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While it seems like an interesting idea, I doubt it would be implemented. The powersets are balanced with the particular pet that each one has. Trading out pets would be a problem -- changing Phantasm into three "illusory imps" would probably be a problem. Giving Fire Controllers a high-resistance Tank Pet?
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Quote:I agree with the above -- the Air Superiority thing is kind of personal choice, but with 4 single target ranged attacks, a melee attack is certainly skippable. I would say that if you plan to mostly solo, then Air Superiority is a little more reasonable a choice.Personally I'd take Hover over Air Sup - Grav/ packs decent attacks early, and Grav/ doesn't have any reason to close into melee range (well, your build might in the 40s, since you're going ././Earth). Hover over Air Sup. also frees up a couple of enhancement slots. Hover also gives you more flexibility with Wormhole placement.
The Immob in Crushing Field isn't really needed - 28 second duration/8 second recharge unenhanced.
I'm partial to slotting End Mod in Accelerate Metabolism (Rech first, of course) - you could probably shift the DefDebuff from Rad Infection there, for example, to overall better effect.
I'm a big fan of Range mods in Wormhole - it makes a great power even better.
Singy is just fine with 1 Acc.
You have slotted everything for a lot of damage and very little control -- is this a solo build? If going for a team build, I try to focus more on control. In a solo build, you might want to consider taking Propel in those low levels instead of Lift. It does a lot more damage on a solo build, but gets frustrating on a team build. Personally, I would move a few things around -- Wormhole at 26. Ling Rad can be delayed since your Grav powers already provide a slow.
Wormhole is worth 6 slots -- 2 acc, 2 Recharge, 1 Stun, 1 Range.
Are you planning on using EM Pulse a lot? Three Recharge is a lot, since that third one doesn't provide that much of a benefit. I mostly save EM Pulse as a "Panic Button" or "select situations" power. Two recharge is usually more than enough, since you also have GDF.
Personally, I like some Recharge in my Single target Hold, since I use it so much. I also prefer a different APP than Earth for this build. Ice, Fire or Psi. Different type of damage and more utility for a ranged controller. -
Overall, it looks like a solid build with only a few variations from my suggestions. The one thing I would suggest is to slot Recharge in Phantom Army first, then Acc and Dam.
Is this going to be a mostly solo build, team build or mixed/all purpose? -
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One of the best things about the changes in the forums is the ability to go back to old posts and edit them. With the new forums, I cleaned up this guide, added some color and fixed the links. I fixed the one error in Quicksand, and changed Rocky to show that he now uses Seismic Smash instead of Stone Mallet. There are still some other changes I want to make because of changes in the game since it was posted. I still want to add some info on IO sets, if it doesn't go over the post limit (which it might). Hmmm, maybe I'll just add it as a later post . . .
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I'm thinking it was something like 23 or 24 minutes, but I'm not sure. Call Me Awesome may remember better than I do . . . (As one gets older, the memory is the first to go . . .)
Yours is a pretty amazing time, though. Was it a team of Fire/Rads? Or some other combination? I could see something like 7 Fire/Rads and a Stone Tank to hold the aggro. -
Quote:Lots of opinions by different folks. Most of the advice has been good, but your playstyle may not be the same as another's. No one opinion is more valid than another, as each person has a different playstyle. (I generally try to explain the way I like to do things. You may not like to do the same things.)I like my suggestion better tbh.
Generally:
You're giving up quite a bit of survivability for a highly situational power (Snow Storm) you will probably rarely use. You have enouh tools to deal with Nemesis, eventhough their robots are resistant to confuse and their medics can free others from mez effects. Immobilize the spawn and hover above their heads with hurricane and they won't hit you much at all even if they are not mezzed.
Specifics:
1. Go for perma creepers.
2. Mental Blast. Go back to 6 Thunderstrucks. Better overall bonuses and set bonuses to boost. You don't need that much accuracy. You will have Freezing Rain massively debuffing defense at every spawn.
3. Drop Air Superiority! Why oh why would you get it? If you feel your solo ST damage is lacking while leveling up, grab Entangle but slot it for damage (respec out of it later). If going for permanently more ST damage, an alternative to the Strangler slotting is 4 Basilisk's Gaze (expensive) and 2 plain damage IOs.
I like Snow Storm on my Stormies, especially one with an AoE Immobilize. For those times that Seeds is Recharging or not effective, an AoE Immobilize + Snow Storm will slow the Recharge down and make it almost as good as a hold. I especially love Snow Storm for Flyers, to drop them down to where Roots can get them. I also love Snow Storm on the ITF, as it is one of the most effective powers against all those Bosses and EBs with mez resistance -- slows them to a crawl.
On my Stormies, I tend to go with Hasten/Super Speed for travel. It gives me full invisibility with Steamy Mist, plus great maneuverability to get in just the right position for maximum use of Seeds. Then I can use Super Speed + Hurricane for great positioning, and SS lets me get in just the right place to cast Lightning Storm and run out quickly. -
Quote:I don't recall the number. It was a while ago, when the Stateman TF was all the rage and before Cimmeroa. Someone on the boards issued a challenge, and a bunch of people tried it, with the full team of experienced Fire/Rads getting the best time. For some reason, I think it was well under 30 min. I also think there have been some changes to the STF since then, and some of the tricks they used no longer work.Sorry for the minor derailment however is there a time associated to this record STF?
But, the point of the comment was to say that FRad teams are arguably the fastest in the game. -
I always used to post how I felt Gravity was the poorest power set because it only has three interesting powers, two of which have substantial problems. (Propel and its slow animation, Wormhole and its situational usefulness). But I promised myself that I would work on a Grav controller to get high enough to give it a fair evaluation.
So I finally, over 2XP weekend, got my Grav/Storm up to level 39, and I have to say that he is actually a lot of fun, mostly as a solo character. Crushing Field + Freezing Rain provides a part-time knockdown field. Hurricane lets me focus on one foe at a time while the others get blown around. Tornado adds damage and chaos, and Lightning Storm adds even more. (Added to this is that the character amuses me -- he is a French Mime, with all the sillyness that suggests.)
That being said, I don't think I would want to level up another Grav character. Wormhole and Singy are pretty cool, but the rest of the set I still find lacking. Storm makes it quite interesting, but I'm not sure other secondaries would be interesting at all. -
I have no problem at all with someone who wants to "try things out" as long as you know what you are getting into. I have a Mind/FF who mainly solos, even though most folks say FF is terrible solo.
If you want to try something rarely played, but with a little more synergy, try Illusion/Sonic. Sonic is probably even rarer than FF, and has many more interesting tools.
On the Storm side, Earth/Storm, Plant/Storm, Fire/Storm and Ice/Storm all have that nice AoE Immobilize with -knockback. I have an Ice/Storm at 50, and expect to be getting there soon with an Earth/Storm. Fire's main problem is huge endurance problems, but the people I know who have played one say it is one of their most fun characters. (Mine is only a baby.) -
Take a look at my Illusion/Radiation Guide for tons of information on the Radiation Secondary including some strategy tips about choosing your Anchors.
I would take Crush earlier. It is an important damage power. I delayed GDF until after Stamina, and find that I don't use it very often. Radiation Infection + Crushing Field acts as an almost AoE hold, since they can't move and they don't hit you very often.
I'm not a big fan of Choking Cloud on your build. Unless you have another power that puts you in melee (Fire's Hot Feet, Ice's Arctic Air), I don't find it that useful. My guide explains why. If you want to play up Fallout and Mutation, consider taking Recall Friend to teleport around dead bodies. -
Quote:My personal opinion is that FF is my least favorite secondary for Illusion. It has nothing to make Phantom Army better. Illusion is a great primary, and will work with any secondary, but my preferred secondaries are, in order, Rad, Storm, TA and/or Therm.Yea I used to play a Storm/Archery Fender and thats what I used tornado for, and its quite effective indeed, but for this build i reall wanted to use tornado to soak up that dmg. So since that was not possible I decided to go with ill/FF so in the 40s I can softcap peoples defense, and because I never played an Illusion and I heard it was fun.
Thanks everyone all the replies were helpful
~Mike~
No matter what secondary you choose, you may want to take a look at my Illusion/Radiation Guide, linked in my sig, for TONs of information on the Illusion Primary. -
Torrent seems to be pretty narrow. I really don't see it being 45 degrees. I don't doubt Frost Breath may be 30 but Torrent is NOT 45. I think it may actually be narrower than Frost Breath.
One of the reasons I dropped Primal before on my Ill/Rad and went back to Fire was a lack of AoE. When the changes were made to the APP sets, I decided to try Primal again. I thought that since Seeds is a cone, and Torrent is a cone, they would go together quite well. Still not that impressed, as Torrent seems too narrow.
But you can always try it out on Test, and then use a Respec on Live. -
OK, since we now can edit our old posts, I went through the guide, fixed the broken links, added some color and a little formatting here and there. I still have a little more to do, but I think it is better now.
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Overall, a pretty nice build that avoids a bunch of Luck of the Gambler Recharges and other expensive IOs. Like TopDoc, I would take several powers in a different order . . . I always take my travel power at 14.
Nothing wrong with Superior Invis, but it is a major End Hog . . . but SI is better than Super Speed and a Stealth IO for when you run into foes with +perception. My Ill/Rad occasionally does the Lady Grey TF, with all those bothersome Rikti Drones, I apprecate having SI to get me able to get a little closer without being detected. He uses Teleport for travel, allowing him to stealth when others can't by teleporting past groups of Drones in the halls. However, I went with Super Speed + Steamy Mist on my Ill/Storm to free up a space for another Storm power. It depends on your playstyle.
I like having an Acc in Ling Rad, as one of its most important uses is against AVs, who strongly resist the -Defense Debuff from RI. Since the AVs are often high level, the Accuracy increases Ling Rad's chance to hit.
I would strongly agree with TopDoc that Flash needs more Accuracy. Flash has a 20% accuracy penalty, and needs at least 60-70% accuracy. Do you use it so often that you really need maxed Recharge? Especially since you have EM Pulse, too? -
Nice to see another one joining the fold! I wanted to comment on a few of your statements.
EM Pulse -- a wonderful hold, but I really don't use it much. That is mainly because my Earth/Rad tries to stay out of melee most of the time. Earth/Rad has three effective AoE control powers, plus a fourth quasi perma-hold in Stone Cages + Radiation Infection slotted up with ToHitDebuffs. I find that I don't need EM Pulse for standard team play. I save it as my "panic button" power, or for use in those situations where its special properties will provide a special benefit. (Example: During the ITF, I save EM Pulse for when that big group of Robots around the Computer Console wake up. If two of us have it, EVERYTHING is held for a long time and it does a good amount of AoE damage to those Robots.) I do pull out EM Pulse if I'm up against foes who are resistant to one of my other controls.
As you know, Earth/Rad is very low on damage. Your only damage from your secondary is a power that most people skip, Fall Out. I wanted some AoE damage out of my APP power set, so I went with Ice and its two AoE damage powers. With the AoE controls to keep them in place, Ice Storm does a huge amount of damage (with the boost from EF). Frost Breath is decent, too. And the slow in them reduces retaliation attacks. Hibernate, Ice Armor and Ice Blast have their advantages, too.
There is some appeal to the Earth set. The stun in Fissure can be stacked with Stalagmites. But it is very short range, and I prefer to stay at range. Seismic Smash and Hurl Boulder give you good single target damage. And, of course, it goes along thematically, too. If I had more of a melee playstyle or wanted to solo more, I would seriously consider Earth.
Fire, of course, does good damage. Consume can handle those times that your Endurance gets drained. I have it on my Ill/Rad and Ill/TA (the TA needs the Fire APP as another way to light the Oil Slick). I love the Psi set on my Fire/Rad, who has trouble from getting mezzed. My Earth/Rad, however, does not get mezzed much.
I had Primal on my Ill/Rad and switched out. I have it now on my Plant/Rad (who just hit 50 last night -- Woot!). I thought that Power Boost would be nice to buff Seeds of Confusion. I find that I don't use Power Boost that much, though. The only AoE damage is a fairly narrow cone, Torrent.
Your choice of the APP sets can vary widely with your playstyle. Try one out, then try another if you have enough Respecs. But as I said, I like Ice on mine for the AoE damage and Hibernate as a panic button power. -
If you look at the end of the Guide to Guides thread, there is a post with fixed links. The front page still needs to be fixed, though.
Take a look at my sig for a very, very comprehensive guide on Illusion/Radiation. And the link is good. Illusion is my favorite primary. So far, I have gone up to 50 with Ill/Rad, Ill/Storm and Ill/TA. I have an Ill/Kin and second Ill/Rad I'm working on, and also an Ill/Therm.
Illusion/Radiation is the classic build for a good reason. Phantom Army is the key power in Illusion, and PA cannot be buffed directly -- the only way to make them hit harder or more often is to use debuffs on the enemy. So, you look for Resistance and Defense debuffs. Also, you want PA to be available as much as possible, so boosting your recharge is essential. Radiation is the ONLY secondary with a Recharge boost, a Resistance debuff and a Defense debuff.
Ill/Rad is a great all-purpose build -- I think it is the best all-purpose build in the game. It works great solo, on small teams or on big teams. An Ill/Rad is always welcome on a team, and can always contribute substantially. You might make small changes to the build for solo play, but geneally your playstyle will be the same no matter what the situation. Also, it is pretty easy to play well, yet gives you tools to use a lot of strategy. Also, Ill/Rad is not a late-developing build -- You don't have to wait for level 35 or 38 to get your best powers.
Ill/Storm comes in pretty close. Storm has so many fun and flashy powers, with nice added damage powers at the end. Storm's Freezing Rain provides a substantial AoE Resistance and Defense Debuff. Storm does NOT have a Recharge boost, and the two damage powers come late in the build. The big complaint about Ill/Storm is that it can be very chaotic -- especially on large teams, you either have to choose not to use several of your Storm powers, or you will probably get the team ticked off with you. Ill/Storm is great solo and small team, however.
Illusion/Trick Arrow would be my next recommendation, although Ill/Therm is also a pretty good. Both have good debuffs but no Recharge buff. My ill/TA had a fully ranged style -- send in PA, then stand back and shoot arrows. Worked well solo and teamed. A lack of a heal caused me to give up a couple of APP powers to fit in the Medicine pool.
Ill/Therm gets its debuffs late, and is more of a team support build. Heals and Resistance Shields help the team, but not Phantom Army.
Illusion/Kinetics seems like it should be good, as both Illusion and Kinetics are great powersets. But there are some synergy problems. One of the big ones is Phantasm's knockback has a tendency to knockback your target for siphon powers. Kinetics has a Recharge buff whenever you have a foe to siphon off of, but no debuff powers to make PA better (Fulcrum Shift does not affect PA). And, of course, Kinetics get two of its best powers at 35 and 38.
Ill/Sonic can provide a Resistance debuff, but no Defense debuff or Recharge. However, you can anchor one of the Resistance debuffs on Phantom Army, which is kind of cool. Ill/Emp has long been seen as a good battlefield healer, but has no debuffs or Recharge. Ill/FF has nothing for Phantom Army either. These are all team-oriented builds.
Illusion goes well with ANY secondary, even if some combos work better than others. Kind of like how Radiation goes with any primary. Of course, these are my opinions -- others love their combos and have good reasons for doing so. -
Quote:OL, I probably should not have said "worthless." "Wasting the Primary Purpose" would be more accurate. Yes, 10% ToHit Debuff is helpful, but not nearly as good as "can't attack because he's bouncing on his butt." The 10% -Defense in Earthquake is dwarfed by the -defense in the rest of the Earth set, especially Quicksand's 25%. But you make a valid point . . . 20% -ToHit Debuff has some value even if you waste Earthquake's primary purpose of a knockdown field.This is untrue. Earthquake doesn't suddenly and magically become worthless when stone cages is used. You still see benefit from it's [10%] -tohit and [10%] -defense and I have seen stone caged baddies still get knocked down before (might have been multiple KBs being used, not sure but I've seen it). The main benefit from earthquake to me isn't the KB anyway, it's that lovely -tohit it puts out, and in the event of multiple earth trollers you'd want stone cages anyway as using more than one earthquake might KB stuff out of the earthquake area. Why bother with coordinating things when not doing so can net you 20% -tohit? Makes hitting the softcap for defense that much easier.
The occasional knockdown you see is because Stone Cages have only 12 Seconds of - Knockback. After the 12 seconds, foes caught in Cages can fall down in the cage. But if Stone Cages is re-appled, then the -Knockback will happen again for 12 Seconds. If you want to use Stone Cages for its -knockback (which is key to making Storm's Tornado into a pure damage power), then you have to re-cast at least every 12 seconds. On the other hand, if you want to use Stone Cages as an Immobilize without the -knockback, then you have to wait 12 seconds before using Earthquake or other knockdown powers -- so it would be a good idea to slot for Immobilize duration since the enhancements do not affect the duration of the -knockback. -
Grav's unique lack of knockback in the AoE immobilize is an important factor in making Grav/Storm unique compared to other */Storm controllers. Freezing Rain+Crushing Field becomes an AoE knockdown where the foes can't run out of it. However, you give up the ability to turn Tornado into a damage machine without some extra circumstances. (I played an Ill/Storm before my Grav/Storm, so I learned to deal with it -- many of the same issues.)
I find that Grav/Storm is a good solo build. While I am pounding on a single target with GD-Crush-Propel, I can use Hurricane to keep the other foes away and debuff their ability to hit me. Singy pitches in quite well. -
Quote:If you WERE going to repeat a secondary, you really ought to take another look at Kin. Earth/Kin particularly-- still a set that you'd want to play with a team, but potentially pretty awesome. In fact I'm tempted to go make one right now.
I have one. Works great as long as you have a good tank who can grab aggro. As long as I'm patient and let the tank grab aggro, my Earth/Kin is very effective. Otherwise, the AoE controls of Earth and the melee nature of Kin draws a lot of attention. Appropriately, mine is named, "Dirt Napper." (Of course, it could be because he was my first Earth controller, so I was just learning how to play the set.)
The Recharge nerf for pets really hurt one of the best things for Earth/Kin -- Speed Boosted Rocky. He is still much better Speed Boosted, as he can run around faster. -
I have run on several "super teams" and many All controller teams. There are a few things that need to be kept in mind:
The absolute easiest "super team" is a team of Fire/Rads. Easy and amazingly fast. Next is a team of Ill/Rads.
On any controller super team, you will have plenty of control (other than maybe of a team of low level Grav controllers). What you really need is damage, especially AoE damage. And your biggest problem will be powers that conflict. Illusionists are the easiest, because they don't have many powers that conflict with others. Earth and Ice are the hardest because they have knockdown fields . . . which are made worthless by AoE Immobilize.
Your proposed team has 4 Illusionists. That is great, and the secondary doesn't matter that much as long as they learn to stagger their use of Phantom Army so that at least one set is always available. Rad and Kin both have Recharge buffs to make Perma-PA easier.
Two Earth Controllers. I (obviously) love Earth control, but two on the same team can be problems unless they coordinate. If the two are in constant communications, then they can coordinate use of Stalagmites to stun bosses, and avoid using Stone Cages at the same time that the other one is using Earthquake. But without that coordination, you either have to give up using Earthquake or Stone Cages -- two great powers. And Earth controllers add very little damage. Any Earth or Ice controller who has been on a PUG with another controller who spams his/her AoE immobilize knows exactly what I am talkin' about. Fire/Kins are infamous for spamming Fire Cages.
Earth Controllers are great as the only controller on a team of damage dealers, especially Blasters. But they are not ideal on a team of controllers. Same with Ice.
I would suggest the second person maybe try another Illusion, or Fire (if you can coordinate Flashfire and Fire Cages) for AoE damage or Plant (again, coordinate use of Roots -- but Roots does so much damage that you would probably want to put Earthquake on the shelf most of the time). Mind could work, too, since it does not have an AoE immobilize.
Consider having two or more PLANT controllers. Stacking Seeds of Confusion is awesome, and the AoE damage from Roots really adds up. -
Well, Sonic and Thermal are certainly team support secondaries, so I suggest an Earth/Thermal. It has good thematic synergy as well as power synergy.
Earth controls are the best AoE controls in the game, handled from range. Therm works well with that, and has a number of similarities to Earth/Rad. In fact, I would suggest you take a look at my Earth/Rad guide, linked in my sig, for a lot of tips and details on Earth, and many of my strategies suggestions will work with Thermal.
Ice is a nice set, especially if you want to be in melee but not be a damage dealer. I have an Ice/Storm at 50 who is fun, but I overall like the Earth control set better. Grav is a good single target control and damage set, weak on AoE. My Grav/Storm has been fun to level up, but mostly plays solo.
I was on a bit PUG last yesterday on my Earth/Storm . . . and was thanked several times by the Tank and Blasters for the effectiveness of my controls. I let the tank take aggro, throw quicksand at his feet, then Stalagmites and Stone Cages to lock all the baddies down. Debuffs to keep them from being effective even after they recover from the Stun, or use Volcanic Gasses or Earthquake 12 seconds after the Stone Cages were laid down. And with all the -Defense in the Primary, those Blasters are sure to hit everything held in place. -
And there is alway Cimmeroa, too.
So that makes:- Peregrine Island (Ferry from Talos)
- Shadow Shard (Take portal from Portal Corps at far end of Peregrine Isle.)
- Rikti War Zone (can be accessed from any Vangard Base)
- Cimmeroa (Can be accessed after doing missions from contact in Steel Canyon, then from any University)
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This is one of those "dead horse" topics. It comes up on a regular basis. The Devs have never given a specific reason why Lift has such a lower damage level than Levitate, but I suspect it is a balance issue. Grav does a lot of damage in Propel, and if the damage was increased to Lift, then the Grav set would probably do too much damage in their eyes.
The damage in Propel makes my Grav controller particularly good for solo. I use Crush instead of Lift in my Grav controllers current build. If Lift's damage were increased, I would find something else to drop to fit it in, but since Castle made the adjustment to Dominators and not Controllers, I would bet that this issue was looked at and left as is on purpose. -
Quote:To some degree, I think it depends on your secondary. With a Rad Secondary, an AoE Immobilze + Radiation Infection becomes almost a continual hold. The AoE immob keeps them from moving, and RI slotted with ToHit Debuffs keeps them from hitting you (much -- and that can be healed with Radiant Aura). Since CF recharges before it runs out, and RI can be on continually as an Anchor-based toggle, it acts like a low-level continual hold.This is partially true IMO. Early on it takes a bit of getting used to, and sometimes you have to use range and position to your advantage.
Consider your blaster and scrapper! That AoE immobilize should let them line up THEIR AoEs for best effect, and they can dish it out! If you have a tank with you things will change a bit, and you should not have to worry *as much* about agro, you will, but not as much.
I see a huge benefit to an AoE at level 8. Quite simply, I believe Crushing Field is far better than Swift, and thus I give it priority.
My favorite memory of using Crushing Field was shortly after joining a team in mission. We came up to the first mob and the scrapper ran in (I believe we were short a tank). I fired off Crushing Field, and the rest of the group sort of stood there. The scrapper on the team pipes up "Its a lot easier when they don't move".
Also, I see almost no purpose in taking Swift or Hurdle at level 6 . . . there are so many other powers that will give you far more benefit. I generally wait as late as possible to take these, as the benefit to my build is so small.