Local_Man

Renowned
  • Posts

    3911
  • Joined

  1. Quote:
    Originally Posted by Jharber View Post
    Wow thanks for all the awesome responses! I think I will try fire/rad and see how I like it. One thing I have honestly just realized on /rad is how awesome choking cloud is when you put in certain set enhancements! I have smashing dmg and Psi dmg in it now and also lockdown chance for +2 hold and man it is amazing. I can only imagine how cool it would be on a fire/rad. I always thought choking cloud sucked, but I never put cool enhancements in it either lol.
    I suggest you take a look at my Ill/Rad guide for a lot of suggestions on slotting and strategy on using Rad powers.

    What makes Choking Cloud so good on a Fire/Rad is the combination with Hot Feet. Yeah, they both suck down endurance like crazy, but the combination of the two powers makes each individual power better. Choking Cloud is one of two toggle holds in the game. To prevent it from becomming two powerful, the power has a funky accuracy where it takes some time to work, and then has a fairly low chance of building enough mag to hold. Once the foes are held, Choking Cloud uses so much endurance that it limits how much you can do to attack. However, Hot Feet is a PB AoE Damage/Slow/Afraid toggle. Any foes not held by Choking Cloud will mostly be trying to escape out of the area, slowly, while taking damage. If the foe is held, then he just stands there, taking damgae.

    Illusion doesn't have Hot Feet, so Choking Cloud isn't nearly as effective on an Ill/Rad vs, a Fire/Rad.
  2. First, this is a discussion, not a guide -- it should be moved to the City Life section.

    Second, there actually are kids who play this game, including my 12-year-old. Sure, these kids hear all the crude, rude and socially unacceptable language at school, but that doesn't mean I want them to see it typed out in the game when the rules are clear that it is not supposed to be. I already kicked my child off of one other game because of the language being used. CoH is much better, but there are always those lowbrows who like to type things in a way to circumvent the filter. It is like turning on a channel on cable that you thought was OK, and then you get something gross that isn't supposed to be there.

    Third, I generally don't want to see that stuff, either. The rules are clear, and there are no GOOD reasons why they shouldn't be followed. I don't care if you think I'm a prude . . .
  3. Quote:
    Originally Posted by Jharber View Post
    I have a L50 Illusion/Rad and I was wondering if it would be worth it to even level another controller /rad? I mean is fire going to be better for anything in particular over illusion? My Illusion/Rad can do Avs and 8 mans solo, but I love controllers and maybe finding something better with /rad would be nice! Any suggestions? Feel free to mention any controller combo that is better than Illusion/Rad and please list the reason? TYVM!

    I mainly solo ... I group rarely, but sometimes!

    My main goal is to do 8 man solo paper missions though and whatever AV is around. I was also thinking about Earth/Storm? Would the damage be enough for Avs though? Something /storm seems fun!
    I have leveled up to 50 an Ill/Rad, a Fire/Rad, and Earth/Rad and a Plant/Rad. Each of them was substantially different even though the secondary was the same. I have also leveled up an Ice/Storm and Ill/Storm to 50, while I'm in the 40's on an Earth/Storm and a Grav/Storm, and have a Plant/Storm and Fire/Storm in lower levels.

    Ill/Rad is, to me, the jack of all trades character but focused more on single target damage. Fire/Rad is a melee character with AoE damage and control -- key to my Fire/Rad is the Hot Feet+Choking Cloud combo. I feel nothing is better than Ill/Rad against single tough targets like AVs, but Fire/Rad is awesome against larger numbers of foes. I Flashfire+Fire Cages from range, then run in with HF+CC running and Imps following -- I Char any bosses or anything else moving and everything dies. While Fire/Rad does not kill as fast as a Fire/Kin, it is generally safer and dies a lot less. With its debuffs, it handles single tough targets better than a Fire/Kin. I love both my Ill/Rad and Fire/Rad characters, and they both play differently. I don't know that I would agree that a "well built" Fire/Rad is better than an Ill/Rad, just different.

    Earth/Storm is low damage. The last two powers from Storm help, but it still is never going to be a damage powerhouse. Earth shines as a ranged AoE control set for teams, but has low damage. Storm makes it more effective and adds some damage, but especially after the pet recharge nerf, not enough to come close to comparing to a Fire/Rad.

    Storm is a lot of fun, but takes a lot more skill and restraint and stragegy to play well. I have been having a lot of fun lately with my Grav/Storm -- it is not fast, but there is a lot of strategy needed to play the combo well, and I find it challenging and fun.

    You could consider Plant/Storm -- that might fit your playstyle.
  4. Quote:
    Originally Posted by MentalMaden View Post
    Maybe a definition of some of your terms....I'm lost.
    I bet when he said, "I've never tried Fitness," you had a siezure.

    Well, the formatting helps a lot -- needs more, but it makes it much more readable. It also helps me see that I disagree with a lot of the recommendations, but that's just opinion.
  5. Quote:
    Originally Posted by Shadowjack View Post
    Does anyone know how often Procs placed in Radiation Infection will check to fire?

    Thanks in advance!
    It is a toggle power, so once (on all foes in range) and then again every 10 seconds.

    The proc I see most often used in RI is the Achilles Chance for Resistance Debuff. You get a chance for added Resistance Debuff in addition to what you get with Enervating Field -- in effect, it is similar to a buff to the amound of damage done by you, your pets and your teammates (who are, in effect, your pets).
  6. You didn't really say, but I assume that you are posting this so that you can get comments before posting it in the Guides section?

    I haven't read over everything yet, but the first thing that jumps out, or actually doesn't jump out, is the lack of formatting. This big block of text is very hard to read. There are colors, lists, and font choices in the forums . . . I suggest you use them. The format of your explanations are confusing --I'm not exactly what you were trying to say with the parentheses. Just as an example, take a look at my Ill/Rad and Earth/Rad guides. I tried to break up the information in a more readable way.

    You don't have any numbers, no rating system and no suggested build. Most guides present one or more of these. Mostly, this guide seems to be a general outline of your opinions without many facts.

    Some of the statements are not correct -- for example, you said, "I’ve never tried Fitness, but a high regen and/or recovery rate is always a good thing. And Swiftness’ Sleep protection helps close the one hole in your Dispersion Bubble." Actually, the power is called "Swift" and it does not have any "Sleep protection." The Health power in the Fitness pool has 48.44% Sleep RESISTANCE, which reduces duration of a sleep, but does not provide "protection." It is a good idea to research these statements in City of Data or Paragonwiki before saying something that is incorrect.

    Another example: "But 2-slot a power with end/hold and recharge/hold (for a bonus 4% boost to recharge rate) with an SO for more hold and you’ve got a potent power." None of the Hold sets give a 4% Recharge for two. I think you meant the Unbreakable Constraint set (the expensive purple set) gives 4% RECOVERY for two. If you want Recharge, you have to go with either 4 Basilisk's Gaze or 5 Unbreakable Constraint.

    And as said in a post below this one, your information on Earthquake is not correct.

    You said, "Dispersion Bubble adds 7.5% defense from all damage methods (melee, range, AoE) and 7.5% from all damage types (smash, lethal, etc.) so that’s 15% from all attacks." My understanding is that the positional defenses do not stack with the typed defenses, so Dispersion bubble does not have those two types of defense stack. If there is a melee attack that does Smashing Damage, the defense value of the highest between Melee Defense and Smashing Defense will apply.

    You said that Deflection Shield cannot be used on Stoney -- I do not think you are correct. Because he has high resistances, the effect is a lot less, but I believe that Stoney/Rocky can be shielded.

    This appears to be a guide aimed substantually towards PvP, but it doesn't say that. You also use a lot of odd terms, that some people will understand but not everyone. "Cutting Tool?" "Clock time?" and "Stop" powers are not commonly used terms. Upon further reading, I saw that you did explain these terms, but I missed it the first time around -- better formatting might help. They seem to be strategy techniques, but the description is a bit confusing, and these are not commonly used terms. You use some terms without really defining the use, such that the use can be confusing. You use "purple" to mean a break free inspiration, but it can also refer to the Ultra Rare enhancements. Then you use the phrase "purple time" without explaining that you are referring to the "purple triangles of doom" for AVs.

    There are a few of your statements that I disagree with, but as long as you're talking about strategy or opinion, you certainly have a right to hold those opinions or assert types of strategy. You assert that Earth powers are best used in melee, while I believe that they should be used mostly at range. You seem to really like Salt Crystals, while I find it to be Earth's most skippable power.

    You do have some good things to say -- the strategy of using Cages to draw aggro, and then PFF to protect yourself from that aggro is pretty good.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    I agree. Rules are rules and when broken there can be consequences. However, someone that feels strongly about the colorful language other players might use will probably find that sending in petitions concerning said behavior so that the game mods can act accordingly will go much farther in curbing such behavior than starting a thread with one's heart on their sleeve sharing with us all one's righteous indignation at the potty mouths of others.



    Precisely part of the problem. You know what kind of reaction you're going to get, therefore you are inciting further incident, which I view as harassing other players. Use petition, keep it to yourself, use gignore.
    I agree with the OP's post. When a person signs up to join this game, he or she agrees to comply with the rules, regardless of whether there are systems in place to monitor, correct or filter people who don't follow those rules.

    And Bill, I respectfully disagree that the best way to "deal with it" is anonymously. Proper social behavior means being willing to respectfully and politely encourage others to behave properly. The legal system recognizes that the accused have a right to confront his or her accusers. Integrity means being willing to do the right thing even if there are consequences. (Interestingly, the Bible has a lot to say on this subject -- regardless of your religious position, the Bible has a lot of very good advice.) Anonymous reporting simply builds animosity and frustration in people who might take the properly presented comments and modify their behavior.

    Some people will never get it. Some folks, if using profanity, will get angry at anyone, even a Dev, who asks them to tone it down. But a lot of people will take the comments for what they should be -- a simple request to encourage behavior consistent with mandated standards. If I ask someone in a tell to tone it down, and the person complies, then I won't send a petition, and everyone wins. If I ask a person to tone it down (always in a private tell), and the person becomes abusive, then I WILL send a petition -- but I know that I have given the person an opportunity to correct his behavior first, and that he/she fully deserves whatever consequences there might be.

    Furthermore, it take some real literary skill to come up with alternative ways of saying things that would be really offensive or crude if using the standard terms. I like to encourage creativity. There is nothing wrong with making reference to certain terms if done so in a clever way. (Example: One person I teamed with shortly after I first logged into the game had a Defender named, "Saviour S.")
  8. Quote:
    Originally Posted by Carnifax View Post
    And Oil Slick Arrow! Even after you've set it on Fire.

    (I know I bring it up a lot, but it does make me wee a little with joy every time I use that combo)
    True . . . After getting my Ill/TA to 50, the only other combo where I would consider TA is probably Grav. I can see a lot of fun synergy there.

    But the nice thing about Storm is that you get Freezing Rain at 16, and it recharges fast enough to be up every group. Oil Slick and Sleet have to wait until 35.
  9. Quote:
    Originally Posted by Redlynne View Post
    Except that Gravity's AoE Immobilize does not have an anti-KB/KD property to it ... meaning that you can toss down the AoE Immobilize and still toss things into the air just fine.
    This is one of the best reasons to choose Storm as a secondary -- Crushing Field + Freezing Rain is a debuff field with a good amount of knockdown. No other controller primary has an AoE Immobilize that allows knockdown and still keeps the foes in the area of effect. Same thing would work with Sleet from the Cold Secondary
  10. I just got my Thugs/Dark up to 47 yesterday, solo most of the way. I don't think I would have gotten this far if it weren't for the Mastermind binds already set up in CityBinder. One button for bodyguard mode, another to tell the dummies to attack while still in bodyguard mode -- that way I can usually get the thugs to focus on the toughest target. Still, the Arsonist runs off to commit suicide on a regular basis -- I can live with that even if he doesn't.
  11. Quote:
    Originally Posted by Enantiodromos View Post
    38. ::cry:: But yes. Not to be curmudgeonly about it, but two tanks and a choice of one buff set, the set has GOT to be Kin.
    Oops, I meant 38. But I can say from current personal experience that a */Kin Controller has a very strong argument to be the best choice. My duo-buddy last night was mentioning how much he LOVES having continual Speed Boost. No Endurance or Recharge problems at all for him -- occasionally for me, but we're only 24. We zip though missions very, very fast. The only problem would be solved with two tanks -- occasionally, a foe or two don't gather very close to him when he herds, and turn around to come after me. Most of the time, I just run to the other side of the group to line up my Seeds of Confusion cone -- when the guy following me runs through the group, I can hit them all with Seeds.


    With Siphon Power alone, my buddy is getting 20%-40% damage buff BEFORE I have Fulcrum Shift. We upped our difficulty last night to +1 and 4 teammates -- we could go higher, but it was slow us down in completing missions.

    I have high level Defenders, including a Kin/Sonic and a Kin/Elec, and I think that the Plant/Kin would be better for this purpose. The advantage of the controller over the Defenders is that the controller can lock the foes in place once they are gathered, making them easy pickings for AoE damage powers. The Controller can also fully stop any damage from most of the foes, reducing the need to heal and the level of threat. Defenders can reduce the damage but not eliminate it. The Defenders can contribute damage -- but a Plant/Kin is pretty good at AoE damage, too.
  12. Quote:
    Originally Posted by Obscure Blade View Post
    According to BaB:

    What "Branch 20" is, I have no idea.
    Maybe "Branch 20" should be the catch-all thing to blame when anything goes wrong . . .

    "What the . . . I just died from something!"
    "Must be 'Branch 20'"
  13. Local_Man

    Uber veterans

    Quote:
    Originally Posted by GarfieldZ View Post
    This for the uber vets! I class these as players who have like a 48 month badge and higher!

    for these uber vets, i have 3 question! what toons have you been playing for all this time? have you played one from when you started till now? whats your favourite build?

    I guess I qualify, as I have my 57 month and should get my 60 month next month.

    My very first character, a Katana/Regen, is still sitting at level 21. Regen is no longer a great Scrapper set -- not bad, but not great. And he is on Liberty, which ended up not being my main server. My second character was an Ice/Ice Blaster on Guardian, who I finally got up to 50 as my first level 50 Blaster. Very fun character. My third character was a Invul/Mace tank, who was abandoned and replaced by an Invul/Axe tank. He was my first Tank to hit 50, but is sitting on the sidelines until I can spend some major Influence slotting him up.

    My next Character was Local Man, my Dark/Elec Defender. He quickly became my favorite, and I really liked his name, so when Global Names were implemented, that became my name. Then I tried a Controller, which I had chosen last due to the lack of damage. . . . Area Man was an Ill/Rad, intended to be a side-kick to Local Man, but he quickly became my favorite and my first 50. Illusion/Radiation is still my favorite build overall. I have another one at 40 and a third and fourth on other servers. Controllers are my favorite AT by far -- half of my level 50 characters are Controllers. I have three Illusionists at 50 and four */Rads at 50. Two */Storms at 50 with two more getting there. I have gotten one or more of each Hero-side AT up to 50, except my Warshade is at 45.

    My favorite AT is Controllers, and favorite build is Ill/Rad. Area Man has logged the most hours, but lately I have been spending more time on my soft-capped Broadsword/Shield scrapper because he is so good on TFs and upper level content. The Ice/Ice Blaster and Ice/Storm Controller have been getting some time, too, since the slows are especially effective on the ITF. My favorite tank so far is my Stone/Fire, at 48, but he is on Protector so my usual group of buddies don't go there much -- he has soloed most of his leveling, but is an awesome team tank with great aggro-gathering powers.

    However, I really spend a lot more time on leveling up alts than playing my level 50s. I'm working on several Villains and getting near my first red-side 50, and also working on a Plant/Kin in a duo with an Elec/Shield scrapper -- tons of fun.
  14. I have recently been duo-ing a new Plant/Kin ("Flora the Explorer") with a Elec/Shield Scrapper. The scrapper gathers the group into a nice tight bunch, and then Seeds + Roots locks them down, does AoE damage, allows me to heal up the scrapper, speed boost him, Siphon Power (only level 23 so far), and hold any tougher foes. Even at level 23, we are plowing through missions amazingly quickly. Speed Boost got rid of all of my partner's endurance and recharge issues. My controls and heal make sure that he doesn't get hurt much. My AoE damage and his AoE damage lets us wipe out groups quickly.

    Two tanks with taunt would make it even better. The massive damage boost from Fulcrum Shift once we get to level 38 will be huge.
  15. Quote:
    Originally Posted by MentalMaden View Post
    On our Guardian All Controller STFs we used 2 if not 3 Ill's to hold off LR. It works well but as people have said its best to overlap the aggro because even with perma you have to recast and unless something sturdy like a PA decoy is there to absorb you could get flattened.

    Yes, I was one of those Illusionists trying to distract LR. The problem is that LR is very fast -- the moment his aggro is off the PA, you are toast. So you have to make sure that he keeps his focus on the PA constantly. This is better done by two or more illusionists overlapping PA.

    Keeping PA in mind for the STF can be useful if you have a somewhat squishy tank, like a Fire or Dark armor tank. PA can help out much of the time.
  16. Quote:
    Originally Posted by hilker View Post
    People see green numbers when PA's spectral damage heals back and draw the wrong conclusion, basically.
    Good point, hilker (as usual).
  17. I PM'ed someone going to Hero Con to ask the Devs if this bug is going to be fixed. I don't like my held foes looking like they are stunned. I haven't heard back, though.
  18. Quote:
    Originally Posted by BalleRyan View Post
    I have a level 50 Fire/Kin that I'm just starting to farm with. I took a respec and went with the Earth ancillary instead of the Fire, which is what I had before. I'm thinking that I should make good use of dual builds, so would it be a good idea to take the same exact build except change it to the Fire ancillary pool? This way I could switch between the Earth and Fire pools depending on the situations or what I feel like having.

    If you have another idea of how to make a better second build, please let me know!
    It would help if you posted your build. Then folks could comment on suggested changes for the second build.
  19. Quote:
    Originally Posted by EverStryke View Post
    Is there proof of this happening? has anyone ever seen it? does anyone know if this is currently happening.
    Ghost Widow does not heal off of PA in the Statesman Task Force. I've used them many times.

    The easy way the deal with GW is to have the tank taunt from range -- as long as he has enough stacked mez protection. As long as the tank has her aggro and stays at range, she won't heal. It may, however, require the tank to run around some to stay at range.
  20. Quote:
    Originally Posted by Kahlan_ View Post
    Cold will go well with pretty much anything. I might avoid the sets that rely heavily on an aoe immobilize, as it would negate the knockdown effect of sleet.
    Except that Plant/Cold doesn't need to rely upon the knockdown of Sleet, since Seeds+Roots pretty much holds entire spawns.

    Crush_Stalker's post was very good. I'm working on a Fire/Cold right now, but there isn't a whole lot of synergy. I would have done a Plant/Cold (with an Evergreen theme), but I have a Plant/Rad at 50 and I'm working on a Plant/Kin and a Plant/Storm, so i was feeling a little too "planted."

    Plant/Cold should be a nice combo. Seeds+Roots is the core of any plant controller. If the confuse in Seeds runs out, then Roots + Snow Storm should mitigate most of the damage from the foes. Sleet's debuffs plus Carrion Creepers should be outstanding AoE damage and control. Plus, Spirit Tree somewhat makes up for the lack of a heal in Cold. If you skip Entangle and Spore Burst, and then use Hasten/Super Speed for travel, you should be able to fit in just about everything you want from Cold.
  21. Quote:
    Originally Posted by Crim_the_Cold View Post
    Good grief I'm only level 20 and when hasten is up I can alternate between earthquake and stalagmites for controlling most groups. You may be right Local Man, power boost may not be needed but it would be a ton of fun. Of course dropping a few fireballs into a spawn thats helpless for the next minute could be fun too. I'm just gonna have to play it and see.This may be one of those cases that the numbers on the powers won't add up to the total sum of the experience.

    So far this toon rocks.
    Earth/Rad was my best AoE control character. Hugely fun to play, but I leveled him up entirely on teams. In fact, we had a "designed" team with a great tank, several blasters and defenders and one scrapper. With AM and Hasten, you almost always have an AoE control option available. At least one of Stalagmites+Stone Cages, Earthquake or Volcanic Gasses were just about always available. And in those few situations where one wasn't, I always had Stone Cages + Radiation Infection to fall back on.

    What made it even more fun was that I had to take a few days off, and the rest of the team got a few levels ahead of me. But with all the -Defense and autohit options, I was still able to provide huge amounts of control even though the foes were always orange, red and purple.

    Volcanic Gasses will be another great step, and then Rocky becomes another big step. Try to fit some kind of stealth into your build, so you can lead Rocky into battle, then back off and let him draw the aggro. Once he has the aggro, then you can use your AoE controls with little concern about retaliation. Of course, if you have a good tank now, that's not much of a concern.
  22. Quote:
    Originally Posted by ZekeStenzland View Post
    Nice comments and analysis there, Local Man.

    As far as team support goes... I've run my ill/ff troller on teams, and I'm more than happy to bubble as needed, use force bolt to catapult strays back at the tank, spectral terror everyone into submission, etc. I don't need kill credit. I know other guys will dish out more damage than me, faster than me. I am okay with that.

    However, I do expect to solo maybe half the time, so soloing speed is somewhat important to me. Definitely going to keep Entangle and slot it for damage.

    The Air Superiority vs Boxing thing. I have enough vet rewards that I don't need AirSup as a prereq to flight. Second, I was thinking that since pretty much everything in Plant had -KB, that I was pretty much only going to be getting the damage out of it anyway. It just seemed like a wash. Third, AirSup is so much better than most tier 1 melee attacks and pool attacks I often take it on my other characters. I only take Boxing as a (wasted) prereq for Tough & Weave. I thought it would be fun for a change to take it and actually use it. Anyway, I may well respec out of Boxing later if/when Carrion Creepers or Fly Trap render it less useful.

    Looks like I'll probably burn a respec and swap out Spore Burst for Roots. I tried on both the dom and the troller to make Spore Burst useful, but it never seems to last more than a sec on a team anyway. I really never thought of Roots for damage tho -- the dom has so much better tools for aoe damage that Roots is just a 2nd rate control. And without an aoe confuse, an aoe immobilize generally winds up being a suicidal move. Interesting combo.

    Another reason for keeping Entangle, I guess, is that it stacks with Roots. Altho eventually with Creepers and Fly Trap spamming immobilizes, that's less of an issue.


    Here's a related mechanics question I don't know the answer to...

    Entangle does X ticks of Y damage every Z seconds. If I Entangle a second time before all X ticks have gone off, what happens? I still get the X ticks from both Entangles? I lose the pending ticks from the first Entangle and just get the ticks from the second one? It just accumulates X more ticks after the fist X ticks have finished?
    You know how the inherent power becomes a key aspect of the playstyle for some ATs? Fury makes a Brute want to run from encounter to encounter. Domination has a huge effect on Doms, and the inherent on stalkers is key to the AT. Well, Containment for Controllers has a similar effect ON SOME BUILDS but not all. A fast-recharging AoE power that sets containment and does some damage is a key power for Controllers that have one. Fire Controllers are so powerful in part due to Containment+Hot Feet. Mind Controllers and Illusion Controllers focus on setting Containment on single targets. Part of what makes Plant a good Controller is the AoE damage and Containment in Roots.

    The core playstyle of a Plant controller is Seeds+Roots. Seeds for the AoE confuse, Roots to keep them in place so they don't wander around. Plus Roots ends up doing tons of damage -- Not only is it double the damage of other AoE Immobilize powers, but then that damage is doubled the second time you throw it due to Containment. It doesn't look like huge amounts of damage because it is over time -- but it really adds up. Then you add the AoE Damage from Creepers and Fly Trap flinging thorns, and it turns out that Plant is one of the best AoE damage Controller sets. You may find that replacing Spores with Roots will take care of your feeling of low damage.

    I have no problem with keeping Entangle as a damage power, especially since you solo a lot. My Plant/Rad recently changed his APP set to Stone, primarily to get Seismic Smash for a single target damage power. A plant controller's biggest problem is tough single target foes, so having a single target damage power is a good idea. It is not needed as much on a team-focused build, but needed badly for solo play.
  23. To further expand on what MM said, you probably need to shift your way of thinking about the character. Controllers are quite different from Dominators even though they share a powerset. Controllers are very different from Defenders, too, (and Corrupters) even though they share a powerset.

    You can build some controllers for damage, but it is really a compromise. You can solo controllers, but especially in low levels, it is pretty slow. Controllers are made to Control and Buff/Debuff. Sonic, in particular, is a team support secondary, not that great for improving your own damage, but great at reducing the damage taken by your team and eventually buffing the team damage. If you want to play a controller well, you need to embrace the purpose instead of fighting against it.

    I'm not a fan at all of the Fighting Pool for a controller. If you really need an attack, use Air Superiority since it provides a quasi-control, too. Sometimes both your single target hold and Seeds are recharging, and AirSup's knockdown can be a huge help. Controllers have so many powers that will support their primary purpose that Damage should be only considered after the entire spawn is locked down and the team is doing everything it can. I would take Leadership over Fighting on a Controller unless I expected to solo.

    I took a Plant/Rad to 50, and I'm working on a Plant/Storm and a Plant/Kin. For a control set, Plant actually has pretty high damage. But that is AoE DoT -- so don't expect to kill much yourself. Plant's damage comes mostly from the fact that the AoE Immobilize does twice the damage as other controllers. Plus, Carrion Creepers provides some decent AoE damage over time. So, that just means that your teammates will have to do a little less damage to take down the foes.

    The key is, as you said, casting Seeds of Confusion, then pause for a second to let the group gather closer, then throw Roots. Slot Roots for 2 Accuracy, 3 Damage and 1 EndRdx or Recharge. After the main body of foes are under your control, then look for individuals who escaped -- bosses, foes who were missed or outside of your cone. Throw Roots again whenever it is up, but while Roots recharges and if everyone else is controlled, then look to your secondary to see what you can do to help your teammates do more damage or take less damage. Let the teammates do the job of taking down the foes -- your job is to make it easier and faster for them. You can slot Strangler for damage, depending upon your team and how fast they take down the foes. A slow team will need more control.

    On my Plant Controllers, I take Strangler, Roots, Seeds, Vines, Carrion Creepers and the pet as "necessary" powers. I generally skip Entangle unless I expect to solo a lot. I have taken Spirit Tree as a team Regen buff, but it is entirely optional. I skip Spore Burst. Hasten and the fitness pool are mandatory.

    I haven't taken a Sonic up very high, so I'm hesitant to suggest much there. The shields are important for Team Support, and then look to buff up the team/debuff the foes as much as you can.
  24. Most of the stuff I haven't done is Red-side. One of my regular buddies never wanted to play villains, so we didn't. I have finally started playing some on the Red side, and finally have a mastermind up to 46, Brute to 32 and a Stalker to 32. Some of the stories are quite fun, and there are a few maps that are different. The Television arc was really quite funny -- just did it for the first time a couple of weeks ago.
    • I have never done a Strike Force of any kind.
    • Never defeated any GMs Red side.
    • Never gotten any character over 300 million Infl, Red or Blue.
    • I have finally done 3 of the 4 Shard TFs, but still have one to go.
    • I have never taken one of my characters all the way through the Rikti War Zone content.
    • My highest Kheld is 45, but mostly got there doing the non-Kheld content.
    • I have never "purpled-out" any character. I have the Confuse set on several characters, and then a few of the Hold or Immobilize purples, but that's about it. The few damage set purples I have gotten were sold.
  25. Local_Man

    Dark/elec

    Quote:
    Originally Posted by cp2_4eva View Post
    Nice idea for the shadow fall + super speed. I wanted hover early on though so i can try to stay out of the way of mobs. I guess later on in my journey, or now I can respec possibly. There are alot of powers that I can take that would be useful, but I probably wouldn't get to use many epic power sets. I am also beginning to doubt Short circuits usefulness because at this point I am not seeing it.
    I do much the same for Stormies -- Steamy Mist + Super Speed = full invisibility. On my Ill/Storm I was able to use this and skip both Superior Invis and Group Invis.

    I have found SS works great for battlefield maneuvering. Just stay back from the tanks and scrappers, line up your cone for Fearsome Stare, and then hold, debuff and blast from range. Sparky and Fluffy have enough range to handle a little district.