I would be astounded if I was right . . . .
  14. Local_Man

    Animate Stone

    Quote:
    Originally Posted by hilker View Post
    That's an effect of his Resistance power, right? Based on the context, I'd guess that means he has 25% resistance to to-hit debuffs.

    I really don't know, but wouldn't the City of Data entry say RES(ToHit) if it was resistance to ToHit Debuffs? I happen to know that Shield's Grant Cover has resistance to Defense Debuffs, and the entry there says RES(Defense). I can't recall what powers have ToHit Debuff Resistance, or I would chack those entries.
  15. Local_Man

    Animate Stone

    Quote:
    Originally Posted by Robot_Lawyer View Post
    After looking at Redtomax.com I have some questions.

    I notice that the Earth Control pet has 100% resistance to Psi. Of course, this doesnt mean that he could be buffed to have 100% to other things as well,.... right? What is a pets max resistance cap?

    Also, I see a '-25%' to-hit listed as well for the pet. Is that information accurate or am I misreading things?
    As Psyonico said, Rocky's resistance cap is 90% except Psi.

    On the ToHit debuff, I have to admit I never had a problem with Rocky's accuracy, either. Maybe it is hard to see because of the huge amounts of Defense Debuff in the Earth Control set. Between the Defense Debuff and some Accuracy slotting, Rocky doesn't seem to have much of a problem.
  16. Quote:
    Originally Posted by Melancton View Post
    This is very true. I was jazzed over the notion that my Electric Blaster could drain enemy Endurance, but running in and triggering Short Circuit drained them a bit, but if they have ANY End left, the baddies use it to dance on your head at close quarters. The End Drain Strategy NEVER worked for me until I could lead off with a properly slotted Power Sink, but I earned a lot of Frequent Flyer Miles going to the Hospital until I figured it out.

    -Recharge helps a great deal, even in small quantities. End Drain and
    -Recovery are pretty well worthless unless you can drain the baddies to Zero Endurance.
    For me, it was Power Build Up+Short Circuit or Thunderous Blast did the trick. But is was a long wait until level 41 before I could endurance drain an entire group. While my Kin/Elec is still an Endurance Drainer, I gave up on that strategy on my Dark/Elec and dropped Short Circuit.
  17. Quote:
    Originally Posted by GrandSpleenPART2 View Post
    I have a question about confusion..

    I'm pretty sure I read sometime that players do not receive XP for damage done by confused mobs. Is this still true? If that's the case, isn't it almost counter-productive for a pre-50 ice troller to count on damage done by confused mobs?

    I'm playing around with an ice controller recently, and my buddy's on a plant controller. Just for kicks, we're duoing most of the time. Pretty hard pre-pet. Currently level 25. I didn't take AA because I figured that if we just let all the mobs defeat each other, we'll never get any XP. Is my reasoning wrong?
    My Illusion/Radiation guide has an entire section discussing the myths and truths about confusion. It may be in the context of Deceive in Illusion, but it still applies to all confusion powers. Bottom line: As long as you do SOME damage to the target of a confused foe, you will get more XP than you earned. You don't "lose" XP for foes defeated by confused foes -- you just don't earn XP for damage done by others. But as long as you do SOME damage to the target of a confused foe, you get not only the XP you earned for the damage you did, but some of the XP attributable to the damage done by the confused foe. The net effect is that you can earn more XP over the same amount of time by defeating foes faster, getting some of the XP for damage done by confused foes, and getting mission completion bonuses faster.

    One thing that makes AA a bit different than most other confusion powers is that AA's confuse duration is so short. This gives you time to do some damage. Just make sure that you do some damage to all foes in the area, and you will get plenty of XP. Plant has a similar advantage, in that if you cast Seeds and then Roots, you get that AoE damage that makes sure you get some XP for all of the confused foes.
  18. Stacking Rad is wonderful. I would consider a Fire/Rad or a Plant/Rad. Actually, the more I think about it, the Plant/Rad would make a great pairing. Phantom Army to draw the aggro, then Seeds + Roots provides AoE control and damage. Ill/Rad has the single target damage, while Plant/Rad has the AoE damage to help take down the minions faster.

    See my guide for the strategy on why taking down the minions fast is beneficial.
  19. Local_Man

    ill/kin

    Basically, no. Illusion is focused on distraction, and has limited AoE damage. It is great against tough single targets, though. You have Blind and Spectral Wounds, single target attacks. Then Phantom Army provides three single target attacks, and Phantasm has a single target blast and a fairly narrow cone. Of course, you have limited control over how the pets use their attacks. As stated above, Phantom Army do not get buffed by your kinetic powers. Add to this the synergy problems that a */Kin has with Phantasm's knockback, and it is not at all ideal.

    Can you farm with it? Sure, but it will take a while. Fire and Plant are the two sets with the most AoE damage.
  20. On your build . . . as I said, there are a lot of ways to get a perma-PA build. But in my opinion, the Stealth pool is a mistake. You slotted up Stealth, which is far inferior invisibility than Superior Invis. Granted, SI uses a lot of endurance, but it is far superior. Or, if you want combat invisibility at no ongoing EndCost, take Group Invis. If you need extra places for a LotG Recharge, there are a lot of other options. And taking Grant Invis just as a mule for a Karma -Knockback? Why not Group Invis?

    My opinion is that Deceive should be chosen much earlier in the build. It can be a key power to make low level content easier. It can make a difference even when you exemp down for lower level TFs or teams.

    By not slotting Blind for damage, you are giving up a lot. If you want to use that expensive purple hold set, consider using Flash or EM Pulse.

    If you are going for Defense as a goal for IO set bonuses, then consider using the Ice APP set, which has a Defense-based armor. Ice Blast works great for your Blind-SW-Blast-SW attack chain. And Hibernate is a great "panic button" power if an AV is getting the best of you.
  21. Quote:
    Originally Posted by MentalMaden View Post
    I can't think of the last time my fire/kin was kb/kd and she only has Mag4 kb protection and she stays in melee.
    A single Steadfast or Karma -knockback is sufficient about 90-95% of the time. Once in a blue moon, my Fire/Rad or one of the other many characters I have them in will get knocked back, but it is pretty rare. I don't think it is worth using up another slot in a tight build for something that happens so rarely.

    One of those rare occations is the Katie Hannon TF -- that Witch can knock back anything with less than a mag 7 or 8.
  22. I use the Contagious Confusion proc in Deceive in all three of my level 50 Illusion controllers. It is wonderful -- it turns a single target confuse power into an occasional Mass Confusion, plus gives me an added chance to confuse a Boss in one shot. Deceive already has a 20% chance to stack an extra mag, but this proc adds another 33%.

    No, it does not generate any aggro, or I wouldn't use it in Deceive.

    I also have one in Arctic Air on my Ice/Storm. That proc made Arctic Air far more effective by making the confuse effect happen much more often. I think it ends up doing more net damage than a damage proc. Take a look at the Arctic Air thread for some of that discussion.
  23. Quote:
    Originally Posted by nutty_impman View Post
    Hey all as the title says im looking for a ill/rad build that can solo av/gm's inf is no issue but i would like it to have perm PA hastern and AM all help would be awesome ty in advance

    @Nutty
    Take a look at the guide, linked in my sig.

    There are lots of ways to build a Perma-PA Ill/Rad. My guide includes a couple of them. It also mentions all the IO sets that give Recharge as a bonus.
  24. Quote:
    Originally Posted by Weatherby Goode View Post
    Volcanic Gasses breakdown:

    VG summons 6 "Voltaic [sic] Geysers" at 10s intervals. Each geyser lasts for 15s except for the last one that only lasts for 10s.

    The Geysers all have a power called "Thermal Vents." This power applies a mag3 7.45s hold every 6 seconds. Enhanced, that is 14.5s.

    Now, ignoring the pet overlap we can calculate that thermal vents applies a maintained 6.5 mags. With the overlap, that goes to an extra ~3 mag...



    Oh crap, sorry.

    When I tested this, Recharge enhancers where being passed down to the "Voltaic Geyser" sub-pets. I have no idea if that was changed when the other pets got their fixed recharges. If that is the case, then VG can only do about 9mags. If recharge can still be passed down to the sub-pets, then about 20-22 mags can be seen.


    To the test server!
    Minor correction: I think you mean "volcanic" and not "Voltaic" -- I'm interested to see the results of the test. If recharge used to increase the frequency of the pulses, then it would certainly make a difference now that Recharge is not passed on to the pets.
  25. Quote:
    Originally Posted by Lacrimosa View Post
    Not to get into that debate again, but yes, enjoyment > all else, just so long as you realize that, as the team leader, my enjoyment stems from taking down mobs as quickly as possible. If I believe that your enjoyment is hampering my enjoyment, I will politely explain this and then ask you to leave my team with no hard feelings. Most of the time, an Ice Controller not running Arctic Air will not significantly impede my enjoyment, but, should I feel that it does, I reserve the right to remove that Ice Controller from the team. I have kicked Stormies, though, for spamming knockback even when politely asked to not do so. MOVING ON.

    I think the claim that Ice Controllers are the lowest-damaging controllers needs to be re-addressed. In making the climb, I won't disagree that Ice Controllers lack significant damage. My Ice/Kin, though, farms at a reasonable clip, thanks in part to Arctic Air. Even without Frostbite --> Fulcrum Shift --> Fissure, I can watch opponents die just by sitting in the spawn with Arctic Air on.

    Disclaimer: Normal group settings apply, assuming a 5-8 man team tackling a full mob. I fully realize that Ice is lacking in single-target damage, though my Ice/Kin can and has solo'd AVs. It just takes patience. A lot of patience.

    At this point, I'm reasonably certain that the lowest-damage Controller build is actually Earth, which has comparable single-target damage to Ice but no AoE damage at all (aside from Stalagmites, the AoE immobilize that does the same amount of damage as Ice's Frostbite). It is arguable, actually, the Earth's damage is lower than Ice from the get-go, as Ice can contribute to team damage through Arctic Air even without the Contagious Confusion proc. Earth has even more limited AoE options. Volcanic Gasses can contribute on occasion, but the recharge time on that power is so severely restricting that it does not make a substantial increase in DPS. The -defense is really the only thing that Earth has going for it, but that goes away in the SO levels when you not only get Accuracy SO/IOs but also tend to pick up or at least have a teammate with Tactics. Honestly, how often do any of you miss, out there? In comparing pets, Animate Stone does more damage than Jack, but not enough to make up for the large difference in AoE potential.

    After that, I would argue that Gravity, while certainly beating Ice in the single-target damage department, once again has no significant AoE damage to bring it on par with an Ice Controller properly utilizing Arctic Air. As nice as Lift and Propel are, their single-target nature cannot allow them to compare to the AoE damage nor the endurance efficiency of Arctic Air. Unslotted and immediately activated upon recharge, Lift is a 1.16 end/sec power, while AA is a 1.04 end/sec power. Lift would deal 4 dmg/sec. While I don't have the damage numbers on AA (rather difficult to calculate, all things considered), I am sure they are considerably higher when accounting for their AoE nature. The single target efficacy of Grav is further mitigated when playing on a high-recharge Ice toon (such as Kin or Rad), which can spam Chillblain/Block of Ice far more quickly than a Grav toon can spam Lift/Propel. Singularity, while arguably a better pet overall than Jack, does not do as much damage as Jack.

    Mind is also among the low-damage Controllers, because it largely falls into the same problem as Grav in that it is a single-target set. Yes, it has Terrify, but while both having a decent AoE-damage ability and being fully capable of dealing out single-target devastation with Mesmerize and Levitate, Mind has no strong method for establishing Containment and thus cannot synergize well with high-damage AoEs available in three of the five Ancillaries. Ice can. Oh, and Mass Confusion wishes it was Arctic Air. Also, no pet.

    I would put Ice above Illusion, actually. In an 8-man spawn, you can expect to have roughly five enemies confused at a time, unslotted for confusion duration. Unslotted, an Illusion Controller averages 3.5 pets. When decked out with IOs, Illusion can keep out five pets, while Ice has the entire spawn confused. While the Illusion pets are more accurate and likely doing more damage per entity, and while Ice's pets tend to stop contributing damage when they die, Illusion suffers from the same problem as Mind in that it doesn't have a reliable way to set up Containment and therefore cannot synergize well with the AoE damage abilities available in the Ancillaries.

    Ice is definitely below Plant and Fire, though. While Arctic Air actually does comparable damage to Hot Feet (Arctic Air doing more damage in burst, Hot Feet doing damage consistently), Imps are more damaging than Jack. Plant has Seeds of Confusion, which may be the best power in the game, as well as Carrion Creepers and Roots. Fly Trap also probably does more damage than Jack.

    I'd put the hierarchy like this, then.

    Earth
    Gravity
    Mind
    Illusion
    Ice
    Plant/Fire (I actually think that Plant may do more damage, but that Fire/Kins are more popular because they require less buttons and a lower brain-thinky score).

    The big thing that Ice has going against it is that the majority of its damage is confusion-based, which means that the party is getting reduced exp when compared to an actual AoE damage blast that could contribute the same thing. Plant and Mind suffer from this, as well.

    I'd love to get a friend with a Fire/Kin to help me test Fire Cages + Hot Feet versus Frostbite + Arctic Air. I think that the Slow component from Arctic Air will cause a massive burst of front-end damage from AA but an eventually victory by the slow-but-steady Hot Feet. Though burst, though, is more useful in groups than a DoT.

    TL;DR: Ice is not the lowest-damaging Controller primary. It is arguably in the top 50% of damaging primaries.
    Interesting argument -- don't agree with it, but an interesting argument.

    Let's compare the two sets that are generally Considered to have the lowest damage, Earth and Ice. Both sets have ST (single target) Hold and Immobs that do the same damage. Contrary to the above, Frostbite and Stone Cages also do the same damage (You didn't mention Stone Cages). Quicksand and Earthquake do no damage, but Stalagmites and Volcanic Gasses do small amounts of AoE damage. Compare this to no damage from Ice Slick, Shiver or Glacier and no direct damage from AA. And Rocky pretty clearly outdamages Jack. (I don't count the Sleeps because everyone usually skips them.) So the question is whether Arctic Air outdamages Stalagmites, Volcanic Gasses and the difference between Rocky and Jack. Also, don't forget the -Defense in the Earth set -- which means that all of the Earth powers are hitting more often, adding up to more damage. Frankly, I think it is pretty difficult to come to the conclusion that Ice does more damage than Earth, especially since the foes in AA are slowed, reducing the damage they do to each other.

    Grav has a lot of single-target damage, plus some minimal AoE damage. I know that I can solo my Grav/Storm faster than my Ice/Storm. That may be different when you talk about larger groups, but I think it is hard to judge the effect of Arctic Air.

    I really haven't been able to compare the damage from a high level Mind controller, as my highest is 35. Terrify certainly does more direct AoE damage than anything from Ice Control. Even if Mass Confusion is on a long timer, Mind may get more damage from its AoE confuse because (a) the foes are not slowed, (b) the confuse lasts longer, and (c) Mind can add in a single target confuse to confuse a boss or more foes. Plant has less of a problem with reduced damage from confusion because of the high damage in Roots.

    And I strongly disagree that Illusion does less damage than Ice. Illusion has four pets doing damage (with one of them using a cone attack), plus Blind-Spectral Wounds. And if you know how to leverage the Illusory damage to get its benefit, you get even more damage. Plus, Illusion has its own single target confuse power that can target a boss, resulting in a lot of damage done by the confused foe.