Local_Man

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  1. Quote:
    Originally Posted by Stardrive View Post
    Good advice in both cases. Yes she did farm a bit at first, any farming she does now will be VERY secondary to RPing and running missions with my SG however.

    I could shoot myself for missing Volcanic Gases now. I could have swore it was a PBAoE not a targeted, and I have a thing about letting a huge mob get close enough to pound my face in before I slap holds on, lol. That combined with a couple of attacks from the Earth Epic pool should balance her out nicely and up her survival greatly.

    And yeah, on the Thermal secondary, I took Warmth (the default level 1 starter heal), the two shield powers, Forge, Heat Exhaustion and Melt Armor. All the nice buffs and debuffs. The other few powers that were essentially duplicates of Empathy set powers I figured fell more to the role of any Defenders on the team to handle.

    Anybody has any further advice I'll be checking this thread a few more times over the next day or so.
    Earth control is simply not a farming build. Fire and Plant have decent AoE damage, but not Earth. It can "farm" slowly with a lot of investment in procs, but you will sacrifice some of your best aspect -- superior ranged AoE control.

    Like MM, I feel that you generally should get the most out of your primary and secondary. That may change with a character built for a particular team, but it applies in standard situations. MM has played a Thermal up to 50 and I haven't, so I would take her advice on Thermal, as she is (almost always) spot on with what my opinion would be.

    From what you describe, it sounds like you prefer to stay out of melee. In that case, you probably want to look at the Ice or Fire APP sets rather than Earth, since Seismic Smash is melee and Fissure is very short range (virtually melee). The Psi set's main benefit is mez protection, and Psi Tornado is decent AoE damage over time. Primal's AoE damage is limited to Torrent, a cone, but Conserve Power and Power Boost can be very nice for many builds -- I like Primal for Mind Controllers. Obviously, concept wins out over practicality in many cases, so if your concept fits with the Earth set, stick with it.

    On the Earth side, I generally skip Salt Crystals and Stone Prison. Most of the time, Fossilize or Stone Cages will do the job that would be done by Stone Prison. Salt Crystals looks nice, but is not very effective.

    You may want to consider fitting a Stealth IO in your build somewhere. It is almost like adding some defense.
  2. I see quite a few problems:

    First, I suggest you take a look at my Ill/Rad guide, linked in my sig. I have a far less expensive perma-PA build in the guide.

    You may have some significant endurance issues. SI and EF are endurance hogs and need far more EndRdx that you have. Two EndRdx or equivalent in each.

    Deceive: The Contagious Confusion Proc is wonderful here. It turns a single target confuse into an occasional multi-target confuse. I would suggest trading it out with either the Confuse/End or Confuse. Personally, I would move Deceive up in your build to no later than 15 -- so it can be used for the Posi TF and Cavern of Transcendance trial.

    Take a slot out of Flash (10% Regen) and put it in Health with a Numina's Unique (20% Regen, 10% Recovery). Consider replacing the Basilisk Acc/Hold IO in Flash with a Acc/Mez Hami-O.

    In Phantom Army, swap out the Dam/End and common Recharge for the two Call to Arms triples -- that will give you better damage and accuracy. Or even better, use the Dam/Rech and Chance for Build Up from Soulbound Allegiance to increase the damage even more with a proc. You would be giving up some defense for better damage -- which is worth it in my estimation.

    You can take a slot out of Air Sup, Blind and Psi Tornado. The 6th slot only gives 5% Toxic Resist in each of those. Those slots could go into Sup Invis, Indomitable Will (Recharge) or Mental Blast. (See my guide for the value of a good blast to an Ill/Rad.) That will also save you a ton of influence.

    Is Mind Over Body, unslotted except for the single Steadfast +3% Defense, worth it? You could add Combat Jumping, GI or Hover for another LotG Recharge, then take 4 slots out of Ling Rad to use somewhere else and add some defense if you want to SI and CJ or Hover or GI.

    Personally, I don't have a problem with having Air Superiority on a solo Ill/Rad. If you have just used Blind, you can use Air Sup for both knockdown and damage until Blind is back up. But it is not essential, and if you took Hover, you could put a LotG Recharge in there, and free up some slots for other powers.

    There are other, less expensive and more effective ways to achieve what you want. Take a look at my guide for hints on sets that can give you recharge.
  3. A couple of issues ago, a change was made to Char . . . most of us though it was a bug until a redname posted that it was intentional. Now you see a cinder fly to the target, and it seems to take a little bit of time to get there.

    I'm thinking that this might be intentional. Blind has that unique second effect of sleeping foes immediately close to the target. Maybe this change was intended to show that effect, by having a "bang" and glow at the target to show that the sleep has been spawned.

    Still, if that is true, then it is kind of odd that it hasn't been mentioned . . . especially since there was confusion on the boards when the change to Char happened.
  4. Quote:
    Originally Posted by Stardrive View Post
    OK, just looking for some opinions here...

    I have a Stone/Thermal troller. She's a great debuffer, and using Forge and the two shields on the Animate Stone along with throwing Melt Armor and other debuffs at baddies makes her a monster support toon and good at soloing very small mobs.

    She's level 44 though, and I'm trying to decide what to do to toughen her up. She has Tough, and just got Rock Armor. They sort of fit with her backstory/concept. But her defense still stinks, since they only cover Smashing and Lethal damage.

    So do I shift her to a different Epic Pool for better defense, or drop it completely and add a few extra control/offensive powers? I have all of the Stone set except volcanic gasses and Salt Crystals. Most of what she has on the Thermal set is the two shields and the debuffs.

    Either way, she needs better protection OR to be able to kill faster/control large mobs a bit better. In a large team the problem isn't TOO bad, but in a small team or solo, she's an aggro monster from hell with those stone Immobolizes. Honestly I'm leaning towards just dropping the defensive powers and adding one more control and some offense from the Epic Poool. Outside of the Animate Stone, she has the (figurative) DPS of a level 6 scrapper and it drives me nuts.
    First . . . do whatever you need to do to take Volcanic Gasses! It is one of the best holds in the game! Far more important than Stone Prison. Slot it up to the max with Hold Duration and Recharge. And by the way, it is "Earth Control" so the set is referred to as "Earth" rather than "Stone." I'm not trying to be obnoxious, but "Stone" confused me for a second, and it may confuse others.

    Second: How are you using your Stone Cages? In general, Earth Controllers operate with three AoE controls. (a) Stalagmites followed by Stone Cages. (b) Earthquake. (c) Volcanic Gasses. All of them can have Quicksand cast underneath them to stack -Defense and the slow will catch any foes who somehow get away. Each of the three have strategic times when that one is better than the others. Stalagmites+Stone Cages is the best at stopping the "alpha strike," but will usually not hit bosses. Earthquake will often knock down bosses, as long as you don't have knockdown resistant foes. Volcanic Gasses will even hold bosses, but it takes a few seconds for it to stack enough mag.

    It is pretty common for Earth Controllers to take a few hits. Stalagmites may miss a few. Earthquake and Volcanic Gasses may take a few seconds before the group is controlled. But no controller primary has better AoE control than Earth. Whenever possible, let the Tank grab aggro first. If you don't have a handy tank, then use your AoE controls and hide around a corner to reduce the damage you take until the group is controlled.

    Third: It sounds like you haven't taken much from your secondary. It may be that your secondary has good stuff that will help your character be more effective (I haven't played Thermal very far, so I'm not as familiar with it as other sets.) I'm not a big fan of the Fighting Pool on a controller, as usually there are powers that can make you be a better controller. It might be a good idea for you to post your build so folks can make some suggestions. Without a build, we're just guessing.

    Fourth: The Earth APP set's Rock Armor has the highest Defense you can get from a power. And yes, it is only Smashing/Lethal, but most attacks have a Smashing/Lethal component, so the Armor will apply. Switching to the Ice Armor will give you slightly lower Defense. Fire, Psi and Primal are all Resistance armors. If you insist on keeping Tough, then Primal has the highest Smashing/Lethal Resistance to stack with Tough. I'm not that crazy about the other powers in the Primal set for an Earth Controller, but that's just me.

    Earth Control is very low damage. Only Ice is lower. Thermal doesn't add any damage powers, either. If you want to solo, you will probably want some other damage powers. If you like Fly for travel, take Air Superiority. The APP sets have damage powers -- the Earth APP has Seismic Smash, a great melee single target damage power that also has a hold built in. However, if you want to stay at range, which may be a good idea, consider the Fire or Ice sets. Fire lets you choose between Fireball and Fire Blast at level 41, so do you want single target damage or AoE? Then Fire has Fire Shield with Lethal, Smashing and Fire resistance, Consume for recovering endurance and Rise of the Phoenix, a self Rez power that does damage. Ice has a good single target blast, and then two AoE damage powers in Frost Breath and Ice Storm -- plus a nice "panic button" power in Hibernate and a defense-based shield.

    There are lots of options depending upon your playstyle and what you want. Take a look at my Earth/Rad guide for some good information and strategy on the Earth set, and Thermal has some similarities to Rad in a few areas. Then work up your build in Mid's to post, and folks will help you out with it.
  5. Quote:
    Originally Posted by Weatherby Goode View Post
    Haven't noticed, but I am wondering why this entirely innocuous change warranted a Thumbs Down thread icon?
    Oops, is that what that Icon is? I couldn't tell. I'll try to change it.

    Yep, I changed it to the question mark. But it didn't seem to change on the thread. Doh!
  6. I pulled out an old Ill/Rad, level 39, to move her to a different day job, when I decided to do a couple of solo missions. This is the character I made when I was working on my guide, so I don't pull her out much. I haven't pulled out my main Ill/Rad since I-16 came out other than to color some of his powers.

    I noticed when I used Blind, that there were two sounds instead of just one. Blind used to have just one "bang," but now it seems to have two. It wasn't just a fluke, as it happened every time. Then I notice that the first "bang" is when my eyes flashed, and the second one is when the eyes of the target flashed.

    But when I tested it out on a lowbie foe, who was killed in one shot, there was only one "bang."

    It makes me wonder of the devs didn't make it so that the "pet" that spawns at the head of the foe target to cause the rare sleep to any foes very near by might have had an added "bang." But maybe the pet doesn't spawn if the foe is defeated.

    Has anyone else noticed this on Illusion Controllers? I wonder if this is kind of similar to that change for Fire Control's Char, where now the cinder goes a lot slower. I wonder if this will affect the power in some way?
  7. Quote:
    Originally Posted by Pans_Folley View Post
    I know I've been asking a few questions this week, but since I16, I'm finding things rather odd. One thing I've had an issue with is my dismiss pet macro. It used to work just fine, but now that my pet is following me outside after a mission I'm getting a "pet not targeted" message even though I have him/her (I can never tell the sex of a fly trap) in my target selection. I'm using the standard ($$petcom dismiss). Is there a different command that would work to over come my ignorance? (Specific to this problem as opposed to my over all ignorance.)
    I think "petcom" only works for Mastermind pets. I just checked and "/release_pets" works.

    The macro that I use is:

    /macro pets release_pets
  8. Quote:
    Originally Posted by dave_p View Post
    BS has terrible numbers... well, terrible DPA, anyway. On the upside, it recharges super fast and has a low end cost, but seriously, it does Brawl level DPA. So what's a typical early attack chain for Spines? Lunge > Impale > Lunge, SB whenever up, and wait for Ripper? Boxing as an early filler (taking Tough & Weave anyway)?
    I'm interested in this, too. I took Air Superiority, on my baby Spines scrappers, but I'm curious what the "common wisdom" is on these boards.

    Air Sup works as an opener before lunge>Impale and the knockdown mitigates damage.
  9. Local_Man

    Controller

    Quote:
    Originally Posted by kebbler33 View Post
    What's the best build for a controller? Everyone has an idea but is it Proven to be the best?
    Whatever build I'm playing at the moment . . . I have taken all but two of the primaries to 50 so far, and all of them are good for one thing or another.

    Enant has a "pick a controller" guide in the guides forum. Don't even bother posting a vague question like that in the Controller's Forum without some explanation of what you are looking for.
  10. Quote:
    Originally Posted by Catwhoorg View Post
    The Ford Viagra, I can just see it now.
    Well, Mark Martin used to drive the Viagra car in NASCAR . . . it really stood out from the competition . . .
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    /this.

    Had a (former) SG member who just *did not get* that spamming his Frostbite right on top of my Earthquake (or on the mobs that are strung out via a toggle pull, etc.) was not helpful in the least.

    If it happened occasionally, fine. Doing it constantly (making mobs that were not a threat suddenly a threat again) - not so good. (And forcing me to focus *more* controls that could have been spread out dealing with ambushes and such - IE, VG on top of the FB'd EQ'd mobs so they're actually held and not a threat again... yeah, many were glad when he *left.*)
    At least with Earth Control, you get two other AoE ranged control options (Volcanic Gasses and Stalagmites+Stone Cages), plus your ranged location AoE slow (quicksand). Ice Control has only Ice Slick, plus Shiver if you took it for ranged control. So the "immob spammers" hurt Ice Controllers more than Earth Controllers.

    I found Ice Control to be more melee oriented, using Arctic Air as my main AoE control after using Ice Slick to decrease the initial Alpha. (Similar to Fire Controllers using Flashfire+Fire Cages, then running in with Hot Feet.) To add to this, Glacier, like Cinders, is PB AoE, so you can't use it for ranged control. So negating Ice Slick is almost like negating Flashfire for Fire Controllers -- the rest of the team can take up that slack in many cases, but it certainly reduces the effectiveness of the Ice Controller when someone else spams Immobilize on Ice Slick.
  12. Quote:
    Originally Posted by hilker View Post
    I'd be more curious to see how the placate proc from the purple sleep set works in Poison Gas Arrow.
    I have planned to put it in there. Since PGA is usually the last of the debuff arrows that I shoot off, I'm very curious on how well it works. Alas, I have a lot of other alts I'm working on now, so I'm not devoting much time or many resources to my Ill/TA.

    I'm kind of fond of his name, though. I wanted something that would show the Bow & Arrow nature, as well as Illusion. Illusion -- an Illusionist is an entertainer -- so I came up with a guy who was hired by the French Foreign Legion to entertain the Legioneers with his trick shooting and magic/comedy act. His name is "Beau Jester." I was really delighted when the Jester costume came available, too, but he was made long before I had heard of it.
  13. I don't agree entirely with this assessment:

    Quote:
    Originally Posted by Sagamemnon View Post
    Both have strengths and weaknesses.

    Minds single target damage is great. The lack of a pet brings its overall damage down. It has no real means of AOE damage, terrify being its only AOE damage. Most other sets get an AOE immob which does decent damage if slotted for it. Fire gets the best obviously with AOE immob, hot feet, and bonfire.
    Mind's single target damage is very good in the early game, but drops off some compared to Illusion in the later game. Mind has a good attack chain very early with Dominate-Mezmirize-Levitate. As each of these powers animate, the next one in the chain is usually recharged. Illusion has Blind-Spectral Wounds, both of which animate quickly, and then a gap. That gap can be filled with Air Superiorty, but that requires going into melee. However, starting at level 41, with a little recharge in Blind and Spectral Wounds, and then a Blast power from the APP sets, you can get a great and fast attack chain of Blind-SW-Blast-SW.

    On the other hand, since Mind's three single target attack powers already chain well, Mind won't gain much from adding in an APP blast. After level 41, I think Illusion has better single target damage.

    Spectral Wounds (and Phantom Army and Phantasm's decoy) has "spectral damage" that heals back after a few seconds. But as long as you can defeat the foe before the heal-back, you keep the spectral damage. After the heal-back, the damage from Blind-SW is about the same as Dominate-Mezmerize. By defeating foes quickly, you get substantially more damage out of Illusion. Illusion actually does more single target damage killing lower level foes than higher level foes for this reason.

    Illusion has no AoE damage . . . other than its pets. PA can attack up to three foes at once, and Phantasm has Torrent.

    I would not say that the AoE Immobilize in other sets do "decent" damage, other than Plant's Roots. The damage is so low that slotting damage procs is probably better than slotting damage.

    Quote:
    However I think mind is stronger late game due to its I got every type of mez you could think of. It gets a single target confuse which helps with troublesome foes like Illusion. This allows you stack it with your lvl 32 AOE confuse to get those pesky mobs. Mind is a much better tool for all occasions type of set. If your looking for raw damage its not really that set. It won't be taking out legions of bad guys with the quickness. Another benefit of mind that gets over looked (A LOT) is its AOE SLEEP. On a dom it is a godsend in the LRSF, and on trollers boy is it handy on Statesman. The bad thing about sleep is that it takes one retard who doesn't pay attention to X is sleeping!! But on a good team its really a nice, we need a breather! and it lasts a fairly long time (Even on an AV)
    Mind is clearly better at standard forms of AoE control than Illusion -- Illusion only has a PB AoE Hold and its Fear Pet, while Mind has an AoE sleep, AoE ranged hold, AoE cone fear with damage and an AoE ranged confuse. But Phantom Army and Phantasm's decoy are very powerful distractions that also provide damage. In many cases, these are better than "control." PA can keep lower level foes as well as an AV, EB or Boss busy for 60 seconds, and the decoy for 30 seconds at a time. And this distraction works even if teammates are beating on the foes, so it does not have the limitations of a sleep power. I would say that Illusion is better than Mind in most late game situations. Illusion works well on all teams and and in most situations.

    Quote:
    Illusion strength is its ability to divert aggro away from you. Illusion also gets 2 stealth powers which can be very handy depending on your secondary. This allows more flexibility then other sets since you don't have to dip into the concealment secondary. However that means 2 of its 9 powers in no way shape or form contribute to control or damage and it has no immob to set up containment. Which isn't much of a problem later on, early tho it can be a pain. So your damage when PA is out goes up drastically, when its not then your damage is really really bad. The phantasm does offset this like most pets do once you hit 32. However for large mobs without PA Illusion can be overwhelmed quickly. One of the main reasons its paired with /kin or /rad is both powers have +RECH which makes getting PA out quicker and in some instances perma.
    Most powersets have a throw-away power. Mind's telekinesis is not useless, but is very situational. Same with most other sets, like the sleeps in Ice, Earth and Plant, phase in Grav. Illusion has two invisibility powers, making one of them expendable. Other sets have powers that have benefits other than damage or direct control -- Plant's Spirit Tree and Fire's Smoke. This helps to make the sets different, but the powers contribute to the overall effectiveness of the powerset. Illusion's invisibility is far superior to the power pool, and it has a big effect on the set, since Deceive and PA can be cast without drawing aggro. It allows an Illusionist to go up close and confuse or distract the biggest problem in any group, no matter how big the group is.

    Illusion's strength is to divert aggro, but that's while still allowing you and your team to attack -- which is a problem with Sleep powers.

    Since Illusion doesn't have any AoE damage powers, other than pets, it has no use for AoE containment. It still has AoE containment in Flash, but by using Blind before SW, you get containment for single target attacks. Certainly using Mass Hypnosis before Terrify is a nice way to double the damage from Terrify -- for that one shot.

    You said that Illusion's damage is "really really bad" without PA? I already mentioned how Illusion's single target damage picks up in later levels. So you think that Terrify does more damage than Phantasm in the long run? Or even Terrify + Mass Confusion? Care to bet on that?

    Quote:
    Also remember later on the damage from your primary is greatly improved with epics. Secondary also plays a key part as some primary/secondary combos are better then others. While some pairings actually multiply the effectiveness of each other.
    Agreed. Secondaries with debuffs substantially improve Illusion because of Phantom Army. Secondaries with Recharge help PA get out faster.

    Mind is certainly a powerful primary, but I feel that it probably gains less from its secondary than any of the other controller primaries. It doesn't need more control, and it doesn't really have a lot that will benefit from a lot of debuffs.
  14. Quote:
    Originally Posted by Chill_Out View Post
    Thanks Mirage

    I gave it a shot, but it wasn't clicking.

    Oddly enough, I assembled an Illusion/Trick Arrow controller, and I love it :P
    Illusion/Trick Arrow is a fun combo -- I have one at 50. I picked it because I wanted to experience the Trick Arrow set. I found it a tight build -- I skipped only Flash Arrow from TA (because I mainly wanted to play TA), and skipped Group Invis and Flash from Illusion. To fit in Fitness, Hasten and a travel power, I went with Super Speed for travel. The build was too tight to fit in a different travel power. However, as soon as I get my 60 month vet level, I'm going to change him over to Fly. At the APP level, I took Fire Blast and Fireball to light the Oil Slick, then fit in Aid Other and Aid Self from the medicine pool. If I had to drop another power, it would probably be Poison Gas Arrow, but that one does have its uses. And don't forget the standard advice for any Trick Arrow character -- take Tech or Magic as your origin so you have a power to light the Oil Slick.

    I found (a) it relies more on Phantom Army than my Ill/Rad, and (b) I play this character entirely at range. Standard strategy was send in Phantom Army, then stay back at range, fire off all my debuff arrows (glue, acid, disruption, pga), and then use Blind-Spectral Wounds to do ranged attacks, refreshing the debuffs as needed. Use added controls (ice, entangle, Oil Slick, EMP arrow) as needed. It was nice to be able to hold bosses with Ice Arrow followed with Blind -- but I could also control bosses with two applications of Deceive. I used Oil Slick Arrow to fill the gap when Phantom Army is recharging most of the time, with EMP Arrow in reserve. I used Deceive a lot to get foes who were coming after me to turn around and go after their fellow bad guys.

    I still have a long way to go before he is fully IO'ed out. But the first thing to get is the Contagious Confusion Proc from the purple confuse set for Deceive -- it turns the single-target confuse power into an occasional multi-target power.
  15. Quote:
    Originally Posted by Enantiodromos View Post
    Rather depends on the situation. I play both and routinely spam the immobs-- EVEN around Ice and Earth controllers most of the time-- because damage is infinitely more important than mitigation IF you're not routinely teamwiping.

    Ordinarily a competent Fire particularly will quit spamming Fire Cages and running in to do damage if there's too much death. Too much death in ordinary doors with a Plant on hand means you're either fighting Nemesis, or doing something wrong.

    It's an irritating thing to face up to, especially if you've sunk time and effort into Earth and Ice 'trollers, or if you just liked the idea of controlling itself being very valuable. But AOE damage is King, and Fire and Plant bring a noteworthy amout of it.
    I absolutely agree . . . in the big picture. But when I'm playing my Ice or Earth controllers, well then whatever I'm trying to do is clearly more important than anything anyone else is trying to do, so I feel fully justified to get frustrated when that teammate who just killed off the entire spawn messed up my plan to have them bouncing on their tails . . .

    Because everyone knows that taking longer to kill everthing is better, right?

    But you also make an unjustified assumption -- that the other guys know what they are doing. If I can control the spawn and mitigate damage to the team, but the Fire Controller is immobilizing everything in sight just because he can -- and everything in sight is shooting at us, then I feel a little justified in being frustrated.
  16. Quote:
    Originally Posted by Coldmed View Post
    ive had my ice troller since issue 3 i believe...one of my favorite toons for sure.

    the ice control isnt like the others with a splat power which is hella fun

    the only issue i have with it is dont team with earth trollers ...they cant understand ice trollers unless they are one.

    you lay down ice patch and no kidding 1 second later and some noob earth troller hits stone cages and there goes all the kb from ice patch.

    i mean thats like using burn on a mob thats held and a storm troller uses gale...you defeat any purpose.
    I have a lot more trouble with Fire and Plant controllers. In part, because there are a lot more of them. And, there are some Earth controllers who don't take Stone Cages because of the complaints that it is too obtrusive. Fire/Kins constantly spam Fire Cages. Plant controllers understandibly use Roots constantly because it does a lot more damage than other Immobs. If either of them are on the team, I just figure I might as well not bother with Ice Slick.
  17. After a long time of trying to find a Grav controller I liked, I finally found it in Grav/Storm . . . . but that's because I mainly solo him. A lot of the fun advantages to the Storm secondary paired with Grav would be hard to use on a team, because they take a while to set up.

    So, for a team-oriented Grav controller, I would suggest Radiation or Trick Arrow. The ability to clump up the foes with Wormhole, immobilize them in place and then use debuffs/AoE controls would be a nice combo. As much as I love Rad, I think I would lean towards Trick Arrow because I can see a bunch of strategic advantages: Flash Arrow to allow you to get in just the right position for Wormhole, clumping for the ranged debuffs, Oil Slick Arrow's damage.
  18. Quote:
    Originally Posted by Obscure Blade View Post
    They are both oddballs compared to the other sets. They both lack an Immobilization power for example.

    Mind has more hard controls than Illusion. It lacks pets.

    Illusion relies more on soft controls like Taunt from Phantom Army, Fear from Spectral and Deceive. It has 4 pets; 5 if you count Decoy Phantasm.

    Well, actually six. Spectral Terror a/k/a "Spooky" is a stationary pet. And technically, every cast of Blind spawns a short duration pet that generates the sleep aspect, but that one shouldn't really count.

    I tried coloring Spooky dark purple -- he looks very spooky that way.
  19. Quote:
    Originally Posted by shodden View Post
    I'm just curious about these 2 primary powers, from what i can tell mind looks to much more traditional holds and stuns for a controller. Illusion seems to be the oddball power set. So could someone give some pros and cons of each, tell me how they differ etc.

    Oh, and I should probably mention I really don't play PVP at all
    Let start off by saying that I love the Illusion set while I'm kind of meh on the Mind Control set. I have three Illusionists at 50, while my highest Mind is 36. I've played several other Mind controllers into the 20's though.

    Mind starts off with three great single target powers that give it an effective attack chain. Dom, Mez, Lev. It solos well in lower levels because of this. It's AoE control is weak early, with only Mass Hypnosis to rely upon. Later, the set gets much better at AoE control, with Mass Hypnosis (a sleep that draws no aggro but sets containment), Total Domination (ranged AoE Hold), Terrify (Cone fear power that does damage -- Mind's main source of AoE damage) and Mass Confusion (an AoE Confuse power that draws no aggro -- this is the power that replaces a pet for Mind Controllers). Mind has no "bad" powers (such as sleeps in Plant, Earth and Ice, or Dimension Shilft in Grav), but the most skippable power is Telekinesis, a toggle hold cone-push away power -- it is situational and takes some thought to use well. Every thing else is good, and Mind builds are typicaly tight because there are so many good powers.

    None of them are really "wow" powers, though. Visually, it is pretty unexciting, too (but that can be improved thanks to I-16). I have found that a Mind Controller's damage seems to drop off in higher levels just when other controllers are just coming into their best damage thanks to their level 32 pet. My buddy with a level 50 Mind/Kin acknowledges this was his impression, too. Personally, I like pets. I like a buddy who will watch my back. Mind control is lonely.

    Take a look at my Ill/Rad guide to see my overview of Illusion. I much prefer Illusion.
  20. My most frequent /facepalm moment lately . . .

    Playing my Stone/Fire tank, I like to stay in Rock Armor until Granite is needed. So I run into the group of Malta to fire off my AoEs and gather aggro . . . forgetting, of course, to toggle on Rooted for my mez protection. I'm immediately stunned . . . and stunned . . . . and stunned . . . until faceplanted.

    I've actually done that one a few times.
  21. Quote:
    Originally Posted by Biospark View Post
    I had also considered Gravity as an Earth substitute, but the pet would add no damage to the equation. I am open to suggestions on coloring options too, because I personally like concept as long as it also functions well in game.

    So, what elemental concept would be the highest damage output ?

    Thanks for any advice
    Actually, Singularity does do some damage. He has lift, Crush and Grav Distortion, all of which do damage. But he doesn't do a whole lot of damage, as Singy is more of a controller-thingy.

    And I agree with the others. Fire/Storm is the clear choice if you want end game damage.
  22. Quote:
    Originally Posted by Nihilii View Post
    I'd rather play with the leader of that team than with some of the folks in this topic, and I say this as someone who actually likes Illusion and knockback.

    His team, his choice ; your character, your choice to leave the team and join another one or make your own (note I'm not targetting the OP here who handled the situation perfectly in my opinion). The tanker was (relatively) polite and explained his reasons when prompted to do so by the OP, namecalling and insults are completely uncalled for.

    The irony of someone getting called a dictator because he's playing differently than the one and only way forumites think the game should be played is funny, though.
    To kind of "pile on" with some of the other comments, you might notice that I said that I would try to enlighten the person first.

    In effect, we are having a problem with stereotyping a player based upon a misconception of his powersets when we know (a) that misconception is mostly not justified, and (b) a good player can get around such problems even if they are justified. I know that I wold be somewhat upset if I was on that person's team, and he decided to kick me based upon a misunderstood stereotype. (And he was wrong about Phantom Army!) There are good players who can use knockback at just the right times to be effective without being harmful to the team. And how do you think people get to be better? They make mistakes and try again -- but they won't try again if they get kicked.

    If I invite a player onto my team, and he plays poorly, I try to suggest ways that he might improve. If he's trying, I don't kick him. I only kick players who are inconsiderate of others or rude or arrogant jerks. I expect the same courtesy from others.
  23. Quote:
    Originally Posted by ketch View Post
    Well, you guys make a good case for the fire APP. After thinking it though, I'm going to pass trying it on my mind/kin. Already having endurance recovery coved on the /kin side, takes out one of the larger benefits of Fire. Also, I just can't sell myself on fireball when compared with Ice Storm and Frostbreath. Perhaps, it just hasn't fit in with any of the toons I've played yet.

    Just an aside, what do you all think of Rise of the Phoenix in this pool? I agree with an earlier poster that felt it would have been better served with something like Healing Flames. Or even to give the pool a different flavor something like Fire Sword Circle could've gone in.
    I like the addition of RotP to the Fire pool. It gives another unique reason to take the pool and provides Controllers an option they hadden't had before. I don't need healing flames on my */Rad or */Kin or */Therm or */Emp Controllers. And does a Fire/Kin/Fire really need more PB AoE damage? There's enough screaming for the nerf-bat already. But none of the primaries or secondaries have a self-rez.
  24. Quote:
    Originally Posted by Flareonic View Post
    Ive been playing for about 15 months and ive only seen a handfull of ice controllers. Is the set not very good or is it just old news or what?
    Im in the process of leveling up an ice/cold and i find the combo very fun, not as fun as my Ill/Rad, but still fun.

    Sooooo whats the deal?
    Ice has many similarities to Earth Control, but Earth is a little better, so Ice isn't chosen as often. It is the lowest damage primary for controllers, which is probably its biggest problem. Ice provides good team control, however. The most popular combos seem to be Ice/Storm (Storms makes up some for Ice's lack of damage, and goes with Ice thematicly), Ice/Rad and Ice/Kin (because Ice can be played in melee).

    Ice control is somewhat unique in that it can easily be built as a melee controller or a ranged controller by the simple choice between one of two slow powers: Arctic Air or Shiver. AA provides good toggle damage mitigation for melee fighters, so an Ice Controller makes a good support character for melee characters. AA is a slow/confuse/afraid aura that seems to mitigate about 60-70% of melee damage once slotted with enough Confuse enhancements. Shiver is a huge cone of slow/Recharge debuff, so it is easy to stand back from the fight and slow all the foes to a crawl.

    Where Earth has three ranged AoE controls (Stalagmites+Stone Cages, Earthquake and Volcanic Gasses), Ice only has one, Ice Slick. And other controllers casting AoE Immobilize powers almost entirely negate Ice Slick. Ice's own Frostbite will negate Ice Slick -- so you don't use it on Ice Slick. On my Ice/Storm, I didn't take Frostbite until level 30, and that was only to get the -knockback for Tornado. Use Frostbite for Containment? Ice has almost no damage, so Containment was not much of a concern. I focused much more on control. Ice's AoE Hold is PB AoE, making it a little less useful, and you don't get it until level 26. It does not have a stun to stack with the AoE Immob.

    I made my Ice/Storm to be a melee character by taking AA and skipping Shiver. (If I had wanted to control from range, I would have taken Earth, instead.) Depending upon your secondary, it may be worth taking AA and Shiver together (but I had Snow Storm). In general, I like to let the melee guys go in, cast Ice Slick in the area, and then rush in with AA running to mitigate as much damage as I can while controlling individuals with Block of Ice, single target damage with Chilblain. When there is another controller on the team who wants to Immob everything (Fire/kins . . .Oh, did I mumble something?), then I focus more on the AoE slows and single target controls than on knockdown.

    I enjoyed taking my Ice/Storm to 50. It was my first 'troller with either of those powersets, and the ability to alternate Ice Slick and Freezing Rain to give a perma-knockdown patch was pretty nice. Ice is a cool looking powerset (pun intended). AA is my melee slow, while Snow Storm is my ranged slow. And Storm adds some badly needed damage in the late levels. My Ice/Storm can actually solo, which is tough with other secondaries paired with Ice. However, Ice is one of two primaries that can make good use of Rad's Choking Cloud, so Ice/Rad is worth considering. Also, because Ice can be a melee set to support the melee fighters, it goes well with Kinetics.

    I really like to take my Ice/Storm on the ITF, as the slow/recharge debuff is one of the more effective control/debuff effects on that TF. Knockdown also works well even when other controls don't work. Tornado is autohit, great against AVs and EBs.
  25. Quote:
    Originally Posted by Carnifax View Post
    The Lightning Storm does have a decent accuracy (about the same as if it had a level 50 Common Accuracy IO slotted in it) but your Set Bonuses shouldn't affect it any more than they would any other pet.

    You could 6 slot it with 2 PROCs and 4 Dam/Recharge and it'd give full damage & recharge plus the effects of the two procs, but the End costs might be a bit high.
    Whoops -- You're right, that you can cap Damage and Recharge with 4 Dam/Rech IOs. I think I like my slotting because it gives some EndRdx and 22% Regen, 2% Recovery in a build that could really use those bonuses. Beides, the Chance for Stun is only 10% for a Mag 2 stun, not worth slotting.