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I use the Psi APP set in my Fire/Rad, as the biggest frustration I have with my Fire/Rad is getting mezzed. I like Psi Tornado, too. Fireball has too long a recharge.
I'd be tempted to use the Earth set for this character since he stays in melee most of the time, but that Rock Armor is just too darn ugly. This is one character where that one aspect, the ugly rock armor, is enough to keep me from considering the Earth set.
I think MM is correct. The OP's build must be an AE baby. The rewards of AE are changing a lot with I-16, and it will be interesting to see how that affects all of the characters who never leave Atlas Park. -
Nice Job, Zombie! And so timely, too, as you posted this while I-16 appears to be being loaded.
I'm really looking forward to this new system, and you explain it well. -
I couldn't open the data link, so I can only go on what I see.
No Fire Cages. No travel power. No Choking Cloud.
But you have Fallout, Leadership and Fighting pools.
Sorry, your playstyle is obviously very, very different than mine. To me, the key for my Fire/Rad is to use Flashfire+Fire Cages from range, then run in with Hot Feet + Choking Cloud. Use Char to hold anything still moving, and Air Sup to knock it down until Char recharges, if needed. You are missing three of my six key powers. I also have Bonfire, which I find very useful in certain situations. (For example, the bugged STF.) I have other powers that I found more useful than Fallout, Leadership and Fighting. You only took 5 from your primary powerset. You took six from your secondary, including the most often skipped power.
I'm not trying to say that your character isn't effective as a mostly team support character, but I would say that it is a pretty unconventional build. -
Thank goodness I stayed up a little late to use up the last key Freespec! I-16 is here!
Things I'm most excited over: No more having to match up sidekicks for teams. A couple of the new powersets. The end of spam e-mail. -
I just changed my Fire/Kin from Fire APP to Stone. Fissure has a faster recharge than Fireball, knockdown and a chance for Stun to stack with Flashfire. It has a short range, but I'm usually in close range anyway.
One of the main reasons I switched? Seismic Smash is a single target melee power with a hold -- great for going after bosses. As previously mentioned, Rock Armor is Lethal and Smashing Defense-based rather than Resistance-based Fire Armor. And finally, the heal/HP boost from Earth's Embrace is a nice "panic button" power. -
I looked at your build and made a few smallish changes to the sets you chose, just as a suggestion. A little more damage and Recharge for a little less Defense.
I really like the Efficiency Adapter set in AM, as it has some nice bonuses to HP, Regen and Recovery plus that ever-important Recharge. I tried to damage-cap both PA and Phantasm. I'm not a big fan of the Primal APP for Ill/Rad . . . Illusion doesn't have enough usual type of control powers that will make use of Power Boost, and I find Torrent to be kind of lacking as an AoE. Since Illusion has no AoE damage powers, that last one was important to me. The single target Blast and Conserve Power are nice, though. But I left Primal in the build because you said that you like it.
This, of course, is just a suggestion. It may be that you want more defense and less recharge. The recharge difference is only a couple of seconds, but it gets you under 63 seconds, the 60 sec Recharge + 3 Second cast time needed for "Perma PA."
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Tatmia: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43), Decim-Build%(45), HO:Nucle(45)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(3), Achilles-ResDeb%(13), DarkWD-ToHitDeb/Rchg(40)
Level 4: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(7), HO:Perox(46), Dmg-I(46)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(9), Efficacy-EndMod/Acc(11), Efficacy-EndMod/EndRdx(11)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(17), EndRdx-I(46)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(23), C'Arms-Acc/Dmg/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Lingering Radiation -- ImpSwft-Dam%(A), Acc-I(23), RechRdx-I(25), RechRdx-I(25), P'ngTtl--Rchg%(34)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Fear/Rng(27), Abys-Acc/EndRdx(29), Abys-Acc/Fear/Rchg(29)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
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: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(37), CoPers-Conf%(37)
Level 38: EM Pulse -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/Rchg(39)
Level 41: Power Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: Energy Torrent -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
<Thinks of several inappropriate responses . . .>
On the new build: I have already mentioned twice that the Miracle Unique should be in Health, not Transfusion, if you keep it at all. Frankly, with a Fire/Kin with Stamina, I don't think you need it.
My suggestion on Fire Cages was to replace the Immobilize with the Chance for Hold, but keep the damage proc. Since Fire Cages is used so much, I think the damage proc is worth having in there.
You replaced the Leadership toggles with Fighting toggles. Meh. I suppose those might increase your survival, and those are not uncommon choices for farming builds. Personally, I prefer more active choices. Since I tend to be more team-oriented, I like having Increase Density and Bonfire. I also would not move Speed Boost back, as it will be needed for any teams if you exemp down (for TFs or under the new Super Sidekick system for I-16). I usually take Speed Boost at 22 on my Kin controllers.
This is a very expensive build -- I hope you have lots of Infl. -
Quote:For my Ice/Storm, I used all the EndRdx/Confuse I could fit in, and only added Damage procs once I had Endrdx and Confuse capped. I was able to have both the Malaise and Cacaphony damage procs in there. At 50, I have EndRdx/Confuse, Confuse and the Contagious Confusion proc from Coersive Persuasion (purple set), EndRdx/Conf and Chance for Psi Damage from Malaise and a common EndRdx. Capped EndRdx and Confuse, with the two procs. Works great, even if the damage doesn't happen all that often. The added Recovery from the two sets helps.Well-- my routine slotting it is all the confuse/end I can get at Lev+3. They're mostly cheap, all you need, and better per slot than anything else available. I mean, as this exercise suggests, not much point in set confuse duration, and... well I suppose you could shoot for the recharge and even the def in Malaise, but that'd be an awful lot of wasted acc.
At 20, six slots will get you to ~89% end and confuse, and by 30, 4x will get you to ~87% end and confuse, so eventually those two other slots for AA can be you know, Damage procs, or whatever. At 50, without going into Coercive Persuasion, you can get ~75% end and confuse with just three slots, and maybe add a third slot of something-else, if you really wanted (e.g., two damage procs and contagious confusion?)... except, knowing what I know about AA confuse % chance, I'd really rather have more confuse dur than that. -
Quote:With the nice set of purples in Fire Cages, I would take slots out of Stamina and a few other places rather than Fire Cages. I don't feel it is worth 6-slotting Stamina, especially on a Fire/Kin where Stamina is almost optional. (Don't have a caniption fit, Mental Maden -- I said "almost.") Three EndMod and maybe the Shifter Proc, but the proc is not really needed due to Transference. Consider taking the EndMod/EndRdx out of Speed Boost, or the Defense out of Combat Jumping. Those would provide more benefit in Char.Alright cool. I have taken slots out of Fire Cages and places more into Char. Thanks for a great advise. Let me know what other opinions you guys have
And that Gravitational Anchor Chance for Hold Proc would be great in Fire Cages in place of the Immobilize. -
Quote:If you spam Fire Cages . . . then you don't need to slot for Immobilize duration. That Chance for Hold proc is great.I usually spam Fire Cages, I don't really like char. I have the Miracle in there for my own gain. But yeah, I plan on taking out Acrobatics or all the Leadership stuff in the future.
Put the Miracle in Health, where it will work continuously. There is no benefit to having it in Transfusion if you can put it in Health.
Char: Fire Cages won't keep them from shooting at you. The single target hold does far more damage on a single target, uses less endurance, and takes the target out of the fight. So, I use it constantly for single targets and between casts of Fire Cages. My biggest problem on my Fire/Kin is getting mezzed, and Char takes that foe out of the fight. Char lets me focus on the bosses, letting the imps and my AoEs take care of the rest.
It is your playstyle . . . but I have trouble seeing how using Char as part of your standard attack chain wouldn't be better than whatever it is that you're doing. -
I have a few comments for you, but let me first say that I'm not a farmer. It could be that the farmer-types have viewpoints that I don't.
Transfusion: That Miracle should not be in Transfusion. It does not give endurance to your teammates. It belongs in Health if you need it. But with a Fire/Kin, you may not need it at all.
Char: I feel it is badly underslotted, as I use Char more than any other power. You have lots of Global Accuracy, so I would slot it up with Hold and Damage -- it adds up to decent damage.
Fire Cages: Suggest you replace the Immobilize with the chance for Hold proc from Grav Anchor. I love that proc in my Fire Cages. You don't really need much Immob duration, since the power recharges much faster than it runs out.
Swift: I just don't understand why so many people take the first Fitness power at 6 when there are so many other better choices. But that's just a pet peeve of mine. It doesn't really matter in a late build.
Stamina: I would not 6-slot this power -- I think you get more benefit by putting those extra 2-3 slots in other powers, like Char.
Leadership: I'm not a big fan of leadership on controllers, even team controllers, unless you are on a regular team where those toggles can be stacked. The fairly small defense boost from Maneuvers doesn't really help teammates unless they have other defense, and most people slot for enough accuracy. On a designed team, stacked Leadership can be very powerful. Personally, I think you get more benefit from situational powers like Increase Density and Bonfire. And that frees up a lot of slots. On the other hand, you have some good sets in these powers and get some good bonuses. This one is probably a toss-up, but because I find the Leadership toggles to be kind of boring, I would skip them. Bonfire can be fun, and in the right situation, it can even save your tail.
Acrobatics: As soon as the -knockback IOs came about, I was delighted. I dislike having to spend a powerchoice for knockback protection. And like Leadership, I find this kind of toggle to be boring. I like powers that DO stuff.
Super Speed + Stealth: I did the same thing on my Fire/Rad -- took SS + Stealth IO at 49 and really like it.
You have an amazing amount of accuracy bonuses, so the usual suggestions I would make about slotting accuracy don't really apply. -
Quote:It works fine on all of my many controllers. It works on all characters, but may need to be modified for VEATS and the newer powersets. For the powersets that have been recently added, I just pick another similar set and modify the binds, which is easy to do if you understand binds at all.I put it into hover since it wasn't really selling for much.
I will have to check out that binds thing though. I always forget to switch between hover and fly so it'll come in real handy. I play with a controller though, would that still work properly?
CityBinder includes a lot of binds for Kheldians and Masterminds, making them much easier to play. For Khelds, it has the tray-switching binds built in. For Masterminds, it has many special sets of binds for selecting and controller your henchmen, including easy Bodyguard mode and binds to attack while remaining in Bodyguard mode. -
Personally, I would put it into Hover, then set up an easy toggle bind to switch between Hover and Fly. But there is another interesting solution . . . there is an old program called CityBinder. It is out of date (so it doesn't have several of the newer powersets), but I still use it on all of my characters.
CityBinder includes the "Speed on Demand" binds. Used with Hover/Fly, it puts you in Hover until you press a movement key, and then automatically switches to Fly for movement. As soon as you let go of the movement key, it goes back into Hover. When Hover kicks back in, the inertia stops, too. This means that you never have to worry about being in Hover for battle and Fly for decent travel. You never have to worry about using too much endurance because you forgot to toggle from Fly back to Hover. You never have to slot up Hover for Flight Speed.
Put that IO into Hover, and it will be on pretty much all the time and you won't have to keep toggling back and forth between Fly and Hover for movement vs battle. Several of my Blasters use the Fly SoD binds to stay in the air almost all the time. There is one main downside, however. Every now and then, mostly just after you have zoned, the binds will get stuck and you will fly forwards with no key pressed. CityBinder includes an easy instant fix/Reset (default is Ctrl-R), so the inconvenience is minimal.
The author of CityBinder, Monorail, appears to have left the game a while ago. The thread talking about CityBinder went away, too. But the program is still available for download HERE. It takes some playing around with to figure out a system you like. There is only a little documentation and very few instructions. If you want to know how to use it, let me know. I have Ultrabinds for a standard set of binds, plus a set for most powersets. To make a set of binds for a Grav/Rad, for instance, I just pull up my Ultrabinds for Grav, for Rad, my standard set, and then tweak it however I want it. Save, generate the binds, copy the load command into CoH and I'm done! -
Quote:Spectral Terror a/k/a Spooky does fine with no slots at all other than his default. Unless I want some set bonuses, my standard slotting is 1 Recharge or 1 Acc/Fear/Rech in the default slot -- but I don't think it makes much of a difference. Go ahead and test it to see if there is any significant difference.Yeah, i found out about the 5x bonus after i posted
I have considered changing the IO in Spooky, but he will take a little hit in accuracy, but it should be doable for now, and the set is dirt cheap.
Hopefully the prices on purples will go down a little in i16 like alot of people predict.
Atm, the 2 purple sets i can use cost between 1-1,5 billion which will take a little time to get. -
I mostly agree with Reptlbrains comments. Personally, I like having EM Pulse, but don't use it all that much -- it is mainly for (a) a back-up AoE Hold if Cinders is recharging, (b) a nice "panic button" power with a huge radius, (c) can be used to hold Bosses by stacking it with Cinders, (d) on occasion, it is a really nice tool for special situations, like a room full of Robots (like in the IFT while taking down the computer). The -Recovery is pretty short-term -- one or two blue insp will take care of it. As long as my Blue Bar is full before I use it, I find very little problem.
I also like having Bonfire, especially solo. It is another one of those "panic button" powers -- if things get difficult, I can run for a little ways, then throw Bonfire in a hallway to act as a blockade, then keep running around a corner, and I have 45 seconds of down-time. I find a lot of other uses, too. Any foe who has -knockback gets Bonfire for a little extra DoT, and it keeps away other foes while I focus on that one. Aggro too many at once? Bonfire will break up that group. Bonfire is really nice to prevent ambushes from surprising you. (I needed some salvage to make a few IOs recently so I did an AE mission -- which had wave after wave of ambushes. Bonfire allowed me to survive.)
I would say that Fire needs Char, Fire Cages, Flashfire, Hot Feet and Fire Imps, and Cinders is highly recommended. As stated above, I like Bonfire, but agree that it is situational. I skipped Ring of Fire and Smoke, but some folks like them. On the Rad side, I took everything except Fallout and Mutation, and I would have taken Mutation if I could have fit it in (but that's for a team build). Choking Cloud is a keystone of the build. Air Sup and Fly, Hasten and the fitness pool. I also have the Psi APP set, with IW, the shield and Psi Tornado -- I skipped the blast as I find using Char and running in is enough. If I really need a ranged attack I have the NemiStaff/BlackWand vet powers. I added Super Speed as my level 49 power, because I combine it with a Stealth IO for full invisibility and I like the battlefield maneuverability.
And I agree -- Recharge and Recovery are the most important bonuses to shoot for. With Super Speed, I can run out of harm's way many times. -
All I get is a link to the CoH Planner site, not your build.
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Quote:Everyone has their own playstyle -- my advice is generally based upon my own experience plus what I see from others on the Boards . . . but if you like to do things differently, then have fun!I'll look into some adjustments tonight after I get home.
I knew that PA was indestructable, but I wasn't sure how to approach keeping phanty around.
Leadership is something I fell in love with as a scrapper, and I thought with Phanty, the tornado and lightning storm it would be a good fit for Ill/storm. I also love the defense bonus from the to-hit set.
I thought I had perma-ed it, but if not I can look into that when I work on the build tonight.
I have always found that defense trumped damage more often than not. I guess my defensive mindset sometimes pushes me away from the very important damage output. But I still take Defense over Offense. On offense.
I had taken O2 boost before, but found I wasn't using it. And, I liked being able to stand right next to someone without being spotted, something you can do with SI but can't do with SM+SS. I also did not find snow storm that helpful. Hurricane I do use often in buildings, it is by itself one of the best defensive powers in game. But I am paranoid, and defense is a constant that I can rely on in case I get a string of misses or just simply mess up.
I have read Tal_N's guide thrice. Will read it again tonight.
Rather than Defense, I try to use strategy. Defeating and mezzing foes is better than defense, and faster, too. I use invisibility and range, take foes out of the fight with Deceive (I use it a lot) and then send in the Army. At that point, the foes should be focused on the PA and not me. I will often take out tougher foes by Deceiving them first -- Not only does it prevent retribuition, but defeating a Deceived foe generally does not alert other foes around him. If a foe comes after me, I use Deceive to make him turn around.
I use Snow Storm a fair amount on tough bosses. It is especially great on the ITF, where those guys resist most mez effects but are strongly affected by slows. O2 Boost is used more to heal up Phanty on those few occastions he gets hit, and to remove stuns from teammates -- I might heal someone up between fights, but not if there is anyone else with a heal.
My experience with Super Speed + Steamy Mist is not the same -- I can /e Dance in front of any foes who do not have +perception with that combo. The only time that SI is better is against foes with +Perception -- you can get a little closer before being seen. Steamy alone or Super Speed alone won't do it, but the combo = full invisibility at the cap of 600. You can do the same thing by using Steamy + Stealth IO, or SS + Stealth IO. (That's why my Ice/Storm is a flyer -- he uses the Stealth IO + Steamy.)
Tactics and Maneuvers do nothing for Tornado or Lightning Storm. Assault might add a little damage, but not much, and I'm not sure that it affects even them. Tornado is one of the few powers in the game that is Autohit, so Tactics is worthless. Lightning Storm has very high accuracy, well over the accuracy cap. Neither can be hit, so Maneuvers is worthless. So, those leadership toggles only affect your Phantasm and your teammates -- and as I said, I think there are better things you could be doing.
You are correct -- you did have Recharge on Freezing Rain to have it recharge in 18 sec. I prefer the Lady Grey set in there, but that's up to you. -
Quote:There are a few key factors that you don't take into account. Phantom Army will not receive any of your accuracy (To Hit -- mostly the same thing) from either Tactics or any IO bonuses -- other than slots in the power, they are unbuffable. Maneuvers, will of course, provide no benefit either. PA is your most important power. It needs Recharge and Damage and a little bit of accuracy. The Chance for Build Up proc from Soulbound Allegence is, as far as I know, the only proc that provides any benefit.I don't have mids' up on this puter, but let me do my best to explain the decisions I made.
1)It was my understanding that the def and res procs offered a 40ft range that effected all your pets, not just the one slotted. I think the reason I slotted it in PA was because I had enough recharge and preferred better slotting for Phantasm.
2)I chose leadership for the to-hit buffs that would help on my attacks as well as my pets. Then there was the nice defense buff that would add another def proc, in essence, to my pets and help my defense as well. This was part of my attempt to be less squishy.
3)I can't remember the numbers, but I thought that I had it slotted enough to pull it out when I needed it.
4)I could see losing the 5% global recharge from the 6-slotted SI, which I use probably a little too much, but the chance for build-up and the 2.5% def bonuses in the six slotted Maneuvers plus its effectiveness overall with this pet-heavy combo I felt justified the investment.
5)I focused on recharge first, but I alse kept my eye on the IO bonuses.
That's my thought processes, but if I've misunderstood how these effects worked, or how helpful they are, please sort me out. I admit that I haven't been playing a controller long enough to be considered an expert by any means. I especially haven't played on teams enough, as I'm in a different time-zone, so my focus, in general, is on solo. It just happened that I teamed with this build and four scrappers, and all but one of the scrappers whined the whole time.
Phantasm doesn't need Defense or Resistance -- he floats at range, casting his Decoy to draw aggro and blasting. Every once in a while, he will draw aggro himself and get wiped out, but it is rare enough that it is not worth slotting for it -- just re-cast. Phanty is one of the most durable pets (comparable to Singy and Rocky) without any resistance or defense. It is very rare that I have to re-cast Phanty because he has been defeated (less than once every ten missions or more), and it certainly is not worth using slots for his protection.
Now, leadership is more debatable. There are some folks who love it. Personally, I think it is less desireable on controller builds because Controllers usually have other powers that will provide more benefit. And, truthfully, I find those toggles to be boring and annoying. I try to fit in Leadership on my Defenders, and have one controller with it currently, but unless I am on a team that is regularly playing together and stacking the Leadership benefits, I find that Leadership on a controller is not the best choice. An Ill/Storm has way too many effective and fun powers to choose from to fit in Leadership -- especially since it has almost no benefit to the pets.
Freezing Rain -- I use it at the start of every battle, and if the battle goes for long, I may use it again unless I think I'll need it at the start of the next battle. With enough Recharge, it can be perma -- and you want it to be. It has so many good benefits that it is a matter of "want" rather than "need." Because Defense Debuff stops having much of an effect once you hit the 95% accuracy cap, max slotting for Defense debuff is far less important than Recharge.
Damage is king in this game, even for a team-oriented character. Don't pass up an easy opportunity for damage. 6-slotting Superior Invis while leaving only two slots in Spectral Wounds is a big mistake in my opinion. On the other hand, a single Posi Blast in Gale is wasted. Just drop a common Accuracy in that power if you rarely use it. If you want to use it with any regularity, it needs at least 2 accuracy before anything else, as it has reduced accuracy.
In your build, you have almost ignored your storm secondary. Freezing Rain at 22 (Always take it at 16!), Hurricane, Tornado and Lightning Storm are the only powers you took to level up with. You threw in Steamy Mist and O2 Boost at 47 and 49, unslotted. You are substantially missing out on the joy of a good Stormie. Illusion has no AoE control powers, but Storm provides a great AoE Slow with -Recharge early in in the set with Snow Storm. Use it situationally, but it can be a huge help. Steamy Mist provides team stealth, a little team defense and good Resistance to three types of damage -- and is a good place to slot either Karma or Steadfast -Knockback procs. (I used Super Speed + Steamy Mist for invisibility and dropped both SI and GI -- letting me take more Storm powers.) Constantly use Freezing Rain for its debuffs and control. Hurricane is situational, but can provide Defense (of a kind) through its huge ToHit Debuff. Use the storm powers properly and the Illusion ability to distract, and you have a lot less of a need for Defense -- I suggest you focus more on the powers themselves and less on the bonuses.
Take a look at Tal_N's Ill/Storm guide. It has a lot to show you what the combo can do. -
Quote:I have no idea on the cost. Stuff varies widely from minute to minute. However, I tried to avoid many of the sets that are often very costly -- the only purple set is the Confuse one, which is usually one of the less expensive. I avoided using Luck of the Gambler Recharges, and only used one set of Basilisk's Gaze. I used a Karma -knockback instead of the Zephyr one. The only other really expensive IOs I included were the Numina and Miracle Uniques for buffing the Regen and Recovery rates. I usually get those with Merits so I don't have to buy them. (But then, I'm not a marketeer or a farmer . . . I get my Infl by playing the game and doing TFs. My richest character only has about 115 mil Infl -- but I have a LOT of characters on various servers.)Thank you sir local man for the help! So you said it's not too expensive. I was wonderin would you have some kind of guesstimation about how much it would cost to buildit that way? Between a few characters I could probably put together around 200 million. Maybe 150 million since I'll need to buy a respec recipe
By the way, if you just wait until I-16, we should get a free respec with that issue which should be hitting live any day now. If you have any characters who still have the last Freespec, use it now, as those don't stack -- you only get one. Freespecs are the Respecs you can use by typing /Respec anywhere in the game. All the others require you to go back to that guy in Galaxy blue side -- I'm not sure who the contact is Red side, as I don't play that side much. -
One of the earliest Pioneers in Computer Gaming, Scott Adams of Adventure International, actually plays CoH, mostly on the Virtue server. This is one guy who should be asked to do an MA mission. He had a huge impact in the early gaming industry. I have chatted with him on the boards and in game.
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I have a Plant/Rad at 50, and I've played several */Storm Characters to 50. Here is the build that I have planned for my Plant/Storm. I like using Super Speed + Steamy Mist for full invisibility. Plus, Super Speed gives me great maneuverability to get in just the right position to make use of the Seeds cone.
The Chance for Hold proc in Lightning Storm is wonderful -- it fires on a regular basis, and the Tesla Cage animation fits well with Lightning. I like the Hami-O's in Strangler to maximize both Hold and Damage, but another set could be put there for more recharge. I have Creepers very close to being perma without an overly expensive build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
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Flora the Explorer: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- HO:Nucle(A), HO:Endo(3), HO:Perox(15), HO:Perox(19), RechRdx-I(23), RechRdx-I(31)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(19)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11), Mlais-Acc/Conf/Rchg(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Steamy Mist -- Krma-ResKB(A), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(23), ImpArm-ResDam(34), ImpArm-ResDam/EndRdx/Rchg(37)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-%Dam(17), RechRdx-I(43), LdyGrey-Rchg/EndRdx(43)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(40)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(34)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29), RechRdx-I(31)
Level 28: O2 Boost -- Heal-I(A)
Level 30: Spirit Tree -- Numna-Heal(A), Numna-Heal/Rchg(46)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Acc/Dmg/EndRdx(33)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-EndRdx/Dmg/Rchg(37)
Level 38: Lightning Storm -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(39), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(48)
Level 49: Rock Armor -- GftotA-Def/EndRdx(A), GftotA-Def(50), GftotA-Def/Rchg(50), GftotA-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment -
OK, I had to do it. Here is the build with the Ice APP and two more mega-expensive purple sets. You could use the Devastation and Posi Blast sets for almost as much recharge in Ice Blast and Frost Breath, and your recharge on PA will only be about 61 seconds for a LOT less Infl. The Lethat/Smashing Defense goes up to about 27.8% with Ice Armor.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Ion Mirage: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(17), G'Wdw-Acc/Hold/Rchg(31)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Build%(5), Decim-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(42)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf%(17), CoPers-Conf(31)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(37), Krma-ResKB(37), EndRdx-I(50)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(15)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 16: Hurdle -- Jump-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(23)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(40), Abys-Acc/Fear/Rchg(40), Abys-Dam%(46), Abys-Fear/Rng(50)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
Level 30: Lingering Radiation -- Acc-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(37)
Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg(43), Apoc-Dam%(43)
Level 44: Frost Breath -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment -
I took a look at your build and have made a few suggested changes while trying not to change much. However, if I wanted to go with higher defense, I would probably go with the Ice APP set rather than Fire. The Ice set gives you Smashing/Lethal defense, and another place for a LotG Recharge IO in Ice Armor. Also, you can use Hibernate in place of Consume, and it only needs 1-2 Recharge. I did not make that change in the build below.
Personally, I have found one -Knockback IO to be enough almost all the time. I can put up with those rare situations where a second one would make a difference. But I left the second one in. I would also consider switching out Air Superiority for Hover (another place for a LotG) and add in an APP blast (Both Ice and Fire work very well). That gives you a ranged blast for that great attack chain of Blind-SW-Blast-SW. That would allow you to drop Combat Jumping. Again, I did not make that change in the build below.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Ion Mirage: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(17), G'Wdw-Acc/Hold/Rchg(31)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(34), Dct'dW-Rchg(34), Dct'dW-Heal/EndRdx/Rchg(50)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Build%(5), Decim-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(42)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf(31), CoPers-Conf%(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(37), Krma-ResKB(45)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(15)
Level 12: Air Superiority -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 16: Hurdle -- Jump-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(23)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Fear/Rng(45), Abys-Dam%(46), Abys-Acc/Fear/Rchg(46), Abys-Acc/EndRdx(46)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
Level 30: Lingering Radiation -- Acc-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(37)
Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(43)
Level 44: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment -
Quote:It's actually even better than that, because Arctic Air also has a chance for Afraid. So, even if the Confusion misses there is still a decent chance of the enemy trying to run. And, because Ice Controllers can floor an enemy's recharge and speed, enemies are less likely to shoot you during the moments they break the Confusion.
To maximize Arctic Air there are two pretty cool (excuse the pun) methods I've found. Both seem like they would work even better with World of Confusion thrown in the mix:
- If cover is available: Hide behind an obstacle and drop Ice Slick under the group of enemies. Wait for them to fall, then run from behind the obstacle, and hit the group with Shiver from range. Then jump in with Arctic Air. Any enemy hit by Shiver within range of AA now has its Recharge and Speed at the maximum penalty (x4 slower). By the time Ice Slick lets up, enemies should be firmly under control of AA.
- If no cover is available: Stealth or super speed into the group and hit Glacier. The Glacier doesnt last long, but by the time enemies break it, they are confused or feared by Arctic Air. (The recharge on Glacier prevents this from being an every-group strategy).
As it turns out, the most significant danger to an Ice Controller relying on toggles is getting mezzed, and the Mind epic happens to have an anti-mezz power. The only downside is that the Mind Epic's secondary effect is -Recharge, which does stack with Ice Control powers but quickly runs you into the cap.
As a side note, I often hear people say that Ice Control grants a choice between melee and ranged action. I agree with this, but not in the sense that an Ice Controller should pick to engage *only* at range of melee. Arctic Air and Shiver are not interchangeable powers.
IMO an Ice Controller should plan to take advantage of both melee and ranged debuffs. Arctic Air is how you handle what you can get close to and Shiver (or another source of slows and -recharge) is what you use on anything that escapes from AA or is too dangerous to stand close to (e.g. certain enemies that explode on death). Arctic Air is an absolutely amazing power; Shiver can't can't touch it in terms of effectiveness of stopping enemy fire. Unlike virtually any other Controller, an Ice/ running Arctic Air is usually safer with enemies standing close by than several feet away.
I think it is a little presumptuous to say that a particular controller "should" do one thing or another. It varies with different playstyles and powerset combos. For example, my Ice controller is Ice/Storm . . . I don't need Shiver as a third slow power. I use Snow Storm instead of Shiver, and I have the slow in Freezing Rain as well. An Ice/Rad has Ling Rad, and an Ice/TA has Glue Arrow.
I do feel that Ice controllers can choose to stay at range by NOT choosing Arctic Air. Some prefer to play at range (like an Ice/TA might want to do). I'm not saying that having both Shiver and AA is a bad idea, but it can vary with playstyle and powersets. -
I-16 is adding World of Confusion as a 5th power in the Psi APP set for Controllers.