Local_Man

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  1. Quote:
    Originally Posted by MrSuzi View Post
    I read this board and have been interested in rolling up a new controller. It seems with the forum switch the guides have lost their links

    I picked Earth for my primary as I was on a TF recently with one, and the visuals and sound effects were great! I am loving the sound effects on my own PC as it sounds like the constant rumbling of the earth. Seems like a very fun set. (Any advice?)

    Rad? Wow. Like really, wow. My last troller was a /kin and I thought that was something, but this Rad appears to be fantastic. I am really looking forward to picking up some uniques for slotting. Could you fellow Rads tell me about slotting a Regen Tissue in Radiant Aura? What about a Miracle? Is this going to effect myself and the party??
    Take a look at my Earth/Rad guide. The link in my sig works.

    Do not put the heal uniques from Numina, Miracle or Regen Tissue in Radiant Aura -- they will only work for 2 minutes on yourself only after you use the power. Those need to go in Health.

    EDIT: Oops, hilker beat me to it.
  2. After several weeks of huge demands at work, I finally have the big project completed. I would be interested in having "Loch Ness Monster," level 16, join.

    What time? (I am Eastern.)

    Also, all you controllers should join the Control Freaks Social Group! Just click the link!
  3. Local_Man

    Best at TFs

    Quote:
    Originally Posted by StrykerX View Post
    At high levels any Controller is helpful, but at low levels Plant is the only one with AoE controls available every spawn (unless the team is mowing things down in under 30 seconds, in which case no controls are needed). I'd probably go Plant/Kin for the absolute most useful TF Controller... Plant/Storm is fun but Kin has Speed Boost, Fulcrum Shift, and a good AoE heal to keep the Tankers and Scrappers going. Plus it's hard not to get a team on a Kin...
    Well, an Earth/Rad has pretty good AoE control at level 4, even earlier than a Plant controller . . . not quite as good, but Stone Cages + Radiation Infection means that the foes can't move and they don't hit you very often -- which is almost as good as a hold. The main advantage is that it is continually available, as Stone Cages recharges faster than it expires and RI is a toggle. (In early levels, you spend a lot of time waiting for Seeds to recharge on a Plant Controller.) Add to that the large -Defense in Earth, especially when you add in Quicksand at level 6.

    Still, I agree that a Plant/Kin (or /Rad) would make a good choice. My Plant/Rad is up to 49, and I think I'm gonna roll up a Plant/Kin on another server (ugh, more alts . . . )
  4. Came back for a quick look, and saw we already have 23 members! That puts us #7 on the list for most members, and that's only in one day!

    Keep joining Controllers! And feel free to post ideas you might have.
  5. Quote:
    Originally Posted by Ltn_Frost View Post
    I love my ice/ice/fire blaster. The ice set is sort of a blaster/controller hybrid. Comes with 2 holds, a few immobs and two slows. It doesn't do "the" most damage of all blaster sets, but it's definitely not the weakest set.

    I found it difficult to level at first because it was my first blaster, but once I learned how to play him properly, doing the Ouro badges was a relative breeze. I have 4 Blasters at 50 now, and another one on it's way.

    I rely heavily on my holds, so I took the two ice holds, plus Char from the fire set. Throw in Shiver on top of that and you can hold an EB in no time flat.

    Actually, you can have three holds with an Ice/Ice Blaster. Freeze Ray, Bitter Freeze Ray and Freezing Touch (melee). My Ice/Ice Blaster was the second character I made in the game, almost 5 years ago . . . and I finally got him up to 50 a few months ago. As a controller-type of guy, I really like the combo. Shiver made a huge difference in my survival. And then in the 40's, I went with PFF, Temp Invul and Force of Nature, but I find that I rarely have to use them.

    I tend to play chicken . . . staying at range with Hover/Fly, trying to separate the groups, slow them down and then pick them off one at a time. Shiver+Ice Storm gets them all trying to run away slowly instead of shooting at me, letting me pick them off one at a time. I found my Ice/Ice Blaster to be great on teams and solo.
  6. Local_Man

    Best at TFs

    Quote:
    Originally Posted by justisaur View Post
    I love doing TFs. I love merits too

    I have a 50 Ill/Rad that's pretty good on TFs, but I've been bored with her for a long time, and I'm a bit unhappy with the phantasm's knockback (I suppose I can just not summon it, but that cuts into damage). So I'm wondering what would be the best Controller for doing TFs (or any other AT, but I'd rather stick with controller). Basically random PUG TFs where you don't know what you are going to get.

    I've got a plant/storm too up to the 20s, but not feeling that right now, he's probably allright on TFs, but not really sure. I'm thinking knockback is just too risky on fast paced TFs.

    So best meaning

    Able to fill missing roles in those PUG TFs.
    Most sought after (so I can get in on more).
    Contributes most to typical TF.
    Good early enough to be useful on low level TFs, yet still good at high level for things like ITF & LGTF.

    I'm thinking of a plant/kin or plant/trick arrow, but worried I won't be that good at filling missing roles with either of those. Although Kins of some sort are usually fairly sought after, but not sure they are really all that on TFs, and are better on farms which I don't like.
    I would say that there isn't one single controller answer to your question. For example, if a team has several blasters, nothing is better than my Earth/Rad. He uses his AoE controls with all of its Defense debuff to make it easy to hit stuff, and if the team has plenty of damage, Earth/Rad acts as a multiplier, letting the blasters act like they are shooting fish in a barrel. The Rad adds more debuffs, a heal, a rez, and I even have Fallout for when Blasters do what Blasters usually do.

    If the team needs damage, I will pull out my Fire/Rad. If we are weak on tanking or need someone to stealth several missions, then my Illusion controllers work well. On the ITF, one of my favorite characters is my Ice/Storm. While those guys resist a lot of control powers, Slows work great on them and they resist a lot of knockback, letting me use Tornado and Lightning Storm without holding back. Plant and Fire are good for doing damage to large groups, but not as good for hard single targets. Earth, Ice and Mind provide good AoE control. Illusion is great to distract those AVs, and Grav has good single target damage.

    As for secondaries, Rad is always welcome. Rad gets several of its best powers early in the set for those low level TFs, and continues to be great even in the end game TFs. Rad provides a little of what everyone wants. Heal, buffs, debuffs, control. And the more Rads you have, the better the team will be.

    Kinetics is usually very welcome, especially by Stone Tanks. Speed Boosting the team will help everyone do things faster, and in the late game, everyone knows the power of Fulcrum Shift to buff damage. If you have a bunch of Blasters, Speed Boosting them to use their nukes more often, then having Transference to recharge them with Endurance can really speed up a TF.

    Storm is hard to play well on a big team . . . you have to learn when to not use many of your knockback powers. But a well-played stormie is a huge benefit to a team, with huge debuffs from Freezing Rain and various control and positioning powers. While you don't have any -Regen, the autohit damage from Tornado makes up for that -- great on AVs.

    TA? I have an Ill/TA at 50, and he's been fun to play. He certainly contributes to TFs, but I generally feel that a Rad contributes more, other than the damage from OSA. TA's biggest TF weaknesses are low amounts of -Regen and ToHit Debuff.

    Of the buff sets (Therm, Sonic, FF, Emp), it really depends on the make-up of your team. Many teams look for an Empath, so Empathy will get you quick invites. Personally, I think Therm is a better overall set, depending upon the team.

    I might suggest looking at a Plant/Kin. Plant gives you good control and AoE damage for those low level TFs, while Kinetics gives a huge buff to the team for the higher level TFs.
  7. Quote:
    Originally Posted by billie church View Post
    if thats the case on tanks why is it when you go to make a new hero/villan if you look at brute it says high dmg high hp but when ya look at tank it has mod dmg high hp thats what i was asking about on that part if there supposed to be the same why not say so it just makes a tank sound weaker than the evil counterpart
    but about the kick i made a tank i had to buy the kick attack and all it does is a basic im lifting my foot and kicking you attack not some super round house that sends ya flying like in a jet li film so why do we have to buy it as a super power thats what im refering to we should get it as a basic attack everyone knows how to punch n kick so instead of brawl one button we get punch and another we get a kick attack for basics powers come after if ya want to do the high flying bruce lee movie kicks n punches yea then i can see buying em as powers but to have to buy a basic skill we all know a birth i feel its a wasted power slot we shouldnt have to buy i mean if ya going to be that basic why not have a power to chew food we all know how to do it its a basic function a more cooler power would be something like shapeshifting to different forms x men has morpha shapshifter changes to any hero n get there powers n also has mystic same thing heck even teen titans has beast boy i cna see that beinga lot more useful n fun than wasting a power spot for a basic attack everyone knows at birth
    First: There are these keys on your keyboard that are not letters . . . they are called punctuation keys. Using them helps people read and understand what you have written. Using an occasional period (.) and comma (,) and maybe even a question mark (?) will do wonders. You also have a Shift key for capitals, and an Enter key to break groups of thoughts into paragraphs. Try using all these special keys if you want people to understand what you are trying to say.

    Second: The descriptions of archtypes and powers are imprecise. High damage in one set may not be high damage in another. Back in the days when Cryptic was running the show, "Statesman" didn't want players to have specific numbers, so the descriptions of powers used comparison descriptions instead of numbers. (Maybe that's why they were named, "Cryptic?") Our current Developers changed that by allowing us access to the numbers, but the power descriptions have not been changed.

    Don't read much into the power descriptions, other than the fact that Minor is less than Moderate, which is less than High, which is less than Superior within one power set. When comparing power sets, use the actual numbers and not the descriptions.

    On the Kick attack: When you "buy" it as an attack, you can think of it as training yourself to use this attack in a better way than a guy off the street. Your technique allows you to do more damage than the average guy. You can think of Brawl vs Boxing the same way.

    Don't get too caught up in real-life comparisons. Certain things are done for game balance, even if they don't make sense. A prime example is the Propel power for Gravity controllers. One time, my Grav controller will throw a roll of pink fiberglass insulation that looks nice and fluffy, and the next time, he will throw a forklift . . . but both times, he will do the exact same amount of damage. It doesn't make sense but it had to work that way to balance the game.
  8. I grabbed the channel name, "Control Freaks." I know nothing about how to administer channels, and won't be in game until Friday night or Saturday (busy at work). I'll try to work on inviting folks as soon as I can, and I'll be happy to share the administrative position.
  9. Radiation is the most flexible secondary for any primary. It works well with any primary. In most cases, it is the best or second best secondary for each of the primaries. Rad is also very "stackable;" the more Rads you have on a team the better the team will be.

    Fire/Kin does more damage in upper levels, but Fire/Rad is safer and does plenty of damage. And if you have multiple Fire/Rads, they will go faster than a team of Fire/Kins. (The Statesman's TF speed record was set by a team of 8 Fire/Rads.) Why? The combo of Hot Feet+Choking Cloud stacked from multiple players is pretty much instant control of any group, without having to wait for recharge. Then stacked AM gives you constant buffs to Damage, Endurance, run speed, recharge and other stuff. A team of Fire/Rads can, if they stick together, pretty much run through any mission knowing that everything short of an AV will die in seconds. And then they have all those stacked debuffs to turn AV's into kittens.

    I have also run on teams of Ill/Rads -- almost as fast. Pretty much any primary + Rad can make a superteam.

    If you want details on the Rad powers, take a look at my Ill/Rad guide, linked in my sig.
  10. Thanks! Once you have put together your final build, feel free to post it if you like. There are many ways to make a Perma PA build, and this could be to share the options.
  11. One of the new features on these new forums is "Social Groups." Exactly what it does, I'm not entirely sure, but it is there, so I decided to start one just for us big fans of the Controller Archtype. There didn't seem to be one yet. I picked the name, "Control Freaks" since it seemed to fit. (The other name I came up with was "Controlling Interest.")

    So, at the top left corner of your forum page, click on "USER CP." On the left side of the screen, you will see the second grouping, "Networking." The second option in that group is "Social Groups." Click on that, and then search for "Control" and it should pop up. Look for the small option to "join group," and that's it.

    I can see this being a great place to put together "all controller" teams, or concepts for superteams. It will also be a good place to share information for those "in the know" without it being in the main controller thread. I have no idea how much folks might use it, but I presume that the folks who join will be the more active folks on this thread.
  12. Solo, I would say an Ill/Rad, Ill/Storm or Ill/TA are as survivable and have better damage. Kin is a great buffing set, but has few debuffs (none of which boost damage or accuracy to help PA) and almost no defensive powers (assuming you skip Repel). (Siphon Speed debuffs speed and recharge, Siphon Power and FS debuff damage.)

    Ill/Rad throws out PA, then EF debuffs the Resistance, Damage, and RI debuff Defense and ToHit of the foes. This means that PA, Phantasm and you all hit more often and do more damage, while the foes hit you less often and do less damage . . . and you have a self heal to take care of that damage without having to siphon off of a foe or be in melee.

    Ill/Storm also has Resistance and defense debuffs, but has more defensive powers in Hurricane (with a huge ToHit Debuff) and the knockback of Gale, Tornado (with a stun) and Lightning Storm. Add the slow in Snow Storm and Freezing Rain.

    Ill/TA uses staying at Range, with huge debuffs and ranged controls, plus a nice ranged AoE damage power.

    Overall, any Illusion set can be played to be very safe with the right use of Phantom Army and lots of Deceive. Deceive alone will let you clear a room solo while invisible. The debuffs boost the damage and accuracy from Phantom Army, Phantasm and you. How does that comprare to the damage buff from Fulcrum Shift? Well, since FS doesn't affect PA and only hits Phantasm once in a while, I think it would be pretty comparable if not better. I haven't actually tested it, though.
  13. Quote:
    Originally Posted by Yoshitomo View Post
    You mention gravity... I also have a grav/kin but I find I can rarely apply FS to singy because 1. His attacks are ranged and 2. If he DOES jump into a mob, he flings them all away Therefore, yet again, my 2 sets don't really meld very well. I'm almost fed up of my ill/kin so do you have any tips for my grav instead?

    I mentioned Gravity only because it has three single target damage powers which will benefit from Fulcrum Shift, and the positioning from Wormhole could be used nicely for giving you groups for your Kin Siphon powers -- and that is just supposition from my experience with the sets separately -- I don't have a Grav/Kin myself. To me, Fire/Kin, Ice/Kin and Plant/Kin seem to have the best synergy with Kinetics. I have a high level Fire/Kin (no PLing, however), and I'm thinking about rolling up a Plant/Kin.

    Maybe someone with experience with the combo might be able to help . . . but it might be better to start a separate thread asking for strategy tips on Grav/Kin.
  14. Local_Man

    /Storm help plz

    A couple of things about Thunderclap: I skipped it on my Ice/Storm, as Arctic Air gave me enough melee control. I took it on my Ill/Storm, as I hadn't taken it before and decided to try it instead of Flash. More on that in a sec. I took Thunderclap on my Grav/Storm and Earth/Storm because it can stack stuns with the stun powers in the primary or extend the stun on minions. This allows me to focus on damage to the Boss and Lt. foes, while the minions continue to be stunned. For a Fire/Storm, you have a better reason to take Thunderclap -- not only can you stack the stun with Flashfire, but when you run in to PB AoE range to hit Thunderclap, you also are doing damage to those minions while you concentrate on holding the bosses and lieutenants. However, Plant/Storm really doesn't need it.

    On Ill/Storm, I am still trying to decide whether to keep Thunderclap or drop it for Flash. Thunderclap recharges so much faster and sets up Containment for my Blind-SW attacks and any AoE attack from the APP sets. And as explained in my Ill/Rad guide, Illusion will get higher overall damage by taking out the minions first, letting Phantom Army and Phantasm keep the Bosses and Lieutanants busy. So, I'm inclined to keep it there, too.

    Besides, Thunderclap really looks cool. It is too bad that such a cool looking power only affects minions.
  15. Local_Man

    /Storm help plz

    Quote:
    Originally Posted by MentalMaden View Post
    So. Defenders aren't blasters either but I doubt you'd tell them not to take any blasts. (Talking more in general here than just /storm) Controlling isn't so time consuming that you can't stick the occasional buff/heal/etc. in there. I'm not saying it's more or even as important as your primary, but your secondary is there for a reason. Solo build sure I can see nipping and tucking powers that don't apply but for a team (even sometimes team) build it won't kill you to take certain powers.

    Specifically, I'd agree that O2 isn't a must have right away power, but in a team build can be helpful for the lategame especially against end draining foes (malta sappers) and disorient heavy situations for squishy teammates.
    I agree that O2 is very useful on most builds. Of my four high level Storm controllers, I have only left it out of my Grav/Storm's solo build (since Singy can't be healed). I find it really helps teams with a timely heal, breaking Stuns (like after using a wakie) and End Drain protection. And it is very nice to have to heal up your pet (rather than having to re-cast).

    With his resistances (plus more resistance from procs) and an occational heal, Earth's Animate Stone is almost unkillable.
  16. While Illusion and Kinetics have some significant synergy problems, I have always said that the two sets together aren't bad. Illusion is a great set. Kinetics is a great set. And even though they have some problems working together, the combination of two great sets is going to make a good controller. I have one myself.

    But if your goal was to make an Illusion controller, then Rad, Storm and TA synergize better. If your goal was to make a */Kinetics Controller, then Fire, Ice, Plant, Grav, Mind and maybe even Earth work better. Sets with buffable damage, preferably AoE damage, can take advantage of Kinetics more than Illusion. The Earth APP set is a very good choice to make any Kinetics character better, with a short-range AoE damage power (with an occasional stun) and a single target clobber attack. But that would be true of any */Kin controller, not just Illusion.

    Still, the strategy hints posted above are very good ways to work with the set.
  17. I made a few different choices than Pans. His looks like more of a solo build, while mine is a team-focused build. I made this build with no purple sets, but my final build will have some. I went with Hasten/Super Speed for travel, because Steamy+Super Speed gives full invisibility PLUS I like SS for the maneuverability on a Stormy -- Hurricane + Super Speed allows you to herd by pushing the stragglers into the group (while debuffing their ToHit). SS also allows me to run it, fire off Lightning Storm or Thunderclap, and then run out quickly.

    I delayed Snow Storm. While I love it on other Storm controllers, Earth has Quicksand with its massive -ToHit Debuff. Snow Storm gives you some nice -Recharge, but I didn't think I needed two AoE slow powers leveling up, and I find more uses for Quicksand (like, under every AoE control I use). O2 Boost is useful on a team-oriented build, but I wish I could have put more slots into it. I could have given up a damage proc or two from Freezing Rain or Volcanic Gasses I suppose, but those are nice where they are.

    I tried to get a lot of Regen, since Earth/Storm does not have a self-heal. I took the Ice APP in part for Hibernate -- a Panic Button power that lets you recover both health and endurance. Plus, with Stone Cages, the AoE in Ice Storm will do a lot of damage.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Dirt Devil: Level 50 Technology Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Slow%(34)
    Level 1: Gale -- Acc-I(A)
    Level 2: Stone Cages -- TotHntr-Acc/EndRdx(A), TotHntr-EndRdx/Immob(3), TotHntr-Immob/Acc(5), TotHntr-Acc/Immob/Rchg(11), TotHntr-Dam%(37)
    Level 4: O2 Boost -- Heal-I(A)
    Level 6: Quicksand -- RechRdx-I(A), RechRdx-I(7), TmpRdns-EndRdx/Rchg/Slow(7)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), RechRdx-I(42)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-%Dam(43), Achilles-ResDeb%(46), Posi-Dam%(46)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Heal-I(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(23)
    Level 24: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(25), ImpArm-EndRdx/Rchg(43), S'fstPrt-ResKB(50)
    Level 26: Volcanic Gasses -- Lock-Rchg/Hold(A), BasGaze-Rchg/Hold(27), G'Wdw-Acc/Hold/Rchg(27), EoCur-Acc/Hold/Rchg(40), G'Wdw-Dam%(42), NrncSD-Dam%(42)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(50)
    Level 30: Hurricane -- DarkWD-Slow%(A), DarkWD-ToHitDeb(31), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34)
    Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), C'Arms-Acc/Dmg/Rchg(37)
    Level 38: Lightning Storm -- Entrpc-Dmg/Rchg(A), Entrpc-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(40), Dev'n-Hold%(40)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Build%(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48)
    Level 49: Snow Storm -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
  18. Well, the Forum changes has brought out "The Good, the Bad and the Ugly."

    The Good? We can now go back and edit old posts, allowing me to fix typos and correct errors, and add more stuff! And I will be able to update this guide to its origial posts. This will also give me a chance to fix some stuff in my old Earth/Rad guide.

    The Bad? All the links are messed up. Not only is the Guide to Guides usless, but links within my guide (and everyone else's) now send you to an Error page. It is going to be a real pain in the tail to fix all those links. I'll try to get around to it sometime.

    The Ugly? The Forums changeover seems to have messed up Lists. I had to play around with it to make it work again. I did spend some time fixing the lists in this guide, but the font in lists seems to be a little bigger than the font in the rest of the post. Also, Links are underlined but no longer colored green. I had to take a while to figure out just where to place the color command so that it would work on links. But now links can be any color, as shown in the first section of this guide.
  19. I agree with Frost. Ranged Defense. Arctic Air will take care of most of the melee foes. In general, I like to follow the melee fighters in, let them get the initial aggro, and then come right in behind them with AA. Melee Defense would not do me all that much good, but Ranged Defense is useful, especially for those foes who run outside of the AA cloud, then turn around and shoot at you.
  20. Quote:
    Originally Posted by MaHaBone23 View Post
    I deliberately DON'T take O2 on my stormies because it such a sad little heal. Why kiss boo-boos when my time can be better spend uncorking some proper whop-***?
    Well, at level 4, you have a limited choice. On my Earth/Storm team build, O2 Boost was the best option -- better than Stone Prison, Snow Storm (about to get Quicksand), and already have Fossilize and Stone Cages. (My solo build took Stone Prison.) I find O2 Boost to be a nice power to have. I can heal up my pet between fights. I can un-stun and heal teammates who just used a wakie. And I can sometimes keep teammates from the brink of death. I often provide limited mez protection to an Emp, or some End Drain protection to the team tank.
  21. Quote:
    Originally Posted by Snakebit View Post
    I never liked tstorm. The animation takes soooooo loooooong.
    I assume you mean Thunderclap and not Lightning Storm.

    Thunderclap is questionable on any build that does not have another stun power -- since it is only mag 2, which only stuns Minions. However, it recharges fairly quickly for an AoE control power that sets up Containment.

    Yes, the animation seems to take a long time, but it is visually very impressive -- it seems like it should do more than just a Mag 2 stun. But I have found it is very effective on my Earth/Storm and Grav/Storm, either to extend the stun or to stack it. As long as I can take a hit or two during the animation, it is quite effective when combined with an AoE Immobilize. Also, I use the Steamy Mist + Super Speed combo for full PvE invisibility, so the animation time affects me less. The foes notice me at the beginning of the animation, but that usually means that I get hit only one or two times if at all.
  22. Quote:
    Originally Posted by Yoshitomo View Post
    Wow, nice response to Earth/Storms here. I've been looking for a nice controller build to level and then I thought about Earth/Storm but I didn't know whether it would actually be any good. But after the love shown here, I'm definitely going to roll one
    I was playing mine over the weekend -- went from level 29 to 38. Since I already have another Earth controller and several Stormies at 50, I knew what a great combo it would be. Most of my teammates didn't, and I was happy to show them. At one point, our team ***** (kind of like a village *****) aggroed 4 groups at once . . . I pulled out all the stops and the team was amazed that we handled it. We only had one death that I recall (sadly, not the *****). Earth/Storm is an AoE control monster. Stacking Stuns (Stalagmites and Thunderclap) is wonderful.

    Edit: I'm sorry, but the word I D I O T should not be censored. It is one of the few reasonable insults left. I guess some form of excessive political correctness has taken over.
  23. Quote:
    Originally Posted by MentalMidget View Post
    IMHO, I find Ill/Kin nothing more than a buff bot, might as well roll a kinetic defender. The synergy problems Local Man pointed out as well as others may have, really sour this combo on me.

    Fulcrum Shift: no benefit for Phantom Army, and Phantasm like to stay at a range that often would leave him out of the buff's benefits as well. Kinetics is also highly melee oriented with it's healing, and two great late game powers Transfence, and Fulcrum Shift.

    I agree wholeheartedly that you would be better served with radiation as a secondary to augment your primary, than with kinetics.

    If you are set on kinetics as a controller there are much better sets that work with it, fire/mind/earth/plant. I would recommend reading Local Man's Ill/Rad guide as well for it is highly informative, and well written.
    Thanks for the plug! Unfortunately, all the links seem to have been messed up with the new forums. The link to the Ill/Rad Guide now is http://boards.cityofheroes.com/showthread.php?t=141225.
  24. Local_Man

    Ill/Rad perma PA

    Quote:
    Originally Posted by Cyberknight_EU View Post
    I am after reslotting my il/rad for perma pa can anyone please post a guide as all the links to guides do not work , thanks in advance CK
    http://boards.cityofheroes.com/showthread.php?t=141225
  25. Quote:
    Originally Posted by Yoshitomo View Post
    really? I thought Spectral Terror was terrorble (see what I did there? heh =]) due to it making some foes run away in panic...that's almost as bad as knockback.
    I suggest you take a look at my Illusion/Radiation Guide. The detailed discussion of the Illusion powers will really help you. Spooky's tendency to make foes run away was mostly gotten rid of back in, around I-6 or I-7. Spectral Terror is Illusion's best option for AoE control now, and arguably the second best power in the set.

    There are some synergy problems with Ill/Kin. Phantasm's knockback will be a big source of frustration, and Kinetics has no Defense or Resistance Debuffs to make Phantom Army better. You only have a single target damage power and no AoE powers (other than what you pick up from the APP sets), so Fulcrum Shift won't give you all that much of a boost -- the team will love it, but you won't see nearly the benefit as you would with other primaries. I prefer Ill/Rad, then Ill/Storm, then Ill/TA over Ill/Kin (and I have them all).