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Quote:The GvE Jump Pack can increase your fly speed . . . you have to almost aim at the ground to have the vector go forward, but it does work.The Jump Pack works at level 1. I've used it in the tutorial on many occasions, and I've used it to get the Top Dog badge in Atlas right after leaving the tutorial (or after skipping the tutorial).
Also it doesn't really work like super jump. It lifts you up but does not increase your lateral travel speed, so it's useful to jump over things or up onto things, but not as a way to go forward faster. Also, unlike superjump or the temp power you get from the bank mission, you can drop a bit, then hit it again and go back up before hitting the ground. You can jump off a high building and hit it several times on the way down to break your fall, so that you don't take any damage on landing. So it's very different from super jump.
The GvE Jump Pack is a wonderful benefit for anyone taking Super Speed. It recharges quickly enough that it can give one good 30 second vertical boost for most trips you need -- allowing you to save the Raptor or Zero-G packs for other times. It is also a big help to Super Jumpers when they run into something really high.
The Pocket D teleporter from the GvE Edition sends you to an exclusive room in Pocket D -- the Tiki Club looks like a nightclub, and you appear on the stage. The really nice recent addition is the Icon/Facemaker representative, making it easy to get a costume change without having to run through a zone. -
Quote:In a somewhat simiilar manner, I use Super Speed to run around the edges, pushing foes back towards the center. The extra advantage I found with Super Speed is that combined with Steamy Mist, it gives full invisibility in PvE, allowing me to skip both Superior Invis and Group Invis. I like getting 2 for 1.Personally I found Tal_Ns guide really annoying. Why? Because I wrote one myself, then read his a few months and realized it was much better detailed and basically mine just agreed with it. Bah! I hate it when someone does that!
Although he does miss out on the joy that is TP+Hurricane. One of my favourite things to do with Carni is blink about the edges of combat using teleport (with the Control & Left mouse click bind) with Hurricane on, using it to grind enemies back into the center of combat where your PAs and Freezing Rain are. If you summon Lightning Storm beforehand you can Herdicane knocked back enemies back towards LS & Phanty. -
Quote:Actually, Tal_N had a very good Illusion/Storm guide. I have a few very minor disagreements, but overall, it is excellent. Smoke and Mirrors GuideThanks for the replies guys. I asked originally because there wasn't a guide specifically for Illusion/Storm, but looking at Local_Man's Illusion/Radiation, plus the two builds given by Pans_Folley and Doomguide help a great deal. I like both of them, and will probably combine them(I love having Hover/Fly for instance). My 'troller is currently level 28 and has been incredibly fun to play. Thanks again!
Edit: I have quite a bit of Influence, so I imagine finding sets with Ranged Defense and/or Recharge are what I should go for. -
I agree that Grav needs something. I had trouble playing a Grav controller for a long time until I finally got a Grav/Storm up (currently 39, not moving because I'm working on other alts, but I like the character). I mostly solo'ed him, so I could take my time playing hide-n-seek and take my time setting up my stuff. The lack of AoE isn't nearly a problem when you mostly solo.
As it is, I skipped Lift and Dimension Shift. The only thing that makes the AoE in Grav viable is the combination of Freezing Rain and Crushing Field. Crushing Field, without -knockback, is one very unique thing about Grav, allowing for some different strategies -- but having to use two powers, including one from the secondary, makes it slow.
Here's a different thought. Illusion gets its AoE hold at 6, Fire, Grav and Plant at 18, Ice and Earth at 26. Why not move the AoE hold to 12, and then Wormhole to 18? That alone would make a big difference in the set. -
Quote:Yes, Ill/Storm is a tight build. One thing you can do to free a slot is use Hasten/Super Speed for travel. Then take Steamy Mist. That combo gives you full invisibility, so you can skip both Superior Invis and Group Invis. Then you'll probably have to skip Flash, Thunderclap, O2 Boost. Then you'll have to decide if you want to skip better powers like Snow Storm and/or Tornado, both of which are useful but situational. Same with Hurricane, but I would try to keep Hurricane.At level 26 now, and have run into a problem...namely too many good powers to select! I'd like to solicite some opinions on a leveling build. Assault(which I took at level 24) is essential(super group requirements, which I don't mind a whit). I need to fit Maneuvers or Tactics in there somewhere as well. Vengeance would be icing on the cake.
Any advice is welcome. I fully realize now, that this is a tight build.
When you get to the APP powers, consider the Ice set. You can take just Ice Blast (for that nice Blind-Spectral Wounds-Blast-SW chain) and Hibernate (as your heal and endurance recovery panic button). The other two slots you can use for your SG requirements. -
Quote:No, you're not "rare." Many people advocate using Leadership on controllers. I have it on a few, where my build is not so tight and I can fit it in (like my Plant/Rad). Are there are other powers that will benefit me more than that continual boost in damage or defense or accuracy, and is the endurance drain worth the benefit? Personally, I more often like powers that do stuff rather than toggles, but mostly it comes down to a "cost/benefit" analysis.I currently have an Earth/TA and it just hit lvl 31. Soloing was not as bad for me. Personally I am a big fan of Assault. It gives a 15% damage bonus, constantly. That is pretty dam good. I also took the single target immob and slotted if entirely for damage. The bonus from assault combined with the debuff from acid arrow makes a huge difference. Acid arrow also has a nice recharge which allows you to stack it on multiples.
Assault is also an oft skipped gem. However that 15% damage bonus also applies to your pet. I took assault on my mind/trick arrow troller and with a 15% global damage bonus that is a nice bit of speed IMO.
Assault also doesn't really require more then 1 extra slot and even that is debatable with enough +Recovery. So again it allows more slots to go into your critical powers.
I am also fond of Maneuvers as its a decent form of stacking +DEF and a great place for LOTG 7.5% and LOTG def/end for a nifty 10% Regen bonus.
I understand that I am probably a rare or dying breed that advocates the leadership pool but I find it to be very nice on lots of toons. I do tend to slot sets with a good mix of bonuses however and try to avoid relying on purples. -
Quote:Acid Arrow is 15% Resistance Debuff and 20% Defense debuff, plus a small amount of damage. Added to the 15% Resistance Debuff in Disruption Arrow, you can debuff 30% Resistance . . . that's more than Rad's EF and the same as Freezing Rain. That debuff is a significant part of TA's benefit, at least until Oil Slick Arrow.I'm curious to hear your reasoning on acid arrow being a must-have. I tried it out on test on my earth/TA and the paltry 8' radius left me underwhelmed.
I'm not doubting your statement, just curious as to your reasoning
TA is a debuff set with some controls. Acid Arrow is one of the main debuffs. Acid is usually the first or second Arrow I shoot, so the Defense Debuff will help other powers hit. But, yeah, the radius is paltry. It will hit several in a tight group, but there have been complaints ever since the set was introduced that Acid's Radius should be increased. -
Quote:There is a slow cap of 90%. Both Quicksand and Glue Arrow have built in a 90% slow, so for even level foes, enhancement of the slow will do nothing. As foes get higher in level, slows affect them a little less, so going over the slow cap might help, but it probably is not worth using many slots.Hi all, I rolled up an Earth/TA, and am really enjoying it. I am having some trouble dispatching groups tho. I am only level 12 at present, and have taken the following powers:
Fossilize, Entangling Arrow, Flash Arrow, Glue Arrow, Quicksand, Hasten, Ice Arrow, and Stalagmites
I am not sure if I need both Glue Arrow and Quicksand, as they seem very similar, and they do not appear to slow the enemy much more when both are applied. I have heard there is a 'slow cap', and I was planning on slotting approximately 4 slots in Quicksand (and potentially 4 in Glue Arrow). Should I consider loosing Glue Arrow in favour of Stone Prison or Stone Cages? I stayed away from Stone Cages as I did not think it would be beneficial with Quicksand, Glue Arrow and/or Earthquake, but I am thinking I need another power that will do damage, as Brawl is not going to cut it in the long run.
I have also heard that Flash Arrow is questionable, and the -tohit buff is 'not that great'. I was hoping to 4 slot with Cloud Senses (no dmg proc).
Is this combination geared more towards teaming than solo? Any suggestions on slotting and using these powers which really seem to have synergy?
I don't have an Earth/TA (yet), but I have played a lot of Earth Control, and have an Ill/TA at 50. As previously stated, Quicksand has a huge Defense debuff (25%), but no Recharge debuff. Glue Arrow has a small Recharge debuff (20%), but no Defense Debuff. Compare that to, say, Storm's Snow Storm, which has a 62.5% Recharge debuff -- Glue Arrow is not as useful. Leveling up, I would probably take some other power than Glue Arrow if another power was needed. I might add Glue Arrow later, but it would be a low priority. I don't think that recharge debuff does that much for you.
I slot Quicksand with 2-3 Recharge, and I might add a EndRdx/Slow/Rech in the third slot.
To replace Glue Arrow, I would suggest Stone Cages. My Earth/Rad guide, linked in my sig, discusses how to use the Immobilize power with strategies. A few folks don't like the Immobilize powers, but used properly, they can be very good control. Stalagmites + Stone Cages is one of your three AoE control combos in Earth Control . . . then I like to put Quicksand underneath each of the three. (The other two are Earthquake and Volcanic Gasses, two must-have powers.)
On Trick Arrow, I think Glue Arrow is skippable for an Earth/TA. Flash Arrow is optional, but nice to have. Poison Gas Arrow is also optional but nice to have. Same with Disruption Arrow -- but that one I would definitely take. Ice Arrow is good for stacking holds on bosses. Acid and Oil Slick are must-haves. -
Quote:I find that Mind Control has good damage in lower levels, but its damage drops off in upper levels. Most controllers have a pet to handle this, but not Mind. One of the best advantages of Mind/Storm is the added damage you can get from Tornado and Lightning Storm to boost your damage in the later levels.^_^ Hay guys I guess I did not give very much information regarding my mind/storm. It is lvl 50, however it fell into disuse for along time for various reasons.
At the moment I have worked out a build that works very well, pretty much unkillable and I do love Pseudo tanks. I got everything worked out, but I do have a question. Is skiping both tornado and lightning storm worth having a exta 6% ranged defense and 20% S/L (for a total of 45% and 60%)
Lightning Storm is one of the best powers in the Storm set . . . even more so with a "Chance for Hold" proc in it. Tornado is more of a mixed bag -- it is autohit and puts out a lot of damage over time, but to maximize its use, it is better to have an AoE Immobilize with -knockback, which Mind does not have. Tornado still works as great damage on AV's and other foes with knockback protection, and a source of chaos when being overwhelmed to act as a panic button power. I love having a Tornado out in a situation where I have a good chance to get mezzed.
Personally, I would not trade out those two great powers. But I tend to prefer powers over "presence" (of defense). I prefer more tools to do stuff than to be able to stand there and not get hit as much. -
Quote:I'm not sure that the Ice/Rad will win on Safety, either. Flashfire+Fire cages, run in with Hot Feet and Choking Cloud, imps trailing behind. Char anything that moves. Because stuff dies pretty quickly, it is pretty safe, and both Cinders and Bonfire can work as a "panic button" powers. Ice gets Glacier at 26, but because Ice controls without killing, foes have a lot longer to break out of the control and attack.I have an Ice/Rad/Psi that's all proc'ed out. At times it is efficient and fun and at other times frustratingly slow. I'm working on a Fire/rad now, but it's still in the teens. I imagine the ice/rad just barely inches it out in terms of safety, but loses points for consistency in defeating enemies.
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Quote:Rocky, with the addition of Seismic Smash and his change in AI, and his huge resistances, is now one of the best pets. Add one or two of the 10% Resistance for Pets procs, and he is almost unkillable. He can tank for you and is fairly well behaved. And with Power Customization, he no longer has to look like a pile of poo.
I have read some guides, and they have been helpful, but I have to admit that this combination (or more accurately Storm combined with any Control primary) offers ALOT of options. You COULD take all the powers, but slots and endurance would be a problem, forever. So, my questions on the combo come down to maximizing AoE control and Dps, without having all 18 powers.
From Storm, I am thinking; Gale(no choice), O2, Freezing Rain, Tornado, Lightning Storm
From Earth : Stone Prison, Cages, Stalagmites, Fossilize, Volcanic Gases
From Fire : Fireball, FireBlast, Fire Shield, Consume
This leaves 10 more picks for pools and additional Primary/Secondary picks
As you can see, my thought on strategy is "Hold Em and Fold Em"
I dont like pets, so I may skip Stoney, but I may take him while leveling, because of having only 2 ST attacks (Stone Prison + Fossilize). I will also take Hasten, so could throw in Flurry if needed for a better attack chain.
Your power choices are certainly not in line with my playstyle . . . No Earthquake? Alternate it with Freezing Rain for a continual knockdown patch. No Quicksand? You don't like a massive 25% Defense Debuff and a location targetted slow patch? I consider these to be essential powers for an Earth Controller. I can understand taking Stone Prison if you intend to solo, but I find it skippable otherwise. The two powers I find skippable in Earth are Salt Crystals and Stone Prison.
No Steamy Mist? Team Stealth + Resistance to three types of damage + a small amount of defense. No Hurricane? Great "panic button" power with a massive ToHit Debuff -- I would not skip this, especially if you don't have a pet to pull aggro for you. O2 Boost, especially without a pet, is certainly skippable even if it is nice to have for teammates. Thunderclap, to stack stuns with Stalagmites? Snow Storm is nice to have but skippable -- I've skipped it on my one of my two Earth/Storm builds. -
The biggest problem with Mind/Storm is finding room for all the powers. With Mind, the only somewhat skippable power is Telekinesis. With Storm, all the powers are useful, but some less than others. There are no "clunkers" with either set.
Mind starts out with a great attack chain of Dominate-Mezmirize-Levitate, which makes it good to solo in low levels. Deceive lets me take another foe out of the fight. Mind is somewhat lacking in AoE controls early in the set, but it makes up for it later with a total of four. No pet, but more AoE control. Some of the controls in Storm might make Mass Hynosis skippable if you absolutely have to, since the sleep will be broken by Freezing Rain, but I would try to fit MH in. Mass Hynosis is great for setting Containment before using Terrify as an AoE damage/control power.
For Storm, Gale is the most skippable power, but you have to take it. O2 Boost is somewhat skippable, but certainly has its uses in a team-oriented build -- if you have to skip a Storm power, this is probably the one since you don't have a pet to heal. Snow Storm provides an anchor-toggle based Slow with -Recharge and -Fly -- great to fill in for Mind's lack of AoE control in the early levels. Freezing Rain is the key power in the set, providing a huge debuff with knockdown -- plan to take it at 16. Hurricane is a situational but very powerful tool, with a huge ToHit Debuff to go with its repel, it takes some practice to learn how to use it at just the right time without frustrating the team, but it can be a great "panic button" power. Thunderclap is the next most skippable power after O2 Boost -- it is a nice-looking PB AoE stun power, but low mag so it only affects Minions. (Thunderclap is great if you have another stun to stack it with, but the only other stun you have is in Tornado.) Since I can stay at range with other powers, I skipped Thunderclap. Everything else in Storm is worth taking.
Gale needs 1-2 Accuracy and that's all. Slot Snow Storm for EndRdx. Freezing Rain for Recharge. Hurricane for ToHit Debuff and some EndRdx. Tornado is autohit, and Lightning Storm has very high accuracy, so both of those need max Recharge and Damage.
One thing to consider is your travel power. Steamy Mist+Super Speed gives you full invisibility -- very nice to have. Plus, Super Speed is great for positioning before the fight -- getting in just the right position for the Terrify cone, or to push foes around with Hurricane (which does not trigger travel suppression). Plus you get Hasten, always good on a controller, with your travel power -- with other travel powers, you would have to give up another power to fit Hasten in the build.
If you skip Telekinesis in Mind and O2 Boost and Thunderclap from Storm, you should have no problem fitting in the Fitness Pool and a travel power. -
Quote:Hmm . . .I wish that were true.
I have a friend that plays a plant troller who has the same complaints. She can peel aggro off of most tanks with little problem.
Granted a BIG part of my own problem was not paying attention to Volcanic Gases & how it worked. Huge noob error there.
Otherwise I think I play fairly smart though. I lead in with Earthquake (when it's up), then throw Quicksand, then Stalagmites. Stone Cages only got thrown in AFTER Earthquake went down completely or right after Quicksand otherwise. AFTER Stalagmites, I throw Melt Armor and Heat Exhaustion
Between the way mobs tend to break and run so quick lately, and my playing on teams that tend to be AOE heavy, my Troller tends to be in constant lock em down mode though, generating a good bit of aggro. Again though, Volcanic Gases should do a ton to fix that.
My experience is that opening with Earthquake, Volcanic Gasses or Quicksand makes it likely that you will get some aggro, unless the tank is competant and gets the aggro first (or an Illusionist uses PA, or a few other options). Stalagmites+Stone Cages is the opener I use if I want to avoid aggro -- you only get hit by those few who are missed, including bosses. Since Stalagmites alone isn't enough stun to get a boss, I use Earthquake more often if there are multiple bosses -- and hope there is something to hide behind.
If we have a decent tank, I'll let him get the aggro and bunch up a group. Then I'll lay down Quicksand for the defense debuff, to make sure that Stalagmites hits more reliably, then Stone Cages. While the AoE damage deallers wipe out the now immobile and stunned group, the tank can actually go on to the next group, and I can follow him with Quicksand-Earthquake this next time (since Stalagmites won't have recharged yet).
My guide discusses the strategy that I generally use. My choice of opener depends on the situation and the team. Most often, it is either Stalagmites + SC, or Earthquake. I keep VG in reserve for tough groups and groups with bosses. Quicksand goes under everything. Stalagmites+SC+Quicksand is such a huge amount of defense debuff (65%) that it makes Blasters feel they are in AoE paradise.
I rarely have to chain controls . . . in part because Earth/Rad has the debuffs that provide quasi-control for the last few survivors. My Earth/Storm plays a bit differently, but I still use Stone Cages quite a bit, and find that it does not draw aggro when used in combination with other powers.
However, I don't "spam" stone cages. I only use it in the right combination situations. So in that, we agree.
I don't like to generally make recommendations based upon late game max builds with huge amounts of recharge -- everyone doesn't spend that kind of time IO'ing out their characters. So, I assume that the recharge on Earthquake is only fast enough for every other group.
Try using Stalagmites+Stone Cages, followed by Quicksand as your opener. You might like it ... besides, the "stomp-Clap-BOOM" animation is fun. -
Of course, that's what my Fire/Rad does already . . .
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My one PB was made just after Area Man hit 50, and I had to come up with something quick, so he became "Aerial Man."
Warshades include "Umbral-La" and my favorite, a joining of Sue Sherman and Shee T'kar to become "Sue-Shee" -
Quote:It appears to be a bug with most of the single target holds. Fossilize shows a stun-like animation when they should be frozen in a blob of stone.Played for a few hours last night an noticed an absence of coughing from the mobs I was hitting with Char and Cinders on my fire/fire controller.
Normally I'll hear that gasping for air soundbite and the coughing coupled with grabbing at the throat animation, but last night the mobs would just slump like they were sleeping (but without the ZzzzZZzzz above their head).
Only since the patch and consistent throughout 4 hours of play. Anyone else notice this?
Illusion's Blind is doing a double-bang instead of a single one -- unless the foe is defeated by the damage from Blind. One bang comes from the caster, and one comes from the target, with a slight time gap between them. -
Quote:Well, as much as I feel that the leader was wrong, this above statement is not quite true for all tanks. There are several tank primaries which rely upon foes being near for various buffs. Invuln gets added Defense. Willpower gets Regen. Shield gets a damage bonus, and wants groups tight for Shield Charge.Exactly. If he knows what he is doing as a Tank, KB is no problem.
I was on a team a little while ago on my Shield/SS tanker, level 28, and several teammates kept knocking back the nice group of foes I had gathered -- usually just when I'm about to use Shield Charge to wipe out the group. Yeah, it was frustrating, and if the teammates had let me do my thing, the groups would be cleaned out sooner. I said something (nicely) about how the knockback was messing up my shield charge, but things didn't change. I suggested waiting until just after my shield charge to use the knockback powers, when they would do more good, but things didn't change. So, I suddenly found that I had to be somewhere else at the end of the mission. However, if I had been leader, I would NOT have kicked the offenders . . . I might have quit the team, but I would not kick the persons.
The bottom line is that the more you know about the powersets of others, the more you can adjust your playstyle for the benefit of the entire team. If you just want to do your thing your way, either play solo or find a friend/team whose playstyle is compatible with your own. -
Quote:This is why I try to respond by saying what I would do, not what you should do. Everyone has their own playstyle.I'll have Sleet for a ranged knock down that has debuffs and an Achilles proc in it. I've played Ice control before and found Ice Slick to be lacking in the late game with all powers on a team that can negate it like knock back and other controls.
But since Sleet is pretty much the same thing as Freezing Rain, my experience on my Ice/Storm was that Freezing Rain was not a substitute for Ice Slick, since the knockdown on Freezing Rain happens far less frequently. However, having both allows me to alternate them and have a continual knockdown zone, or choose to use them together for more reliable knockdown. -
I made a few small changes. I would have chosen powers in a different order and would have made a few different choices, but I tried to keep your build an make minimal slotting changes.
Indomitable Will to be perma,
a second EndRdx in EF
Slightly more damage from PA, plus the Chance for Build Up proc.
Added the Contagious Confusion Proc
Changed slotting for Phantasm (He doesn't need Recharge or EndRdx).
Replaced the 3.75% recharge from Tempered Readiness in LR with 5% Recharge for the sixth slot in AM
Added the Chance for Build Up proc in Mental Blast.
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: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31)
Level 2: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(13), UbrkCons-Acc/Hold/Rchg(13), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(15)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9), Efficacy-Acc/Rchg(23)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25)
Level 8: Superior Invisibility -- EndRdx-I(A), EndRdx-I(11)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(34)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 16: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39), CoPers-Conf%(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(46)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Rng/Slow(31), TmpRdns-Acc/EndRdx(45)
Level 24: Air Superiority -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(37)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(42), Abys-Fear/Rng(42), Abys-Acc/Fear/Rchg(42)
Level 28: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(48)
Level 30: Flash -- HO:Endo(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Build%(46), Decim-Acc/Dmg/Rchg(50)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
Quote:Well, I happen to own the DvD of the movie, and our nearby amateur theatre did the play about 1.5 years ago.LOL - Oh My GOD! I totally forgot about that show. Wow, the memories are flooding back.....
Good Times for Sure !
You've put a smile on an old mans face.....
The musical is even funnier if you have watched the original low budget schlocky movie that it was based on . . . a movie that just happens to feature the first on-screen performance of Jack Nicholson, as a masochistic patient of a sadistic dentist. The original, non-musical Little Shop of Horrors was one of those movies that is so bad, it is good.
And there's a pretty good chance that I may be older than you . . . -
Quote:If you wanted to stay with the Psi pool, you could take Indomidable Will and Mental Blast first, then take Psi Tornado. Your last power choice could then be Combat Jumping, Hover, Group Invis or whatever else. It could be Maneuvers, too. Lots of options, but CJ gives you Immob protection and costs almost no Endurance to run.Hmmm.... definately some good advice in both replies. I admit Mental Blast was a last minute addition as I don't have it in my current lvl 47 build. The one thing I don't know much about it prices as I haven't played CoX since just after IO's came out so I'll definately take a look at your guide on some cheaper ideas.
Thanks.
One quick question though, if I swap out Mind Over Body for say CJ, I then also lose Psionic Tornado. Is this worth it in your opinion?
You aren't familiar with costs? Well, that build of yours will cost billions. The Purple sets are very, very expensive. The Luck of the Gambler 7.5% Recharge IOs are pretty expensive, too, but you only need one to get the recharge bonus, where you need five of the purple sets to get the Recharge bonus.
I actually prefer to get those LotG IOs with Merits, as I like to run a lot of TFs. Some people have too much Influence to compete with, so I get my stuff the old fashioned way . . . I earn it. -
Quote:I disagree. Can you get by without Stone Cages? Yeah, but you are missing out on one of your better tools. My Earth/Rad guide has a section on strategy for using Stone Cages effectively as a control power. Generally, I use Stone Cages with Stalagmites not for Containment but to prevent foes from wandering. Stone Cages is faster than Quicksand -- and in the time difference, foes can wander away. Then I throw Quicksand underneath it all for a massive Defense Debuff and to slow any foes who may have been missed. Using Quicksand alone, sometimes foes near the edges will get away. Quicksand alone does not keep the foes from spreading out of range of my debuffs, because when the stun from Stalagmites runs out, I still have the foes locked down with Stone Cages + Radiation Infection -- they can't move and they can't hit me or my team. Stone Cages alone can be very effective control if you cast it and then hide behind something.Earth Control doesn't need the Immobilize to function. The damage is negligible, so you're really only using it to set up containment. A great way to avoid agro? Stop pushing that button.
Quote:In a team Quicksand + Earthquake is usually enough control to keep the main pack you've focused on busy. Hang on to Stalagmites + Stone Cages in case you need to lock down a second pack. Drop Volcanic Gasses under them and the Stalagmites should give it time to hold most of the pack before the stun wears off.
A poorly used, frequently spammed AoE Immobilize can be a problem for many teams. But properly used, the AoE Immob is your only control power that recharges so fast that it can be used over and over again, and it can be very effective. Of course, add some procs and it becomes very, very effective. -
Quote:I would NEVER skip Ice Slick! It is the signature power and the primary ranged AoE control for an Ice Controller. I find that it continues to be an effective control even at level 50 on my Ice/Storm. Ice Slick is only a problem when you have another controller on the team who insists on continually using Immobilize. And even then, it adds some Slow and -Recharge. Most of the time, the problem can be resolved with a little communication, unless the other player is a bit of a jerk.I'm skipping Ice Slick on my Ice/Cold gal for the reasons listed in the thread.
Would you skip Earthquake on an Earth Controller? Ice Slick is actually slightly more effective than Earthquake. -
Did you see Little Shop of Horrors? The plant is named the "Audrey II" or "Twoey," but is clearly male with that voice. And, my oh my, that Plant can sing! (However, I have seen the play version where the voice of the Plant was done by a female.)