Local_Man

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  1. Quote:
    Originally Posted by Lacrimosa View Post
    Bind your emergency power (Hibernate, Phase Shift, or even a Break Free if you're playing a squishy) to your middle mouse button. Clicking it becomes second nature.

    As far as an ancillary for Plant/Kin, you can't go wrong with //Stone. Sure, the visuals are ugly, but you can always dual-build into Psi or Ice, if that's your thing. The big thing is that Kin is built to augment a high-damage playstyle, so Stone or Fire come in handy. Stone wins out over Fire because of the armor, but Fire can work, too, if you have enough influence to cap both range and AoE defense (I can be done). With seeds of Confusion, you won't be taking too many melee attacks, anyways.

    Keep in mind that defense counts as a layer of mez protection. That which isn't hitting you isn't mezzing you. Bind a Break Free to some slot in your power tray or to your middle mouse button and click that when you get mezzed. You'll be back up and running with the group in no time. The toggle change from a year ago makes mez more of an annoyance than an actual problem.
    Actually, I use an 8-button mouse, and I have a standard way of setting up my binds using CityBinder so that most powers that I can't access easily from the lower trays with the first 6 or 7 number keys get bound (binded?) to a mouse button or a button combo. One button is my travel power, and I link certain buttons to unused keys to gather my binds. Not to say that there might be a better way to do it, but I have pretty quick access to any power I need if I have prepared the way.

    I'm not expecting this to ultimately be a min-max character. Probably take her up to 50, and try to come up with a reasonably priced "good enough" build that probably will not include a bunch of carefully planned IO sets designed to get max Defense. I have too many characters to want to max them all out.

    But you are correct that added damage is an important factor. Kinetics makes up for its lack of defensive powers and debuffing by buffing damage. That's the main reason Stone and Fire are in the running. I just need to decide whether Damage is more important than Mez Protection on a team-oriented Plant/Kin.
  2. Quote:
    Originally Posted by UnicyclePeon View Post
    I know I'm the bad guy, but I often skip Arctic Air. I have had it in my builds before. It is a good power. I just dont enjoy playing with it. I dont enjoy thinking that way. I have an Ice/Storm (50) controller, and I'm in melee 90% of the time (I like to stack Thunder Clap, and I do a lot with Hurricane). I even have plenty of endurance to spare (25% or more to recovery from set bonuses, stamina, end proc in stamina, miracle, numina).

    I simply dont enjoy the power that much. So, I dont use it.

    My Ice/Kin (43) has it, and uses it, but only because I feel I "have to" on that build. My Ice/Empathy (37) does not use it. I seem to get by just fine. Would it be better if I had AA? Sure. Except I wouldnt be having fun. I just dont like manipulating foes that way.

    Lewis
    /call me stupid if you must
    Whatever is fun for you trumps everything else . . . even if Arctic Air is awesome.
  3. I suspected as much . . . the opinions in this thread are varied, but seem to mostly focus on Earth, Psi or Primal.

    I have been leaning towards either Psi or Stone, but Ice is not far behind. This character has mainly been leveling up in a duo with an Elec/Shield scrapper. The concept was to develop large amounts of AoE damage, letting the Scrapper gather up groups, controlling them with Seeds+Roots, Damage buff followed by lots of AoE damage. The last couple of levels, we have had a few others join our duo.

    The playstyle is kind of choppy. The scrapper gathers a group, I get in position and hit them with Seeds+Roots, then I use my siphon powers and he hits his AoE damage. Then we try to take out the survivors and I heal up the hits he (and I) have taken, if any. . . . then we may have to wait for Seeds to recharge before doing it all again. If we didn't wait, I just made do with my other powers . . . but with Carrion Creepers, it is easier to fill the "gap."

    For solo play, I think Stone would win. The ability to do single target damage would be key, and Fissure's fast recharging AoE would also be important. But for Team play, I'm leaning towards Psi, as the mez protection will allow me to keep healing and buffing my teammate(s). I have noticed a few times that I got mezzed, and unless I had a breakfree, my teammate started taking a lot of damage.

    Ice is tempting because of the cone and Rain damage, and AoE nature of Seeds. Throw Seeds, Roots, Fulcrum Shift, Roots, Frost Breath, Roots. That should add up to a lot of AoE damage, all without having to move much. Add Ice Storm if needed. And Hibernate is great if I remember to activate it in time.

    The problem I have with Primal is that Power Boost may cause the confusion from Seeds to last a long time, but with proper slotting, Seeds can already be perma. Torrent's cone seems kind of narrow to me, and there is no other AoE damage power. Fire is nice damage but not much else to add for a Plant/Kin over other APP sets.

    So, I'm leaning towards Psi since I have a teammate/teammates who will do a lot more damage than I will with APP powers.
  4. I have to say that I'm really enjoying my Plant/Kin, "Flora the Explorer," who is currently level 29. I have a Fire/Kin up to 42, and I haven't had the drive to get her to 50. But this Plant/Kin is really fun. I'm finding that I really like controllers that take some strategy, and this one does. I really rely upon my teammates to gather groups for the optimal Seeds use. Then Roots to hold everyone in place. Then I try to get the teammates to hold off on their big AoE damage powers until I can get off a Siphon Power to buff their damage.

    It really helps that I picked up Increase Density mainly as a mule for a -knockback Steadfast. My biggest challenge with this character is when we get additional foes coming in (aggroed nearby or an ambush) while Seeds is recharging. That, and tough bosses. It has OK damage over time, but taking down a boss takes a while. That will get better with Fulcrum Shift, but it will still be DoT.

    Still trying to decide on an APP set:

    Stone? Seismic Smash will make up for the weak single target damage of a Plant controller -- after Fulcrum Shift, this should be significant. Rock Armor is defense-based but ugly, and Earth's Embrace, while nice, is not NEEDED. Single target ranged attack is SLOW, and the AoE is short range. But since I'll generally be in short range, that works, and it recharges pretty quickly. The added stun in Fissure is less of a benefit for this character since she doesn't have another stun to stack with it.

    Ice? Two AoE damage powers on a character who is already AoE damage focused. Hibernate is a great panic button power. Good single target blast and rarely resisted damage type. Shield is Defense-based and looks only a little better than Rock.

    Fire? Good AoE damage, good single target blast, good damage type. Self-rez and Endurance Recovery? Might be nice but are skippable. Fire Shield is resistance-based and looks OK.

    Psi? Mez protection!! Makes this very tempting. Damage type is Psi, resisted by Robots and a few others. Single target blast is OK, AoE is OK DoT, Shield is Resistance based but looks OK. World of Confusion? Haven't tried it, but this might be the place to try it, to stack confuses with Seeds. I have the Psi APP on my Fire/Rad, but no WoC. This is very tempting.

    Primal has Power Boost, to extend Seeds for a long time. Other than that, this set doesn't offer much to make it stand out from other sets. Good Resistance armor, good single target blast with some knockback, and a cone-type AoE. It is really weak on AoE damage. Conserve Power? Not really needed much on a Kinetics.

    What do y'all think? Here's the build I'm looking at so far.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Flora the Explorer: Level 40 Natural Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Kinetics
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Hero Profile:
    Level 1: Strangler -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(31), Hold-I(40)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Acc/EndRdx/Rchg(31)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg/EndRdx(15), GravAnch-Acc/Rchg(17), GravAnch-Hold%(31)
    Level 4: Siphon Power -- Acc-I(A), Acc-I(5)
    Level 6: Air Superiority -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(34)
    Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf(11), Pplx-Acc/Rchg(13)
    Level 10: Siphon Speed -- Acc-I(A), TmpRdns-Acc/Slow(17), TmpRdns-EndRdx/Rchg/Slow(19), RechRdx-I(23)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Vines -- HO:Endo(A), HO:Endo(34), RechRdx-I(34), RechRdx-I(37)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Speed Boost -- EndMod-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Det'tn-Dmg/Rchg(29), RechRdx-I(29), Posi-Dam%(40)
    Level 28: Increase Density -- S'fstPrt-ResKB(A)
    Level 30: Spirit Tree -- Heal-I(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(40)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
    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

    I will probably add a Chance for Build Up into Fly Trap, and then maybe add some slots to Air Sup and/or Spirit Tree. The build looks to be reasonably priced, as the purples are cheap ones. It has perma-Creepers but not perma Hasten.
  5. Quote:
    Originally Posted by Kilgoth View Post
    I recently started an Ice/Earth Dom despite all the critique against Ice/, and on my way to 20 I've started wondering more and more why the set is ill-reputed. I just put on an Ice Slick against the alpha, slow the enemies with Shiver to stop them staggering too far without suppressing Ice Slick and then jump in activating AA. I rarely have any issues due to everyone being busy crawling away from me at a ridiculous speed and attacking each other instead of me.

    I'm seriously looking forward to the Contagious Confusion proc at lvl 50.

    I've also been on a lvl 42 8-man-team yesterday and while I wasn't able to stand the remaining aggro myself, I noticed that at the moment I died, the Brute was toast, while she didn't take any noticeable damage at all while I was alive. I've wondered if I'm a real Dom with Ice/ - This was my proof that I am.
    The biggest complaint against Ice is the lack of damage. It is the lowest damage primary for controllers. Either you had better try to get some damage out of your secondary (Storm) or you'd better plan to team all the time. Dominators don't have the same problem, since a Dom's secondary is all damage. So you get the advantages without the disadvantage.

    I haven't played one yet, but I can see it being a pretty good set for Dominators.
  6. One small suggestion I would make to Emperor's build -- get the Contagious Confusion Proc and put it in Confuse (not Mass Confusion). It gives you a second part-time mass confusion power. The rest of the Coersive Persuasion purple confuse set can go in Mass Confusion, but the proc should go in the single-target version.

    I have that proc in all three of my Illusion Controllers at 50, and just love it. It makes a single-target confuse power worth using in the middle of battle all the time, since you have a 1/3 chance of hitting others.
  7. I wish Fluffy had about 15 slots. Too much good stuff can be slotted in him . . . Accuracy, Recharge, ToHitDebuff, Hold, Heal, Immob. And that's not bothering with damage.
  8. Pulled out my Ice/Storm yesterday for an ITF. I recently added three purple Coercive Persuasion IOs, including the Contagious Confusion proc, and I wanted to test it out.

    LOVE IT! I found that the confusion hits far more often and lasts longer, including on foes who wander out of the AA zone. I currently have my AA slotted with Malaise EndRdx/Confuse and Chance for Psi proc, Coercive Persuasion Confuse, EndRdx/Confuse and the proc, common EndRdx. That puts me at 96% confuse and 95% EndRdx. I think it hits more often than Choking Cloud fully slotted up, even with the Lockdown proc. Maybe it is because I can now see the purple dots from confusion, but I was really, really impressed with the power of Arctic Air with this slotting. I would love to get a little slow in there, but no room.
  9. Quote:
    Originally Posted by random_person View Post
    hey all ive come back to hero side the last few weeks and wanted to ask what a good non fire/kin build would be. im gonna use the toon to get mine and my gfs toons to lvl 22 usually and just farm. i hear earth/storm is a good one, trying to stay away from ill/ though, any recommendations?
    Earth/Storm is a great AoE controller, but has diddly damage until the upper levels (Rocky at 32, Tornado at 35, Lightning Storm at 38). Even then, the damage is mediocre -- you can solo, but not fast. The pet Recharge Nerf hit Storm particularly hard, as fast Recharge in Lightning Storm allowed it to put out huge amounts of damage. Not so much anymore. I love Earth Control, but its strength is AoE control for teams and not farming.

    Fire is the best damage among controllers, but you have to be melee. Fire/Kin is faster, Fire/Rad is safer. With Rad, you also get many of your best powers early in the set -- AM, RI and EF. But Fire also matures late, in that the Endurance demands of Hot Feet plus the additional help from the secondary needed means that a Fire/Kin isn't really all that until about level 40, and a Fire/Rad needs fully slotted Hot Feet, Choking Cloud and Fire Imps, so it takes about level 36 or so.

    Plant is the one controller that gets the best AoE control/damage early in the set. The combo of Seeds of Confusion+Roots is great. Roots does twice the damage of other AoE Immob powers, so over time, you can take down groups as fast as individuals. In later levels, Carrion Creepers and the pet add more AoE damage. It is weak on single target damage, though, but that's not a problem on any kind of team with a damage dealer.

    Combine Plant with Rad and you have a pretty good AoE controller with some AoE damage. Plant/Kin will do more damage in the long run, but it will mature later. (I have a Plant/Rad at 50, working on a Plant/Kin with a team, which is 28 at the moment.) Plant/Storm is also a great combo, with the debuff from Freezing Rain coming at 16. Plant has the advantage, also, of having three optional powers (Entangle, Spores and Spirit Tree), allowing the build to be a bit "looser" than other controller primaries. (I would take Entangle slotted for damgae if I expect to solo a lot. Otherwise, Spirit Tree is nice to have as a Regen boost at times for teams, but not necessary).
  10. Quote:
    Originally Posted by Silverado View Post
    Diabolique has 50% resistance to psionic (main damage type from PA and SW?) and that dreaded Phase + PFF
    Not the "main" damage type -- the only damage type in Illusion until Phantasm's Energy/Smashing damage. This is one big reason why I recommend having a different damage type for the APP pools other than Psi. I prefer Fire or Ice, as they allow you to have a nice attack chain of Blind-Spectral Wounds-APP Blast-Spectral Wounds. Primal works, too.
  11. Quote:
    Originally Posted by SolarEagle View Post
    Why the accuracy concern in Fire Imps? According to the detailed description on the tooltip they have an accuracy of 2.00. If I understand that correctly that means they are already at the wall with accuracy. I used to have an accuracy in mine, but when I replaced it with a recharge reducer and watched them, they really don't seem to miss very often.

    I'm also wondering about choking cloud. I skipped it, it drinks endurance and only works on minions that are close to you. I prefer flashfire/fire cages or cinders which can all be cast at range. EM Pulse is nice as a failsafe, and once you get things locked down you can usually use char to keep them that way while hotfeet and the imps take them down. In a worst case Bonfire will work on everything that is getting too close to you.

    I do like choking cloud for defenders, but they don't have the controls fire control gives you.
    While I agree that Imps do not need huge amounts of Accuracy, you need to remember that the Imps are one level lower than you are. Even with high accuracy, they may have trouble hitting higher level foes.

    On Choking Cloud: I had tried this power on my Ill/Rad and hated it. But on a Fire/Rad, it is wonderful. Flashfire+Fire Cages and Cinders are both "one-shot" holds. CC is a toggle hold with an odd mechanic that causes it to often take a few seconds for it to hit, but it usually lasts long enough to allow Hot Feet to take down the foes (with containment, of course). My Ill/Rad guide explains the mechanics.

    What makes it so good with Fire/Rad is the interaction with Hot Feet. Hot Feet has the combination of Damage/Afraid/Slow. That means that when you run in and get foes in range, Hot Feet begins doing damage, but the foes will often take an initial attack and then try to run away slowly. Because Choking Cloud takes a few seconds to hit, it is a good idea (but not necessary) to have some other kind of distraction (like a tank) or control (Flashfire+Fire Cages or Cinders) to keep the foes from taking initial shots at the controller, but once you run in with CC+HF going, it becomes very effective. Any foes not controlled will try to slowly run out of the area, giving Choking Cloud more time to hit. Any foes hit will just stand there, choking and taking damage (with a 75% chance of containment).

    Part of what makes this combo so good is that it works great on fast moving teams, where Flashfire and Cinders haven't had time to recharge. On a good team, the tank runs in to grab initial aggro. A Fire/Rad can then run in, stand there and Char anything that moves. After a few seconds, pretty much everything is held and their health is chipping away. The Imps come in to finish the job. While the Fire/Rad is cleaning up the remaining foes, the tank can go on to the next group, helping the team to wipe out groups faster.

    Choking Cloud has a 90% chance of getting at least a Mag 1 hold on foes in range. While this is worthless on its own, it allows you to hold a boss with a single application of Char. And it has a pretty good chance of holding minions and Lts over time. Yes, it uses a lot of endurance, which is why I recommend that CC be 6-slotted with max EndRdx and Hold. Don't take it unless you plan to fully slot it. With IOs, you can "frankenslot" to fit in the Lockdown +2 Mag proc (which is wonderful in this power) and a damage proc, and still have max slotted EndRdx and Hold.

    Choking Cloud is a key power on my Fire/Rad. It works great solo and on teams. And if you have ever seen a full team of Fire/Rads running Choking Cloud + Hot Feet, you will see a team that simply melts all opposition.
  12. Additionally, Arctic Air suffers from what I like to call "Flash sucks" syndrome. For Illusion controllers, Flash comes too early in the build. Flash comes at level 6 where, without a fully slotted SO build and without additional control options, it is a pretty useless power. People who take it early almost always conclude that . . . "Flash sucks!" But later on, when it is fully slotted with the right kind of enhancements, Flash is a decent power.

    Arctic Air has the same problem. If you take it when you can first get it, and throw a few TO enhancements in it, it seems pretty lame. It gulps down your endurance before you have Stamina, and the confusion lasts for a very short time. Later on, when fully slotted with EndRdx and Confuse, and with the right strategies, then AA is pretty awesome. On the other hand, Shiver is pretty nice right when you first get it. It is easy to see how people might think that Shiver is better than AA before a mature build.
  13. Quote:
    Originally Posted by Psiphon View Post
    I'd recommend that you swap out the Earth/Storm for a Plant/Storm.

    Both Plant/Storm and Earth/Storm will be great on teams but for the times when you can't find a team - with a Plant/storm you wont care with the Earth/storm you will.
    I don't know that I'd suggest a Plant/Storm over an Earth/Storm, but I agree that the Plant/Storm will do more damage. Earth is a superior AoE control set lacking in damage. It has three ranged AoE controls, and you can have two usually up for every group. At least one of those three will work in almost every situation. Two of the three (Earthquake and Volcanic Gasses) provide continuing control, while the third (Stalagmites+Stone Cages) is a partial one-shot (Stalagmites in one-shot, but Stone Cages can be applied over and over again.) Plus, it provides massive Defense debuffs to make it much easier for teammates to hit the foes. Earth is the best team controller, but it really needs a team until the upper levels. Once you get Rocky and the Storm damage powers, you can solo at a not-too-slow speed.

    Fortunately, the new Power Customization/Colorizing options have made the Earth graphics easier to deal with for those who didn't like them. The Lava mode looks pretty nice, and the Crystal mode seems less intrusive than the old Earth graphics. Personally, I never had a problem with the Earth graphics -- everyone on the team could easily see my contributions.

    Plant is more of a one-trick pony, but it does its one trick very well. Seed+Roots can be supplemented by Carrion Creepers. Both of its AoE controls (Seeds+Roots and Vines) are One-shot type controls, but with Roots used over and over again mostly for damage. Once you have fired off Seeds and Creepers, you only have Vines as a panic button until Seeds recharges. With a Plant Controller, I often have to wait around for Seeds to recharge, or I may forgo using Seeds on smaller groups to save it for the next larger group. Yes, Plant does a lot more damage and is better solo.
  14. No, I have not taken the time or earned and spent the infl to softcap my Fire/Rad. I have softcapped my BS/Shield scrapper, and I know how nice it is on that character. Of course, it is much, much easier and cheaper to softcap a scrapper than a controller.

    My opinion is that I would have to make too many sacrifices on my character to softcap. I like the flexibility of being able to do a lot of things. In your build, you skipped out on Cinders, Bonfire and EM Pulse, all of which I like and use a lot. I feel that an AoE hold like Cinders and EM Pulse are a big part of being a controller. To me, being a controller is not just about my survivability, it is about providing control for the team. And I love having Bonfire for certain situations where it is the best tool for the job.

    If I faceplant a few more times -- eh, paying off debt is easy, and I don't even have to pay attention to debt at level 50. But preventing a teamwipe, or having the right tool to allow us to prevail in a tough situation? Yeah, that's worth not having a softcapped build.

    Now was the build I posted anything like what I would use? No. I just took his build and made a few changes within the scope of what he was trying to do. It was more to demonstrate powers that I felt needed to be enhanced differently, like Fire Imps.

    While some of the "overall" numbers were not significantly different, the slotting of individual powers were better. Take for example, Fire Imps. By slotting up for Recharge while getting capped damage and good accuracy, those Imps can be re-cast far more often. We all know that one, two or all three imps get killed off on a regular basis, and I feel that slotting up Recharge is helpful -- not essential, but helpful.

    And Choking Cloud -- I explain in my Ill/Rad guide why slotting Choking Cloud up for max hold can make a difference in the effectiveness of the power. When the duration of the hold lasts through three pulses instead of two, then more foes are held due to the odd way that CC's hold is applied.

    In the end, it is a simple matter of preference. I like my controllers to be oriented more for control and flexibility. I'm not saying that capping defense is bad at all, just a matter of a different preference.
  15. Local_Man

    Grav Troller?

    Quote:
    Originally Posted by Plusone View Post
    I'm interested in making a grav but i've read a few unpleasant things about the set.
    Is it a bad set to be relegated to thematic builds only or is it worthwhile as a solo troller?
    After being cynical about Grav for a long time, I have finally gotten a Grav/Storm up to 40 . . . and it is a heck of a lot of fun. I did solo him most of the way, but have done some teaming. It helps that I have a lot of experience with Storm, so I know how to use the powers effectively on a team. The combo of Freezing Rain + Crushing Field (which allows the foes to fall down but keeps them in the area of the rain) is very effective for teams. I'm careful to pick just the right time to pull out Hurricane or Tornado -- and don't use them much. But I can add a decent amount of single target damage as long as I pick a foe nobody else is beating on (so the slow animation of Propel isn't wasted).

    I have a couple of macros set up asking the team to wait here for a sec and I'll deliver a surprise, for Wormhole. Singy makes a hige difference in the character. I find that on teams, I mostly rely upon FR+CF for AoE control, with frequent Wormhole+Thunderclap+Crushing Field. I find that I rely more upon my secondary than with some primaries, but learning the unique tricks and strategies of Grav have been fun.

    Overall, I like my Grav/Storm as more of a solo character. I can really pull out a lot of strategic tricks solo, as some of them take a few seconds to set up. Wormhole works much better when you are out of line of sight. Wormhole+Thunderclap+Crushing Field followed by Hurricane once the foes begin to break out of the stun, works really well as AoE control until I can pound the foes into mush with Grav.Dist.+Crush+Propel plus Lightning Storm. So I would say that Grav/Storm is a very good solo set. It may not kill as fast as others, but it does the job and it is fun to work out the strategy.
  16. Quote:
    Originally Posted by DarkInvado View Post
    Can't get the DataLink to work on that last build...

    Edited it to add the data chunk. Don't know why it didn't work.

    My build doesn't have near the defense, but frankly, I don't think that with added control and a heal, you need as much defense.
  17. Taking your lastest build, I have made a few changes. Keep in mind, this is based upon the choices I would make starting with your build -- others don't have the same priorities. I like to max out EndRdx in both Choking Cloud and Hot Feet because I run almost all the time.

    I took out that Ragnarok Chance for Knockdown -- That proc would be nice for a melee fighter, but where you will probably be using Fire Cages a lot, negating any knockdown, it is a waste. Even without it, this is an outrageously expensive build with several purple sets and three LotG Recharge IOs in it.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jharbor Fire/Rad: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(13), UbrkCons-Dam%(40)
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(7)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(23), LdyGrey-DefDeb(27), LdyGrey-DefDeb/EndRdx(27), LdyGrey-DefDeb/Rchg/EndRdx(29)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(23)
    Level 6: Hover -- LkGmblr-Rchg+(A)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(15), TmpRdns-EndRdx/Rchg/Slow(19), TmpRdns-Dmg/Slow(25), Oblit-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36)
    Level 10: Fire Cages -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(15), GravAnch-Immob/EndRdx(25), GravAnch-Immob/Rchg(42), Enf'dOp-Acc/EndRdx(42), GravAnch-Hold%(46)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(36), Stpfy-Acc/Rchg(36)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(42)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod(21), P'Shift-End%(29)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(40)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Choking Cloud -- Lock-%Hold(A), NrncSD-Dam%(31), UbrkCons-EndRdx/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), G'Wdw-EndRdx/Hold(39), EoCur-EndRdx/Hold(39)
    Level 30: Lingering Radiation -- Acc-I(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), S'bndAl-Dmg/Rchg(37), S'bndAl-Build%(39)
    Level 35: Smoke -- DarkWD-Slow%(A)
    Level 38: Cinders -- BasGaze-Acc/Hold(A), G'Wdw-Acc/Hold/Rchg(40), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46), BasGaze-Rchg/Hold(46)
    Level 41: Fissure -- FrcFbk-Rechg%(A), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45), Posi-Dmg/Rchg(45)
    Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 49: Earth's Embrace -- Numna-Heal(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



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  18. Quote:
    Originally Posted by Call Me Awesome View Post
    Trying the incognito posting method on your second account Local?
    No, it was actually someone else . . . but it was someone I know . . .
  19. Quote:
    Originally Posted by Jharber View Post
    Well, I kinda through this together! I have a lot of frankenslotting :< I know I probably butchered it! Advice would be good! tyvm! I want to solo mainly +0/8 ish ... and I was also trying to get perma AM if possible?


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char
    • (A) Paralytic - Accuracy/Hold/Recharge
    • (3) Essence of Curare - Accuracy/Hold/Recharge
    • (3) Essence of Curare - Accuracy/Hold
    Level 1: Radiant Aura
    • (A) Harmonized Healing - Heal/Endurance/Recharge
    • (5) Miracle - Heal/Endurance/Recharge
    • (5) Miracle - Heal/Recharge
    • (7) Harmonized Healing - Heal/Endurance
    • (7) Triage - Heal/Endurance/Recharge
    Level 2: Radiation Infection
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (23) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (27) Dark Watcher's Despair - Chance for Recharge Slow
    • (29) Achilles' Heel - Chance for Res Debuff
    Level 4: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod
    • (9) Efficacy Adaptor - EndMod/Recharge
    • (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (11) Efficacy Adaptor - Accuracy/Recharge
    • (13) Efficacy Adaptor - EndMod/Accuracy
    • (23) Efficacy Adaptor - EndMod/Endurance
    Level 6: Hover
    • (A) Flight Speed IO
    • (13) Luck of the Gambler - Recharge Speed
    • (31) Flight Speed IO
    Level 8: Hot Feet
    • (A) Pacing of the Turtle - Accuracy/Endurance
    • (19) Pacing of the Turtle - Chance of -Recharge
    • (25) Tempered Readiness - Accuracy/Endurance
    • (25) Tempered Readiness - Endurance/Recharge/Slow
    Level 10: Fire Cages
    • (A) Rooting Grasp - Accuracy/Immobilize/Recharge
    • (15) Trap of the Hunter - Immobilize/Accuracy
    • (15) Enfeebled Operation - Accuracy/Immobilize
    • (46) Ragnarok - Chance for Knockdown
    Level 12: Flashfire
    • (A) Razzle Dazzle - Accuracy/Stun/Recharge
    • (17) Razzle Dazzle - Accuracy/Recharge
    • (17) Razzle Dazzle - Chance of Immobilize
    Level 14: Fly
    • (A) Flight Speed IO
    Level 16: Swift
    • (A) Flight Speed IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Miracle - +Recovery
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    • (29) Performance Shifter - Chance for +End
    Level 22: Enervating Field
    • (A) Endurance Reduction IO
    • (33) Endurance Reduction IO
    • (46) Endurance Reduction IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 26: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 28: Choking Cloud
    • (A) Lockdown - Chance for +2 Mag Hold
    • (31) Neuronic Shutdown - Chance of Damage(Psionic)
    • (31) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (33) Paralytic - Endurance/Hold
    • (33) Essence of Curare - Endurance/Hold
    Level 30: Lingering Radiation
    • (A) Pacing of the Turtle - Chance of -Recharge
    • (34) Pacing of the Turtle - Accuracy/Slow
    • (34) Tempered Readiness - Accuracy/Slow
    • (36) Pacing of the Turtle - Endurance/Recharge/Slow
    • (36) Tempered Readiness - Endurance/Recharge/Slow
    • (36) Impeded Swiftness - Endurance/Recharge/Slow
    Level 32: Fire Imps
    • (A) Unquestioning Loyalty - Accuracy/Damage
    • (34) Commanding Presence - Accuracy/Damage
    • (37) Brilliant Leadership - Accuracy/Damage
    • (37) Blood Mandate - Accuracy/Damage
    • (37) Sovereign Right - Accuracy/Damage
    • (39) Soulbound Allegiance - Chance for Build Up
    Level 35: Smoke
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (40) Dark Watcher's Despair - Chance for Recharge Slow
    Level 38: Cinders
    • (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge
    • (40) Essence of Curare - Accuracy/Hold/Recharge
    • (42) Neuronic Shutdown - Accuracy/Hold/Recharge
    • (42) Paralytic - Accuracy/Hold/Recharge
    • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 41: Fissure
    • (A) Force Feedback - Chance for +Recharge
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    • (45) Positron's Blast - Chance of Damage(Energy)
    • (45) Positron's Blast - Damage/Recharge
    Level 44: Rock Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    Level 47: Earth's Embrace
    • (A) Doctored Wounds - Heal
    • (48) Doctored Wounds - Recharge
    • (48) Doctored Wounds - Heal/Endurance/Recharge
    • (50) Doctored Wounds - Heal/Recharge
    • (50) Doctored Wounds - Endurance/Recharge
    Level 49: Seismic Smash
    • (A) Crushing Impact - Accuracy/Damage
    • (50) Mako's Bite - Accuracy/Damage
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    You have some significant problems with this build, from my perspective.

    Char is a key power. There are a lot of options on how to slot this up, but it should have 6 or at least 5 slots in it. You can either slot it for hold or damage -- or both.

    Radiant Aura -- I like 5 Doctored Wounds for the 5% Recharge bonus.

    Radiation Infection: Not enough EndRdx. Consider slotting this with 3 Enzyme Hami-Os (ToHitDebuff/DefenseDebuff/EndRdx) and using the other slots in other powers.

    Hot Feet is a Damage/Afraid/Slow power that uses a lot of endurance. It is one of the main sources of damage. You haven't slotted any damage enhancements in it. Your goal should be to slot this for Max Damage and EndRdx, with a little Accuracy and a little slow if you can fit it in. I think mine has Scirocco's Acc/Dam/End and Dam/End, Tempered Readiness Dam/Slow and Slow/EndRdx/Rech, an Acc/Dam Hami-O and a common EndRdx.

    Fire Cages default slotting is 2 Acc, 1 EndRdx. Its Recharge and Immob duration are nice to enhance but not needed since it already recharges before the immob runs out. It is a good place for damage procs. However, it has a 12 second -knockdown effect -- and you put an expensive and completely wasted Chance for Knockdown proc in it. Trap of the Hunter set is cheap, but the Gravitational Anchor Chance for Hold is wonderful in this power.

    Flashfire is a key power and should be 6-slotted up with Acc, Rech and Stun. The Stupify set with a common Recharge in place of the proc is a great option if you can't get the purple set.

    Enervating Field: That third EndRdx is only saving you .03 End per second -- that slot can do more good somewhere else . . .

    . . . Like in Hasten, where that third slot will help it recharge about 6 seconds faster.

    Choking Cloud is a key power for a Fire/Rad, and needs more EndRdx and more Hold -- see my Ill/Rad guide for more details on exactly why, but it makes a BIG difference in the performance of the power. I think EndRdx and Hold shold be capped -- leaving only enough room for the Lockdown Proc and one of the Chance for Psi Damage procs.

    Ling Rad is way overslotted. If you have enough global recharge, you can get away with 1 accuracy alone. If not, it needs some accuracy and Recharge, but Slow? You have Fire Cages to lock them in place, so the Slow would have no effect.

    Fire Imps: Acc/Dam and Damage from Blood Mandate, Acc/Dam and Acc/Dam/EndRdx from Brilliant Leadership is all you need at a minimum. Add some Recharge to taste. Or if you have access to Hami-O's and you're short on slots, try 3 Acc/Dam Hami-O's. If you want more Global Recharge, go with 4 Expediant Reinforcement, then there are a few options -- add the two triples from Call to Arms, or a Dam/Rech and Chance for Build Up from Soulbound Allegiance, or several other options.

    APP sets: Earth is a a good set, even though I prefer the mez protection from Psi. However, Earth's Embrace, while a nice power, isn't needed severely in a character that already has a self-heal. Seismic Smash is badly needed single-target damage with a hold built in, so that should be slotted up more than Earth's Embrace in my opinion.
  20. Quote:
    Originally Posted by Dinlek View Post
    I'm considering rolling a controller alt, and I've just come back after all the color-changing features on powers. Now that I can get rid of the dreadfull radiation green, the set seems much more charming. However, I have a few questions, and this seems like the best place to put them. I would greatly appreciate advice.
    First, I suggest you take a look at my Ill/Rad guide, linked in my sig. Many of your questions are answered there.

    Quote:
    1) Fire/Rad has been mentioned as the better soloer, but between it and Ill/Rad, which is better for small groups/large groups/task forces?
    I don't know that I would say that Fire/Rad is a "better soloer," just different. Ill/Rad has better single target damage if you leverage the illusory damage right, and gets a huge improvement at 18 with Phantom Army. Fire/Rad is much more AoE focused. So I would say that Ill/Rad is probably better against smaller numbers of tougher foes, while Fire/Rad is better against larger numbers of weaker foes. Both of them get very powerful in later levels, but I think Ill/Rad matures faster.

    Quote:
    2) What are Fire/Rad's main disadvantages when compared to Ill/Rad, and vice-versa.
    See above. Ill/Rad is more flexible, but Fire/Rad kills large numbers better. Phantom Army is the thing that makes Ill/Rad more powerful against tough foes -- the PA keep the attention away from you while you and your pet blast away. With PA, an Ill/Rad can tank an AV. Against that same tough foe, a Fire/Rad has weaker defenses and most of his damage is AoE so it takes longer to kill things -- but you can kill a lot of things in the same amount of time. Both builds are great, and I continue to use them both. They have very different playstyles.

    Quote:
    3) While Ill/Rad's damage against large groups is obviously less than Fire/Rad's, how does it compare to other sets, like Earth/Storm (reknowned for low damage). Also, do PA or Imps benefit from containment?
    Ill/Rad is one of the higher damage sets if you properly leverage the illusory damage. Part of the reason is that you can get an effective and quick attack chain with Blind-SW-Blast-SW (once you get the APP blasts). Earth/Storm is able to solo thanks to the damage in Tornado and Lightning Storm, but not quickly.

    No pets benefit from containment. That includes "pseudo-pets" like Tornado and Lightning Storm as well as real pets like Phantasm, Phantom Army and Fire Imps.

    Quote:
    4) If you have both, which do you enjoy more, and why?
    I have both, and Ill/Rad is my favorite build in the game. Fire/Rad isn't far behind, though. Ill/Rad is safer. Ill/Rad takes more thought and strategy. Ill/Rad has more tools for a variety of situations. Deceive is a big part of the fun. Invisibility to be the team spy. Spectral Terror is my spooky buddy. Choosing when and where to use PA. Illusion is safer -- it is not uncommon for my Ill/Rad to survive when nobody else on the team does.

    Everyone has their own preferences, however. I happen to really like Illusion -- I have three Illusion controllers at 50 (Ill/Rad, Ill/Storm and Ill/TA) and a 4th one at 40 (second Ill/Rad on a different server). I have my 50 Fire/Rad who was leveled up with a specific team, but who has gotten a lot of post-50 play. I also have a Fire/Kin at 42 and a Fire/Storm in the 20's. I consider Fire to be a melee-oriented set, and thus more limited.

    Quote:
    These questions are addressed to anyone, I'm stuck between these two combos and I'd love some advice before I devote too much time into either set.
    Both sets are a lot of fun, and I would suggest that you try both. It may be that Fire/Rad fits your playstyle better. I think that my Ill/Rad guide explains why I like Ill/Rad so much.
  21. Quote:
    Originally Posted by Jharber View Post
    OK, tyvm! I am going to start a fire/rad and see how I like it. I am sure it will be excellent! I appreciate all the tips! They have helped greatly!

    One thing you need to be aware of -- Fire/Rad is a fairly slow starter. It doesn't really come into its own until around level 35 or so. You need to get Flashfire, Fire Cages, Hot Feet, Choking Cloud and Fire Imps all slotted up properly. Plus AM really helps.

    In low levels consider taking Air Sup/Fly for travel. The added control from knockdown in Air Sup saved my tail quite a few times -- a knockdown to keep a foe from attacking while you wait a couple of seconds for Char to recharge can save you if you have a sliver of health away from a faceplant. At 50, I still have Air Sup/Fly, but I also have Super Speed with a Celerity Stealth in it for battlefield maneuvers.

    My quick Mini-guide: For Fire, Char, Fire Cages, Hot Feet, Flashfire, Cinders and Fire Imps are fairly essential. Ring of Fire, Smoke and Bonfire are optional, depending on your playstyle -- if you expect to solo a lot, Ring of Fire slotted for damage helps. I chose Bonfire, and skipped RoF and Smoke, but there are good reasons for any of these three powers.

    For Rad, Radiant Aura (no choice) AM, RI, EF, LR and Choking Cloud are essential -- Fire/Rad is probably the single build that can make best use of Choking Cloud. EM Pulse is highly recommended, but situational. Mutation and Fallout would be nice to fit in for a team-oriented build, but I couldn't.

    Any travel power works, but I liked Air Sup/Fly. Fitness is essential. For APP sets, I found my biggest need was mez protection, so I went with Psi and have Indomitable Will, Psi Tornado and Mind Over Body. Then I took Super Speed at 49 for stealth and better battlefield maneuvering.
  22. Quote:
    Originally Posted by Jharber View Post
    Just curious, where would fire/storm be compared to fire/rad?

    My experience with Fire/Stoirm is somewhat limited -- my highest one is in the mid-20's, even though I have lots of experience with Storm on other characters. But I have discussed the character with others, too.

    Fire/Storm's #1 problem is managing endurance. Better plan on slotting for lots of Endurance bonuses. It is more active than Fire/Rad in most ways, because you have to manage the knockback, determine which powers to use and which to not use, and keep putting out the pets (in the upper levels) while spamming Fire Cages (for the -knockback). A few folks have said that Fire/Storm was their most fun character -- but that is due, in part, to a lot of flashy visuals. It requires a lot of "smart" choices. Hot Feet and Hurricane are not compatible unless you can trap a foe in a corner, and the other knockback powers will knock the foes out of your Hot Feet unless managed just right. Under the right circumstances, it can probably kill faster than a Fire/Rad, but it can also send foes all over the place, forcing you to have to chase them down. Fire/Rad is more flexible, and frankly, easier to play. Also, Fire/Storm doesn't have any -Regen for AVs, as in Ling Rad and EM Pulse. It has Resistance and Defense debuffs in Freezing Rain, and ToHit Debuffs in Hurricane, but no Damage debuffs as in Enervating Field. On the other hand, it has added damage in the Tornado and Lightning Storm pets.

    During this Halloween event, I can use my Fire/Rad, put out the Imps, turn on HF+CC, turn on my Indomitable Will mez protection, then pop a door and stand there. I Char any bosses or Puppies that come out, maybe use Fire Cages, but I can just stand there and let stuff die. On the other hand, my Stormies require some substantial management and strategy, but I love to use Hurricane to trap the baddies in an alcove and let the pets shred them.
  23. Quote:
    Originally Posted by GibberingLunatic View Post
    Generally speaking, its a guide on the rules against profanity. However considering how flammable this topic is, it's gonna hit into the "discussion" area quickly.
    But then again any guide replied to, or someone adds something in for it, it becomes a discussion. (Honestly for this section of the forums I would like to see a ability for all new post to be "Hidden" till reviewed by a moderator, then posted and locked with a discussion link elsewhere.)
    And yes, I believe there is no good reasons that people should have to swear. I can understand a audible blurt in the real world, but to swear in a game, you see what your typing and you make the decision to hit the enter key submitting it to everybody or to re-type what you were about to say.
    For this kind of thing to be a "guide," you need to guide folks. Provide information or suggest ways to deal with situations. Explain how the filter works and its limitations (if you know). Suggest polite or clever ways to ask offenders to behave in accord with the EULA, and maybe explain how to log conversations, screencapture offensive comments and then petition to the Devs to punish the people who continue to be offensive after gathering enough evidence.
  24. Quote:
    Originally Posted by Thirty_Seven View Post
    Pardon me if I am splitting hairs here, but isn't that younger than a teen? Which is what the game is rated for? (Also, I thought I read somewhere that there is a minimum age to play... that is above 13. I can't access a copy of the EULA at the moment to confirm this).

    As a further devil's advocate... when you let your child play, does he/she click the [I Agree] button? Technically, your child is not allowed to do that because clicking that button is in essence agreeing to a contract, something persons under the age of 18 are not allowed to do.

    So, while I can abide that there should not be swearing (as per the EULA), it should not be to accomodate someone, who as far as I know, shouldn't be playing this game in the first place when not totally supervised, including having dear old dad click the [I Accept] button.
    I find it interesting that you are nitpicking my comments, and yet seem to be taking the side of people who are violating the rules.

    The "Teen" rating is a guideline, not a law or even a rule -- I dare you to show me where in the EULA or any statute that says that a 12-year-old is not allowed to play CoH. Besides, my 17-year old also plays, and even though he "has heard it all," I don't particularly want him to see foul language, either. Besides, it is obvious by the use of the term, "Teen," that the publisher of this game intended some of the users to be minors.

    Minors enter into contracts every day. Every purchase of goods or services, even a candy bar, is a contract. Some types of contracts are considered "executory," meaning that the performace is expected in the future, and some are "contingent" based upon the happening of other events. These contracts, when entered into by a minor, are legally considered "voidable" rather than "Void." That means that the minor can choose to rescind the contract when the minor reaches the age of majority, but it does not make the contract invalid. So technically? You are wrong on that point. (Don't argue the law with a lawyer!)



    Quote:
    You're right. It is exactly like that, an activity that should be closely supervised and scrutinized by discerning parents and not trusted to a cable network or a computer chip to discriminate programming on their behalf.

    While I am not trying to criticize your parenting skills, indeed I know nothing about you or your child, I am instead simply using your text as a springboard to my prefered method of advocating for a certain goat-legged ex-angel.
    The concept of "an activity that should be closely supervised and scrutinized by discerning parents" is clearly a naive statement from someone who either does not have children or possibly has children but is so overbearing and oppressive that it borders on child abuse. (Ever seen the movie "Carrie?" Carrie was "closely supervised and scrutinized" by her mother.) Kids have to be put "in" the world so that they can learn to deal with it. We do our best to limit and reduce the amount of objectionable material they experience, but we cannot supervise every minute of every day -- and if we did, the kids would either HATE us or be so brainwashed that they didn't know any better. We do our best to provide a fairly good example -- never good enough, but as good as we can. And we discuss these topics on a regular basis -- what is good, what is proper, vs. what is crude, illegal or rude.

    I actually have two accounts. One is mine, one was my wife's before she quit the game. I keep the second account mainly for the kids. I often team with whichever one wants to play. It gives us stuff to talk about. If the kind of crass language comes up while I'm on the game with one of the kids, then I can deal with it. As I said, there was another game that I kicked them off of because I did not like what I saw there. Yes, they often play CoH when I'm not around. The crude language doesn't bother them nearly as much as it bothers me, as they hear it all the time at school (where I have no control whatsoever). But, I'm happy to say, my kids don't use that language from what I have been able to tell, and their friends confirm that my kids are viewed as being a bit on the prudish side (Good!).

    The problem really arises based upon expectations. If I purchase a movie rated PG, and it contains R-rated material, then I'm going to be upset -- not for me, as I have seen plenty of R-rated movies, but because I expected a certain type of content that I was willing to expose to the kids. In the case of this game, the Devs/Publisher does a pretty good job trying to maintain it's "T" rating -- but they acknowledge much of it depends upon the community. Either the individuals need to control themselves, or when someone gets out of control, the other members of the community should step up and let that person know that his/her behavior is not acceptable. That is how we set "community standards."
  25. I personally stay in Rock Armor most of the time and only use Granite in difficult situations where I would get killed with standard Rock Armor. Set up binds or macros to make it easy to pop in and out Granite. Use your attacks in Rock Armor to gather all the aggro, then pop into Granite only when you need to because you are taking too much damage.

    I use an 8 button mouse, and have a toggle to switch between Rock and Granite to make it easy.