Local_Man

Renowned
  • Posts

    3911
  • Joined

  1. Quote:
    Originally Posted by Hercules View Post
    The biggest issue I have running the ITF and other TFs is survivability during speed runs. Seems to be the squishiest build I have - I have better luck with my blasters, even though they all have extensive AE damage.

    1. Spirit Tree - worth taking? Tried it early on... it didnt seem to have much impact.
    Spirit Tree is optional -- kind of like a stationary Regen Aura. I find its best use is during longer, tougher fights, or where your team plans to "make a stand" by bring foes to a particular location instead of running to each group. For example, in the ITF, you can use the Tree by the Bridge when a teammate goes to pull the generals, by the computer console and when beating on Rommie. It is a lower priority power, but nice especially for melee characters with Resistance to help them heal up the damage they take.

    Quote:
    2. Hurricane - never tried it. I can see its use in mitigating melee damage, but it would do nothing against ranged. How many of you stormies use it and in what situations?
    I love Hurricane on my Stormies. I consider it a "highly recommended" power rather than a "must have," and it takes some practice to learn how to use it well. It can be both an offensive and defensive tool. Turn on Hurricane and hide around a corner, and foes find it hard to get through the doorway to come after you -- and if they get past, their ToHit is severely debuffed, so they can't hit you. You can pick them off easily. You can push stragglers into AoE powers or towards the tank/melee fighters. You can lock foes into a cul de sac, debuffed and prime for the getting smacked around by Tornado, Lightning Storm and your pet. And it makes a good "panic button" power for when you and other squishies are getting overwhelmed in melee -- but you are correct that it doesn't help with ranged damage. (I will sometimes look for ranged defense on my stormies for this reason.)

    Used well, Hurricane is very "situational." I leave it off most of the time, then only turn it on for short times in ideal situations. I have it bound to a button on my mouse, so I can pop it on with a flick of a finger. Using Hurricane at the wrong time can actually hurt a team, so it takes some practice and experience. "Highly Recommended" though.

    Quote:
    3. Which APP would you suggest? I'm currently on Primal Forces, however the Temporary Invuln seems to do nothing for defense. I have a sneaking suspicion that it might have a taunt component to it... Conserve power is nice, since my troller goes through a lot of end.
    I generally take the Ice APP on my Stormies. You have no self heal or endurance recovery, and Hibernate can cover both of those. Also, the two AoE damage powers require some positioning, and Storm is the best at positioning. Your Roots Immob will hold foes in place for the entire duration of Ice Storm. Seeds of Confusion is a cone, and so it Frost Breath -- You can have a regular attack chain of Seeds, Roots, Frost Breath, Roots. And the Armor is defense-based, and the single target blast is decent.

    One of Plant's biggest weaknesses is a lack of single target damage, so the Earth set is worth considering. You get two single-target attacks, an short-range AoE, a heal and a defense-based shield (that is really ugly). I generally skip Hurl, but Seismic Smash is just too good.

    Quote:
    4. Steamy Mist - seems to have little effect against the mobs in ITF. Would you suggest something from the power pools to supplement it? Is Stealth any better?
    Steamy's defense is minimal -- its main benefits are resistance to Energy, Fire and Cold, and stealth. Most of the damage in the ITF is lethal, so the resistance won't help much. But the Stealth does. I generally take Super Speed for travel with my Storm Controllers, as Steamy + SS = full invisibility. A stealth IO will do the same thing, but I like the battlefield maneuverability of Super Speed to get in postion for casting cone powers, moving around while running Hurricane or getting in position for Lightning Storm, or even in position for using Gale.

    Stealth provides no benefit over Steamy Mist, and doesn't provide a benefit to teammates. Grant Invis provides some benefit, but not enough better than Steamy to me. Full Invis takes two powers to get, and is inferior to Steamy + Super Speed.
  2. I use the Devastation Proc Chance for Hold in my Lightning Storm on about 4 characters. Love it! It has a chance to hit with each lightning strike -- which used to be much more often before the recharge nerf. Still, I see the Tesla Cage animation pop up on a regular basis, which goes quite well with Lightning.

    By putting two procs into it, you will be giving up either damage or recharge, which I'm not willing to do. I generally slot the Dam/Rech and Dam/EndRdx/Rech from Thunderstrike and Entropic Chaos, and the Dam/Rech and Chance or Hold from Devastation. It has so much inherent accuracy that, combined with my Acc bonuses, means it has no trouble hitting.
  3. Quote:
    Originally Posted by Quarktease View Post
    I like Illusion trollers just as much as the next forumite. They are great. However the bottom line to all of this is this little gem right here.

    Quote:
    NRN: im the Leader and i get to choose. thats the way it is.


    Chime in how you think the Tank was wrong all you want. It was still his team and his choice.
    The mechanics of the game make this true, but that doesn't mean that it is right. Idiots who are leaders are still idiots.
  4. Quote:
    Originally Posted by Call Me Awesome View Post
    Interesting, I've never seen that behavior from Spectral Terror either from my 39 Ill/Rad or teaming with several friends' Illusionists. I see mobs cower from the terror but I've never seen them run unless something else affects them like a rain of ice/fire power.

    I'm not disputing you, but it's not something I've noticed happen from Spectral Terror.
    The single target Terrorize includes a Mag 3 "Afraid" for 2.98 seconds. The mechanics of "Afraid" mean that it really depends on what the foe is doing at the time it hits to determine whether he runs, so he doesn't run all that often. The single target Terrorize has a range of 50 feet, while the Cloak of Fear is only 20 feet. Foes who come into the area after the Cloak of Fear hits and don't come within 20 feet are more likely to run away, but they only run for less than 3 seconds so they don't go far.

    It is my belief that the main benefit of slotting Spooky for Fear Duration is that it extends the time that a foe who ran away cowers in fear before he is ready to run back into the fight.

    Many issues ago, Spectral Terror used to cause a lot of foes to run for a lot longer than 3 seconds, and that was complained about so much that the general recommendation was to not take Spectral Terror. That was changed around Issue 4 or 5 or so.
  5. Local_Man

    Global Recharge

    Quote:
    Originally Posted by Ohsirus View Post
    Forgot to mention, that Psi was part of the concept of my toon.

    If a particular concept is fun, then that consideration trumps all else!
  6. Local_Man

    Global Recharge

    Quote:
    Originally Posted by Keonmcdowell View Post
    I don't see a point in deceive or flash. It deprives the reward given by the target. I find it nice at the low levels but ugh..It just sucks to me at 50..lol. I can solo AVs just fine.
    You just opened up a can of controversy. I suggest you take look at my Ill/Rad guide. I have a long discussion about the benefits of both Deceive and Flash. You are badly mistaken if you think Deceive "deprives the reward given by the target" as long as you know how to use it. I don't need to repeat all the stuff I said in my Guide here, but I think you are wrong and most of the experienced Controllers will also disagree with you on Deceive.

    Flash is less useful than Deceive, but definitely has its uses. It is an effective tool and sets up Containment for any AoE damage powers you may have (Fireball, Fissure, Frost Breath or Ice Storm, Psi Tornado or Energy Torrent). With decent slotting, it is an effective tool, but not essential. Would you skip Cinders on a Fire Controller, or Glacier on an Ice Controller? They are essentially the same power as Flash, but Flash has a slightly longer animation.
  7. Quote:
    Originally Posted by Antarcticaa View Post
    Click this DataLink to open the build!
    I'd love to click on the DataLink but its broken.

    Such a good guide. Thanks Local Man!
    I fixed the listings on the Perma PA build and added another one using the Fire APP (which I actually prefer on an Ill/Rad). I'm working on fixing the other builds so that the Datalink works.
  8. "Never underestimate the power of human stupidity." (Robert A. Heinlein)

    Obviously, the guy is an idiot. Phantasm has knockback that can be bothersome in some situations, but a smart Illusion Controller will stay back of out melee to avoid any problems . . . then Phantasm becomes a wonderful bodyguard with a decoy.

    Phantom Army has no knockback at all, including the Hurl attack. (Sorry, Jade Dragon, but you are incorrect.) It is actually all an Illusion, because the melee and ranged attacks are all the same Psi damage in spite of how it looks. No knockback. (Check City of Data or in game if you think I'm incorrect.) So I don't know what his problem was with PA . . . unless he's afraid that PA will steal aggro from the tank or keep the tank from herding up groups. The easy solution to that is to wait on using PA until after the group is gathered up.

    Illusion adds to ANY group. Many, many powersets have one or two knockback powers in them, and to pick out Illusion as a bad set is just plain ignorant.

    I would have let him have an earfull, then if he did not repent in his foolish ways, I would quit in a huff.
  9. Local_Man

    Global Recharge

    Quote:
    Originally Posted by Ohsirus View Post
    Local_Man

    I had a build with near perma-IW (2-second gap) that I dropped Flash to get. Sad thing is once you get perma-PAs it's kind of useless. Most fights I'm just ignored and sit back recasting, debuffing, and blinding.
    Well, to me the main reason to take the Psi pool is IW. I assumed that you wanted it as close to perma as you could get. If you just need a place for a LotG Recharge, you can go with either Fire or Ice. Those have better overall AoE damage that is a different damage type than Psi. Both Fire Blast and Ice Blast make a great attack chain with Blind-SW-Blast-SW and do more damage than Psi Blast. Fire has the up-front damage of Fireball, and then you can go with either Consume or Rise of the Phoenix or Fire Shield depending upon your needs and use Combat Jumping in the last spot for your LotG Recharge. Ice has two AoE damage powers, and Ice Shield for the LotG.
  10. Quote:
    Originally Posted by ketch View Post
    I prefer conserve power for that. Of course, prior to getting energy torrent I wasn't too attached to the primal pool. Energy Torrent + Force Feedback's recharge proc made it more attractive, and I get a lot of use out of conserve power and powerboost on my mind/rad.


    After running 6 trollers to level 50, fire is the only APP I haven't used. I did try it on my earth/storm mostly for the elemental flavor, but it didn't feel like it added much to what I had so I respec'ed into Stone. I may give it a try on a mind/kin that is currently using the ice APP. Though I suspect it won't stack up well against the fact that ice offers two AoE's and a defense based armor. Aside from a rarely resisted damage type, I don't see what strengths the Fire APP has to offer.
    Well, after trying all the others, here's why I took the Fire APP on my Ill/Rad:
    (a) I wanted a single target blast that would make a nice attack chain with Blind and Spectral Wounds. It would be better if it was a different damage type than Psi. Since Fire Blast does more damage than the other blasts, it fits the requirement. The faster I can kill, the better chance I have of keeping the spectral damage in Spectral Wounds before the heal-back.
    (b) I wanted some AoE damage, because Ill/Rad has none (I don't have Fallout). I play my Ill/Rad mostly at range. And again, I want burst damage. And Fireball was available at 41, too. Since Illusion has no AoE Immob or other "rooting" power that can be fired from range, the DoT powers are less appealing.
    (c) My Ill/Rad doesn't get hit much, and has a self-heal, so the heal in Earth and the defense-based shields are less needed. However, he does, on occasion, have endurance problems during fast-moving teams and big fights, even using AM to boost Recovery. It doesn't happen all that often, but every now and then, I see his blue bar run dry. Consume provides a solution to that problem. I can even combine it with my few melee powers -- after PA draws aggro, I can run in, Flash and/or EM Pulse, then use Consume to refill my blue bar.

    Illusion has very few control powers that would benefit from Power Boost. Conserve Power is great if you can anticipate your usage of a lot of endurance, but doesn't actually refill your blue bar -- I usually don't think that far ahead, so the "reactive" benefit of Consume fits me better than the "proactive" benefit of Conserve Power. And Torrent just doesn't have enough AoE damage -- and since it is a cone, you have to get in just the right position. I tried Primal for a while on my Ill/Rad and disliked it. I had it on my Plant/Rad, but changed over to the Earth set for the single target damage of Seismic Smash. On a Mind controller, however, the benefits of Power Boost are more significant, since it would make Mass Confusion, Total Domination, Terrify and Mass Hypnosis last much longer.

    I like the Fire APP on my Ill/Rad and Ill/TA, but went with the Ice APP on my Ill/Storm. I use different APP sets, depending upon the primary and secondary. On a Mind/Kin, you may not be impressed with Fire since other sets (like Earth with its short range AoE and melee single target damage) might synergize better. But the Fire set, with its great ranged damage and Consume (and now Rise of the Phoenix) might fit with other controllers.
  11. Quote:
    Originally Posted by Frosticus View Post
    this is pretty sound reasoning.

    I'm tempted to try /fire app on my fire/cold that is in the works just for rotp as a nuke.

    My question is that I know sleet rain will cancel when I die, but the effects should linger yes? Basically I want to cast sleet, jump in and die and then blow them all up with rotp! If sleet effects linger a bit after I die that would help it hit harder and more accurately.

    I suppose I could log my fire/storm and use the second build for /fire, or xfer to test, but if anyone knows offhand that would be easier.

    why? cause it is like a blaster nuke in terms of damage, but works in reverse. Rather than draining me it restores me. That and trollers are such tankmages in late game that it would be about the only way to get a rush out of the toon vs "normal" content.
    City of Data doesn't have the numbers up for the Cold set for Controllers, but if they are the same as Defenders, then the debuff lasts for 30 seconds.

    Does Rise of the Phoenix work after Self Destruct? If it does, you could run in, self destruct, then RotP. That would be some substantial damage. and be pretty darn funny, too.
  12. Quote:
    Originally Posted by hilker View Post
    Don't forget Heat Loss from Cold.
    DOH! Very true. I'm not tuned in to the Cold set yet. I can always count on you to catch me when I mess up.
  13. Local_Man

    Mind/Kin build

    Quote:
    Originally Posted by EmperorSteele View Post
    ... What do you want to DO with your Mind/Kin build? What pools do you want? What APP (if any)? Do you wanna try to go stamina-less? No travel Pool?

    I mean, i could posts dozens of possible builds, but they may not be good for YOU unless I know what kind of concept or playstyle needs you have. Do you want to slot for recharge? Or accuracy? Or extra damage? Do you want to franken slot so each power is the best it can be w/out bonuses?

    I need specifics!
    Of course, you are correct. It would have helped if the OP had posted some guidance. But nothing was provided, so I posted a build I like, according to my playstyle.
  14. Local_Man

    Earth/Storm

    Quote:
    Originally Posted by Da_Captain View Post
    I am working on an Earth/Storm ATM, however this is just an Earth/ Question, can you put procs in Earthquake?
    Yes, there are a few procs that can go in Earthquake . . . it takes ToHit Debuff, knockback and Defense Debuff sets, but there aren't many damage procs in those sets. There are several debuff/buff procs, though.

    Lady Grey Chance for Neg Damage
    Achilles Heal Chance for Resistance Debuff
    Dark Watcher Chance for Recharge Slow
    Deflated Ego Chance for Recovery Debuff
    Force Feedback Chance for +Recharge
    Explosive Strike Chance for (minor) Smashing Damage.

    The proc will have a chance to go off once when Earthquake is cast and then every 10 sec.
  15. Local_Man

    Global Recharge

    Ohsirus:

    I looked at your build and tried making a few changes to Spectral Terror, Ling Rad, Phantasm and Indomidible Will. I tried to allow you to get perma IW without affecting your perma PA. Here's what I came up with.

    I understand putting the purple sleep set in Blind, but you have to give up both hold and damage to do it. Those two aspects of the power are too good. I didn't change it, but that is one other change I would make.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    illusionladver4: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(33)
    Level 2: Blind -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Sleep(7), FtnHyp-Sleep/Rchg(7), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(9)
    Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(40), Achilles-ResDeb%(43)
    Level 6: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13)
    Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(17), Efficacy-EndMod/EndRdx(19)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(40)
    Level 12: Hover -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(37)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(33), RedFtn-Def(34), RedFtn-EndRdx(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(36)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Acc/Dmg(21), S'bndAl-Dmg/Rchg(23), RechRdx-I(23)
    Level 20: Swift -- Run-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-Acc/EndRdx(27), U'spkT-Fear/Rng(27), U'spkT-Acc/Fear/Rchg(29), U'spkT-Stun%(29)
    Level 28: Lingering Radiation -- Acc-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), HO:Nucle(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(43)
    Level 35: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(46), RechRdx-I(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), Aegis-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
  16. Local_Man

    Fire/Rad/Stone

    Quote:
    Originally Posted by Grimlek View Post
    I generally play my Fire/Rad in the way Local_Man suggests, but have Team Teleport in my second build for when my wife's Fire/Rad is with me.

    The HF/CC combo is our bread and butter, and although we use Flashfire occasionally, it's not really needed. If anything, they're not level 50 yet because we play characters that are more challenging most of the time. We teleport in and by the time Cages fires off (to keep them in range and set containment), almost everything is held and dying.

    You might consider a second build to see which way yields better results.

    Edit: Keep in mind that both Hotfeet and CC are very slot hungry, so YMMV. I wouldn't consider giving them less then 6 slots each in most cases.
    One of my regular buddies tried that team teleport trick. Three or four of us had Fire/Rads, and he would Team-TP us into every group. I found that we took more damage than we would have if we had used Flashfire+Fire Cages and then had run it. We tried alternating Cinders, and that helped, but I liked the other way better. It was an interesting experiment, though.

    I agree that both Choking Cloud and Hot Feet are slot-hungry. You might be able to get away with only 5 slots at level 50, but there are so many good things to put in an extra slot that it is worth while to use it. In Choking Cloud, I have a Lockdown +2 Mag proc, which I love.
    because of the mechanics of CC, it will often lock down foes who would not otherwise be held.

    In Hot Feet, I like to squeeze in a little Slow with the EndRdx, Damage and some accuracy. The slow keeps the foes in range longer, letting Choking Cloud have more pulses to hit its hold.
  17. Local_Man

    Fire/Rad/Stone

    Quote:
    Originally Posted by kybarsfang View Post
    I've been thinking of making a Fire/Rad/Psi for the HF+CC+WoC combo, and Local Man mentioned Bonfire. Is the -KB in Fire Cages is enough to use Bonfire beneath the spawn without scattering it all over, or will it move the mob around anyway?
    Yes, it is possible to get more damage by using Fire Cages to lock down foes and then Bonfire as an AoE damage power, by continually spamming Fire Cages at least every 12 seconds. Fire Cages will often miss one or two (it has a 20% acc penalty), and that one or two will go flying off. I generally use Bonfire underneath foes with -knockback for the added damage, but I don't use it usually as a damage power as I feel that the endurance usage of spamming Fire Cages exceeds the benefit of the added damage. -- foes die fast enough from Hot Feet, occational Fire Cages and Fire Imps while held in Choking Cloud. And that combo uses a lot of endurance.

    However, on AVs, I like using Bonfire. It knocks away the others while we work on the AV, and adds a little extra damage. Choking Cloud provides little benefit on AVs, so I often turn it off.

    Quote:
    Also, I was thinking of just saying "forget it" to trying to get more defenses through IOs and instead slot for recharge, endurance modification/reduction, control, and damage. Do you think I'd still be able to manage without faceplanting all the time?
    I have the Psi Resistance Shield, but did not slot for Defense or Resistance. That's what I have a heal for. And I try to get some Regen in, too. Recharge, Recovery and Regen are my focus on bonuses, in that order.
  18. Quote:
    Originally Posted by Da_Captain View Post
    I will give you the short range, but overall I think Fissure is a better power, KD and Stun, faster recharge and less end cost
    It really depends on your playstyle. I generally play my controllers at range, other than Fire (because of Hot Feet), Ice (Arctic Air) or */Kin. Therefore the short range of Fissure is a big problem for my ranged controllers. Plus, the big hitter on Single Target damage, Seismic Smash, is melee. The single target ranged attack is very slow for Earth. If I want a single target attack chain from Range, Fire Blast and Fireball are often the best choice.

    Also, I tend to play a lot of Illusion -- I have 3 Ill Trollers at 50. So the fast, up front damage without a need to Immobilize is useful to me. Besides, hitting a group with Fireball just looks cool -- especially on my Ill/TA, where I hit a group with Oil Slick Arrow and then Fireball: Instant foe barbeque.



    Quote:
    It is resisted by a couple late game foes some preatorians, arachnos, and the carnival, but the wait til 47 is pretty rough.
    You missed the big one: Robots. Between Preatorians, Nemisis and Council/5th Column, you run into a lot of Robots in the late game. There are very few foes, however, that resist Fire, other than a few of the CoT.



    Quote:
    Considering how this is the controller forums and only 2 primaries don't have an AoE immob, foes shouldn't be able to run, but it does come with a long recharge timer, but ice also has Ice Breath.
    One of those primaries is quite popular. Illusion is the primary that seems to benefit most from Fire. It is a different damgae type, with a nice Ranged AoE damage otherwise fully lacking in Illusion. And most of the damage is burst damage from a power that activates quickly -- helping to defeat foes quickly and keep that spectral damage before the heal-back. Although Mind can also benefit from the different damage type.

    Cones require positioning to get best use out of them. Mind already has a cone damage power in Terrify. Adding another cone is easy since you are already in position to benefit from using a cone, so Frost Breath or Torrent work well with Mind.




    Quote:
    On my trollers and doms I tend to think of shields as a mute point, as to me they both play an active defense roll, and I like for them to mez before being attacked, however, def > res, but from what I have seen it is the coolest looking.
    A lot of people specifically build for Defense or Resistance, so the type of shield available is a factor to be considered. A character with a self-heal can make good use of a resistance-type shield to keep the damage down to a level where the heal can take care of it.



    Quote:
    depending on your secondary you can get it from there and it is on a real long timer, but I guess other than damage this is what it offers
    Only Kinetics and Radiation offer Endurance/Recovery self-buffs. And on my several Radiation controllers, even with AM, they can run out of end if using all of the debuffs and actively participating in the battle. Consume can make a huge difference. I have used it quite a bit on my Ill/Rad controller in the middle of a big fight -- it lets me maintain all those juicy Rad debuffs even when the End boost in AM drops.



    Quote:
    I don't like self rez powers means you plan on dying, however, death is unavoidable, but at level 41 most of my toons are past the point of being almost unkillable. Personally Healing Flames would have been a better option.
    There certainly are times that having a self-rez is handy. And if you are "almost unkillable," then maybe your difficulty should be higher. (Granted, my Ill/Rad almost never dies either, but that's because I play him like a weeney. Invisible, with the distraction from PA and Phantasm, with his knockback, as a bodyguard, most foes don't notice me or don't get too close -- and I run away if I can't Deceive, Flash or EM Pulse my way out of trouble.) The Earth set has a heal, and Ice has Hibernate. Putting a self-rez in Fire makes it different.

    Quote:
    Overall Fire is best for long range AoE, Fire resistance, and end refill in combat. Thanks
    And don't forget the good single target blast. And now the self-rez.
  19. Quote:
    Originally Posted by Sailboat View Post
    Could it be the combination with Personal Force Field for the crowd-pleasing Bouncing Beach Ball effect?
    Not exactly . . . he's a big guy in a purple military outfit who is very ingraciating to his superiors. His name is "Major Suckup." I have macros set up to complement everone on the team . . .

    [end Threadjack]
  20. To further explain, I have the Fire APP set on my Ill/TA and my Ill/Rad. I explain why in my Ill/Rad guide, but I wanted fast AoE damage that did not rely upon an AoE immob. Illusion benefits from faster, up front damage to avoid losing damage to the heal-back in Spectral Wounds, Phantasm and Phantom Army.

    I tend to take Ice on my */Storm characters, because Hibernate is the only APP power that lets you recover both health and endurance, and since Storm has no self-heal or End Recover, it fits. Ice is also good if you want AoE damage, but can keep the foes in place for a while. Ice has both Ice Storm and Frost Breath for AoE damage. If I'm looking to boost my defense, then I go with either Ice or Earth.

    I tend towards Earth on my melee-oriented characters, because Fissure has such a short range. The main exception to that is my Fire/Rad, who needed the mez protection in Psi. Earth has great single target damage, so I have it on Plant controllers who lack single target damage.

    I'll consider Primal if there are important mez powers that can be be boosted with Power Boost, but the AoE damage on Primal is very weak. I like Primal for Mind controllers.
  21. First, Fire is about damage. You get both Fire Blast and Fireball available at 41. Fireball is an initial blast of AoE damage, with a little more over time. Compared to Fissure (Smashing Damage, very short range), Psi Tornado (Can't get it until 47, and it is DoT Psi damge, which is highly resisted by some late-game foes), Ice Storm (Can't get it until 47, Rain-type DoT where foes can run out of the area, longer recharge), and Primal's Torrent (fairly narrow cone), it is a good choice for many characters -- especially */TA, who need a Fire or Energy power to light the Oil Slick.

    Fire Blast compares pretty evenly to the blasts from Ice, Primal and Psi. Hurl Boulder is much slower, and doesn't fit into an attack chain.

    Fire Shield is Smashing and Lethal Resistance, plus Fire. Primal's shield is only Smashing and Lethal. Psi's adds Psi instead of Fire. Ice and Earth are defense-based. And being lit on fire looks cooler than many of the other shields.

    Consume is good for those moments when you are almost dry on endurance in the middle of a fight. Jump in and hit Consume, and you're blue bar is full again. Primal has Conserve Power that will reduce your consumption of endurance, but not refill your blue bar. Ice's Hibernate will refill your blue bar but takes you out of the action for a while. Psi and Ice have no Endurance Recovery powers at all.

    And the new addition is Rise of the Phoenix, the only Rez power among the APP sets. For most controllers, this is the only way to get a self rez power (other than the temp power).
  22. Local_Man

    Mind/Kin build

    Here's one. The only really expensive sets are the Basilisk and Impervium sets. Everything else is fairly cheap.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Mind Kin: Level 50 Technology Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Primal Forces Mastery
    Hero Profile:
    Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(19)
    Level 1: Transfusion -- Theft-Heal/Rchg(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(31), Nictus-%Dam(31)
    Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(23), Lock-%Hold(40), Hold-I(40)
    Level 4: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(7), Mlais-Acc/Conf/Rchg(17), Mlais-Conf/Rng(43), Mlais-Dam%(46)
    Level 8: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-Acc/EndRdx(9), CSndmn-Sleep/Rng(17), CSndmn-Acc/Sleep/Rchg(46), CSndmn-EndRdx/Sleep(46)
    Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(11), RechRdx-I(11), TmpRdns-Acc/Slow(40), TmpRdns-EndRdx/Rchg/Slow(43)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Speed Boost -- EndMod-I(A)
    Level 24: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(34), G'Wdw-Acc/Hold/Rchg(43)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(37)
    Level 28: Siphon Power -- Acc-I(A), Acc-I(29), RechRdx-I(48)
    Level 30: Increase Density -- ResDam-I(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(34), Pplx-Acc/Conf/Rchg(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
    Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42)
    Level 44: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResKB(45)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
  23. Quote:
    Originally Posted by Clave_Dark_5 View Post
    I made a new troller for this update to see if anyone gets annoyed enough to comment. She's a Fire/Emp and all of her powers are very ohgodmyeyes pink; think of it as trolling the WE NEEDZ A HE4L0RZ! teams. I'm about five minutes away from getting her second costume slot and I'm thinking I might color her powers on that one less eye-searing. But I'm disappointed because so far the only comments I've gotten were:

    "Everything's so pink, I feel like I'm in a little girl's bedroom."

    "Pink fire... nice touch." (I'm sure there was some sarcasm in there)

    I think the revealing moment will come after a PuG and I tackle our first gorup and then I ask innocently "Does the pink bother anyone, would you guys rather I switch to the other costume?"

    I've played two other trollers that have gotten to 30 and I think 27 (both were Emp strangely) and I almost never play blueside, so this issue has encouraged me to check out blueside for a change and so far I'm not regretting it. Still, I'm missing my MMs; we'll see how long this fling lasts...
    You might want to consider an Ill/Rad -- closest thing Blue-side has to a MM. You get Phantom Army at 18. AND it would not be an Emp . . . Take a look at my guide in my sig.
  24. Local_Man

    Global Recharge

    Quote:
    Originally Posted by Dr_Pathos View Post
    100% Recharge on PA
    70% Recharge with Hasten
    140% Global Recharge with Sets

    Total 310% Recharge on PA

    Highly Possible with Ill/Rad, will need to do calculations with other sets

    Have a build schematic if you want

    4 Billion INF in todays market.
    Rad's Accelerate Metabolism adds another 30% Recharge. Kinetic's Siphon Speed adds 20% per hit, so with stacking you can get 40% or even 60%, but only if you have foes to siphon off of and are able to hit.

    My Ill/Rad guide discusses the issue, lists the sets available for each power in Illusion and Radiation that offer recharge, and has a sample build.
  25. Quote:
    Originally Posted by Sailboat View Post
    While I agree that FF doesn't synergize with Earth, one minor correction: Dispersion Bubble indeed provides Immobilization protection (along with Hold and Stun/Disorient protection).
    That's what I get for not checking . . . my Mind/FF uses CJ/SJ for travel, and I guess I was thinking that I picked up CJ because I needed Immob protection. I usually use Fly or Super Speed with Controllers, so I don't remember why I went with jumping on that guy.

    Of all the primaries combined with FF, I felt that Mind was the best. I wanted all the Mind powers, and Mind really doesn't need much (or any) support from the secondary. With FF, I only really NEEDED 4 powers from the secondary, and everything else was optional. The mez protection of Dispersion, and the self-protection of PFF seemed like a good fit. The two ally bubbles make me welcome on any team, even though this character solos a lot.

    Visually, however, he was pretty boring. When I get around to taking him to Icon, I suspect he will be a lot more fun with brightly colored Mind Controls and Bubbles.