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I think you mean Mind/Cold. I don't have a Mind/Cold, but I have some decent experience with Mind Control. Mind Control is very powerful, especially in low levels. The attack chain of Dominate-Mezmerize-Levitate can carry you a long way. You can take out single targets easily, or spread those powers around to protect yourself. Add in Confuse and Mass Hypnosis, and it is very safe. The lower level Cold powers won't help you much solo, as the ally only shields will be worthless.
In upper levels, you will be lacking much AoE damage, and you won't get the damage boost that other controllers get from a pet. Your only AoE damage comes from Terrify. You'll get a little help from Confuse powers, but your damage slows down in upper levels. On the other hand, you will get some great AoE control and some powerful debuffs. In upper levels, you'll probably want to team more than solo. -
Quote:Very true . . . but having to count on Teleport as your travel power in Human form is frustrating. I much prefer to have Super speed to zip around and to run in the middle of a group to Eclipse and Mire, or get in position for a cone. (and I must admit that I started using that combo before IOs were around.)So is Shadow Cloak + Stealth IO in Sprint (or Prestige Sprint, if you prefer). No need to spend a power slot when you've got inherent powers that can take a unique Stealth IO. Furthermore, by putting the Stealth IO into Sprint (or equivalent), you get Stealth On Demand simply by quickly toggling on and off. The Stealth IO effect lasts for 2 minutes without refresh.
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Quote:Guardian has a very friendly bunch, many of whom have an unnatural fondness for cookies and bacon. Most of us are on 8-11 EST, but there are a fair number who are on for the west coasters, too. If you want to, go on down to the Guardian board, say hello and when you'll be on, and you'll get the chance to meet a few folks.Thanks guys. More than likely I was going to go to Guardian or freedom, which ever has a better player base and start some new toons anyway.
If you want lots of not-necessarily-as-friendly folks, Freedom and Virtue are the most populated servers. Virtue seems to have picked up lately, and is very Role-play friendly. -
Try a different kind of character. In my opinion, the electric armor set is a little weak, and a resistance-based set relies on healing. Elec armor trades some survival for a damage aura and a great endurance recovery power. Other scrappers have more survival ability.
Want greater survivability? Try an Illusion/Radiation controller following my guide. If you stand back and Deceive two foes, then take down the third with Blind-Spectral Wounds, you can defeat foes without taking any damage at all. It may not be fast, but it is safe. -- and you can't play one Red side (at least, not yet). -
I have so many characters that it really depends on what we're doing, what is needed and what I haven't played lately. However, if I want to do something that is challenging or new, I almost always go for my Ill/Rad first. If not him, I go for my softcapped BS/Shield scrapper, my softcapped MA/SR scrapper, or my Warshade. After those, I go for my Ice/Ice Blaster, my Stone/Fire tank, my Dark/Elec Defender or my Ice/Storm controller.
But that's only on my main server. I have three other servers where I have level 50's. -
I'm now somewhere that I don't have access to Mids, so I can't look at that aspect of your build. Is this intended to be a leveling up build? If so, take a look at my guide for a suggested leveling up order. I purposefully chose the powers in an order that makes leveling up easier with a maximum of control. I would move Enervating Field back, as you don't have enough endurance to run it before Stamina (and it needs 2 EndRdx). I would move Hurdle back a little bit to take Stone Cages early. The combo of Stone cages+RI is very effective for quasi-control, as described in the guide.
You are slotting a lot of very, very expensive IO sets, many of which are level 50 sets. I suggest that you focus on a leveling up build before you look at a final build. You said that you have never gotten past level 24 . . . focus on a build that fun to play as you go up, and then worry about a level 50 build near the end.
Fossilize: Leveling up, I like to slot Fossilize with a mix of Acc, Hold, Rech and Damage. At level 50, that might change, but I still like a little damage in Fossilize. Sometimes, even on a team build, you have to take down a baddie.
AM gets more benefits with the Efficacy Adaptor set, but it should get 6 slots. Start with 3 Recharge, then EndMod as you can fit it in. AM is a very important power, in that it boosts Recharge, Damage, Endurance Recovery, Run Speed, and Resistance to mez (the mez time is shorter) . . . and that's for the entire team. Later in the build, I slot 5 of the Efficacy set, leaving out the Acc/EndMod for a Recharge unless I have enough global recharge to be able to slot that last one.
Quicksand and Ling Rad: You don't need to slot for Slow. With two slow powers, you are well past the slow cap of 90%. I use 2 Recharge in Quicksand, and 1 Acc and 2-3 Recharge in Ling Rad. With enough global recharge, you can cut that down to 1 Rech in Quicksand, 1 Acc in Ling Rad. Those slots can be used in other places.
Stone Cages: It is pretty low damage, so Posi Blast is mostly wasted. Slot for Accuracy and endRdx, then go for damage procs if you want damage out of it. You get more damage from procs than slotting for damage. The Chance for Hold is nice, too. But its main purpose is as an AoE control power . . . the Stalagmites+Stone Cages+RI is very effective.
Volcanic Gasses: Again, you need to maximize Hold and Recharge due to the way the power works. Maximizing Hold helps it be more effective and makes it better at holding Bosses by stacking Mag. Eventually, that Lockdown proc is nice here, then maybe a damage proc but only after Hold and Recharge are high enough. Accuracy isn't needed, especially if you lay down Quicksand underneath it. (It does not take Accuracy, but you can put some in with sets. However, its accuracy is so high, it does not need it.)
Taking Fallout without Mutation is kind of rude, don't you think? If you are going to explode a teammate's body, shouldn't you rez him, too?
Consider changing to the Ice APP set. Earth/Rad is a ranged character. Earth APP is a melee set. Ice gives you two ranged AoE damage powers, plus Hibernate for "panic button" moments. You don't need defense as much if you have Hibernate and a self heal in Radiant Aura.
You don't really need two -Knockback procs. One is enough for about 95% of the time. You could drop Combat Jumping to get Mutation.
You won't use EM pulse all that much, as your ranged control options will handle almost everything. I mostly use it as a "panic button" power or a "OK, I want to be fighting statues" overkill power. But it is worth having, as you will have two of the best three AoE hold powers in the game. (The other is EM Pulse Arrow.) At level 50, I'd put that damage proc in Volcanic Gasses, since you will use that a lot more. I think I use the Hold/Rech and the Hold from the purple Hold set in my Volcanic Gasses, too, but not the entire set.
Earth/Rad is not as demanding on Recharge as some controllers (Like Ill/Rad). It has three ranged AoE control options, so usually you have another one available at all times. And then you have EM Pulse to fall back upon. I don't focus on maximizing one attribute or another so much on my Earth/Rad. I like some Recharge and Endurance/Recovery, but I'm not willing to give up functionality to get it. -
Earth and Ice are the two lowest damage Controller primaries. Kinetics is a damage multiplier . . . but you have to have something to multiply. In the old days before the Pet Recharge nerf, speed boosting Rocky made an Earth/Kin capable of playing solo after level 32, but that doesn't apply any more.
If you want to solo an Earth/Kin, you have to find some damage. Stone Prison slotted for damage, Air Superiority can help, but it is still very slow. -
First, take a look at my Earth/Rad guide, linked in my sig. I admit that the guide is not designed for the IO Min/Max player, but gives a lot of information about the powers and strategies.
Personally, I think skipping Quicksand is a mistake. In addition to an AoE slow, it is a HUGE defense debuff, and it recharges quickly. I like to use Quicksand underneath all my other controls. Earthquake and Volcanic Gasses do not instantly control all the foes, so Quicksand keeps them in place while debuffing their defense and NOT preventing knockback. (There are some people who argue that you don't need Stone Cages if you use Qucksand. I don't agree, but Quicksand is very useful.)
As for Volcanic Gasses, you want to max slot for Hold and Recharge, for the reasons explained in my guide. Once those are max slotted, then you can add some damage procs for good effect . . . the power spawns three pseudo-pet geysers, increasing the chance that the proc will hit.
Personally, I don't go for the Fighting Pool on my controllers . . . on team controllers, I rely upon the tank/scrappers getting the aggro, and then using my AoE controls, rather than going after defense. I would suggest you level up trying out powers like Quicksand and EM Pulse, and then decide if you want to respec into that level 50 build. On my Earth/Rad and on most controllers, I aim for Recharge over Defense, especially for a team-oriented character who can rely on a teammate to take the initial aggro . . . eventually, you can use stealth to lead Rocky into taking the aggro.
I saw you had Super Speed . . . you may want to add a Stealth IO for full invis so that you can lead Rocky into battle. I also think you need to slot him up some more. Max damage, and then one or two of the Resistance Procs to boost his high resistance.
On Accelerate Metabolism, you need to slot for Recharge, and then EndMod . . . at level 50, I like the Efficacy Adaptor set. -
Quote:You can actually carry at least two jet packs (Raptor Pack and Jet Pack) now-a-days, so if one runs out, you can use the other until you can buy a new one (Raptor Pack in the Shard, Jet Pack is a craftable temp power recipe, and you get one in the Positron TF Part II). I tend to be very stingy with my use of the Raptor pack, since I use the GvE Jump Jet most of the time I need verticle travel. Most of my level 50 characters still have plenty of time left on the original Raptor pack.Great ideas. I went ahead and applied those, however, after replacing Grant Invis with Combat Jumping, I wondered if I shouldn't grab hover in place of Stealth. After all, I couls still put the LotG in it, and it would give me vertical travel if my jetpack ever runs out.
I am not seeing many other powers that I really want to take.
Personally, I can think of several additional powers I would like. Increase Density is a nice but short buff for teammates, but you can use it to un-mez them and provide -knockback and a little bit of Resistance (It also takes a Steadfast -knockback IO in the default slot!!). Inertial Reduction if you want team super-jump. And I would consider Repel -- it is the only significant defensive power in the Kinetics set and it gets a bum rap . . . it works pretty well as a "panic button" power, and can also be used to position foes into AoEs or corners -- and it can be fun to play "Hellion Soccer."
I have used Repel in the past when my team was getting overrun . . . a quick trip through the group of baddies with Repel on and all the foes get knocked back from the teammates . . . and if you really want, I think it can be slotted (if you want to 6-slot it) with the Kinetic Crash set for some nice bonus. But I don't think you have the slots, so an EndRdx works great. -
Illusion is a great powerset. Force Field can be a good powerset when used right. However, there is very little synergy between them. The strength of Illusion is control through distraction with Phantom Army, and single target damage. In order to boost PA, you want recharge to help them recharge faster, and debuffs to help PA hit harder and more often. FF has neither.
Illusion is a poor set for farming. The goal of "farming" is to be able to dispatch large numbers of foes quickly, which is why sets that have lots of AoE are usually the best farmers. Illusion instead focuses on single target damage. So if you want to "farm," try another set.
However, your Ill/FF has some nice advantages on teams, especially since Defense has become more important in the game in the last couple of years. You really shine on teams of squishier teammates . . . PA can draw the aggro, and then your bubbles can protect your teammates from damage and mez. Plus you have lots of knockback for when foes get a little to rambunctious.
I don't have a build for you, especially since I don't have an Ill/FF among my 6 or 7 Illusionists, three of which are 50. My experience with */FF comes from my Mind/FF. But I would think that you should take everything in Illusion other than one of the two invisibilities. What you take in FF depends on your playstyle -- other than PFF, the two ally-only shields and Dispersion Bubble, everything else is optional. How much knockback do you want? You could try to fit in the Medicine Pool, or Leadership, depending on your playstyle and goals. You probably want either Ice or Earth for your APP set, as those two sets have defense-based Smash/Lethal Armors. -
I don't have Mids where I am, so I'm not sure how many 5% Recharges you have. But consider this: Move the Perplex out of Deceive to add a slot to Transfusion. Then slot Transfusion with 5 Doctored Wounds and an Accuracy.
Then take that Impskin Status out of MoB, put it in Transference and 6-slot the Efficacy Adaptor set for another 5% recharge.
The two 5% recharge will allow you to drop one of your LotG Recharges. That way, you can drop Grant Invis and Stealth (useless mules) and replace them with Combat Jumping for one LotG Recharge and Immob protection. And you have one more power slot for something more useful than Grant Invis or Stealth. -
If you are looking to solo a Mind/Storm, you need the single target attack chain of Dominate-Mezmerize (slotted for damage)-Levitate. This is the main source of your damage. Terrify slotted for damage gives some AoE damage, especially if you lead off with Mass Hypnosis to set Containment. Mass Hyp also lets you sleep the group, then move into the best position to hit the largest number of foes with Terrify. Still, the AoE damage is pretty weak.
In your build, you have Maneuvers and Resusitate. I would drop those. They are nearly useless (Maneuvers) and completely useless (Resusitate) solo, and not all that helpful on teams. There are so many rez options in the game now that most rez powers are fully skippable. (One of the Day Job accolades gives you a Rez Ally temp power -- get the Day Job badges from the Hospital and the University.) The small amount of Defense from Maneuvers is only useful if you stack it with a lot more Defense. Aid Other and O2 Boost are useless solo, too. I have been able to get by without Aid Self on my Mind/Storm -- Hibernate and green Inspirations cover the healing I need -- and I play mine solo about 90% of the time.
With the attack chain of Dom-Mez-Lev, you don't really need Ice Blast. So that lets you add in Ice Storm for more AoE damage. -
Quote:OK, that's a good point.Sure, but he is (or was) a Kin. The difference between Kin crash and, say, Thunderstrike here is only about 30% Damage (10 points of damage or so at 50). Once you layer Fulcrum Shift on that the difference is minimal because you run hard into the ED cap.
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Welcome! You are fortunate to have found the boards early on . . . I was in the game for 3 months before I found the forums. Lots of friendly people here . . . and a few grumpy ones.
Feel free to ask questions, read guides and contribute to the inane conversations. -
Quote:The original post of this necro-thread talked about how the OP was low on damage and had trouble playing solo. While the Kin Crash is a nice set for a control-heavy team-oriented build, if you want to solo and/or do some damage, a huge part of that damage comes from Levitate.Kinetic Crash in Levitate is actually not quite as oddball as it may seem at first. Slotting +KB in Levitate results in an increased Knock Up magnitude that makes the duration of the toss last longer, keeping the enemy out of the fight. With enough knock up and recharge it becomes possible to chain Levitate on itself to keep an enemy permanently occupied. It also lets you toss enemies that tend to resist knockup (e.g. those giant Malta tanks). 6-slotting Kin Crash increases the Knock Up mag of Levitate from 12-ish to around 36.
The second motivation is price. You can get the Kin Crash set (and thus +7.5% recharge) at a pittance compared to other sets; I think when I had it slotted I paid less than what I would have for comparable SOs. It's a great set to pick up for ultra cheap builds (particularly on teaming characters who need the mitigation and extra recharge more than the damage). I do usually replace it once the toon is better established or if I decide to solo often, though.
. . . And I don't think he was concerned about budget, with all the purples in his build. -
Yeah, I'd agree that the build above has some very odd choices. The order and timing of the powers is a bit odd -- I would move a lot of things around and substantially change the slotting. Here's just a few I noticed:
Mezmerize: Chance for Hold . . . most of the time, my attack chain is Dom-Mez-Lev. Mez is a Mag 4 sleep, so bosses can be controlled. That proc is doing very little there. Would do better putting that slot somewhere else.
Levitate: Primary damage power, but the Kin Crash set is low on damage. Yeah, it has some nice bonuses, but you can make up for those to some degree and still slot for damage.
Dominate: I would rather put the purple Hold set in Total Domination and slot this for some Damage with the Hold, Acc and Rech. 4 Basilisk Gaze + some Acc and Damage in the last two slots works. (I like Acc/Dam and Dam/Mez Hami-Os)
Hasten: Only 1 slot? Huh? When the reason for 6 slotting the Kin Crash set is 7.5% recharge? I don't get it.
Super Speed: Why slot this for speed when you have Siphon Speed to get you to the run speed cap?
Speaking of Siphon Speed: It needs Acc and Recharge, which the Slow sets are somewhat lacking. I generally use common IOs. 2 Acc, 2-3 Rech.
Health: Weird slotting -- End/Rech??? The only slotting that helps this power is Heal. He would do much better with just the Numina's Heal and the proc, and then the Heal/End and Heal/Rech . . . or use two slots somewhere else.
Stealth: A useless power pick if you have a +Stealth IO in Super Speed. And way over-slotted as the defense is small. If you want a mule for a LotG Recharge, take Combat Jumping later in the build -- it at least gives Immob protection. If you want Defense, then go for Maneuvers to help the team.
Stamina: Save the 6 Efficiency Adaptor set for Transference. Perf Shifter proc and EndMod, and two other Perf Shifter with EndMod go here. Or if you are tight on slots, trade out those last two for one Common EndMod.
Speed Boost: Recharge?? When it recharges so fast already? A single EndMod is good enough.
Total Dom: See Dominate.
Terrify: Best source of AoE damage. Go for Damage and Recharge, and only add fear if you have spare slots.
Transference: 6 Efficiency Adaptors
Fulcrum Shift: I prefer 2 Acc, 2-3 Rech.
Siphon Power: 1 Acc minimum, prefer 2 Acc, then 2 Rech and maybe some EndRdx.
Fireball: Why take it if you don't slot it?
Fire Shield: This is just odd slotting. -
Just as a suggestion, I really like taking Hasten and Superspeed in the teens. Shadow Cloak + Super Speed is full invisibility. Invis becomes very handy to get in position for getting the largest number of foes in your Mires (Build-up based upon the number of foes in the area) and Eclipse (Resistance buff based upon number of foes in the area). Plus you get Recall Friend as an inherent power, so with Invis you become a valuable teammate for stealthable missions. I love taking my Warshades on TFs because they bring so much to the team -- back-up blaster when needed, back-up tank when needed, ability to mez foes and to stealth missions.
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Solo, I would say that both Cinders and Bonfire are very useful. Cinders can be used to fill in when Flashfire is recharging or in those "panic button" moments when you are being overrun. Bonfire is a targetted AoE knockback zone -- very useful for blocking hallways and keeping foes out of melee from you -- again, it can be used as a "panic button" power -- Bonfire is situational and can be skipped, but I find lots and lots of strategic uses for it.
Smoke has mixed opinions. I have it on my Fire/Kin, used to have it on my Fire/Rad. I find it skippable -- one problem is that it has a fixed range that cannot be enhanced -- when you get close enough to use Smoke, you are nearly in aggro range of the Imps so unless you are at max range, they may run in to aggro the foes you just smoked to avoid aggro. Ring of Fire is skippable, but can be nice for extra single-target damage if you solo.
As for other pool powers: Hasten is helpful on all controllers. Boosting the recharge on your powers is always a big help. Plus, you can consider taking Super Speed for both travel and stealth -- my Fire/Rad has both Fly and Super Speed, and I'm thinking of dropping Fly since we have so many options for flight packs now-a-days. -
I would have suggested Earth/Rad, and directed you to my guide, attached in my sig. Earth/Rad is a wonderful character to duo with a Fire Blaster.
As for Fire, I would make sure that you get Char, Fire Cages, Flashfire, Cinders and Fire Imps as essential for a duo with a Fire Blaster. Hot Feet is a great power, but it will require you to go into melee and uses a lot of endurance (I would not run a Fire Controller without Hot Feet, but for your duo, it is not essential.) Seriously consider taking Bonfire, as it can give you some nice protection from melee attacks (Bonfire is a location targetted AoE knockback that can be used as a barrier or at your feet to knock foes away from you.) Smoke and Ring of Fire are optional . . . I would rank Smoke higher than Ring for your duo.
As for Cold . . . I haven't played the set high enough to give much advice on it. Sleet is the best power in the set . . . functionally the same as Storm's Freezing Rain.
Personally, I probably would have gone with Illusion/Cold if you really wanted a */Cold character. I understand you were in a hurry to choose . . . for domestic tranquility. For a first Controller, I usually recommend an Ill/Rad because the build is so flexible and fairly forgiving, and gets many of the best powers early in the set. (I have a guide on that combo, too. -- you may want to take a look at the section of my guide that talks about Controllers in general.) -
Illusion is a great primary, and Kinetics is a great secondary, so the combo is good, but there is a lack of synergy. The only real boost that Kinetics gives to Illusion is (a) siphon speed will help PA recharge faster, and (b) Fulcrum Shift/Siphon Power will buff your damage and Phantasm's damage. As previously mentioned, you have to deal with Phanty knocking back your siphon targets periodically.
You can't buff Phantom Army, so your great Kin buffs are wasted on them. (One of the reasons that Ill/Rad is so popular and so good - Rad is the only secondary with a Recharge buff and debuffs to make Phantom Army better.)
For the most part, Containment isn't a problem with an Illusionist. Why? No AoE damage powers until the APP sets. You mostly focus on single target damage with Blind-Spectral Wounds. Once you get to the APP sets, you have a great single target attack chain of Blind-SW-APP Blast-SW.
If you are looking for a combo with Illusion, I prefer Ill/Rad, Ill/Storm and Ill/TA over Ill/Kin (in that order). Ill/Cold may be a very good combo, too, but I haven't yet taken a */Cold very far. -
Try a Grav/Storm . . . I tried Grav/Rad and Grav/Kin and just couldn't get into them. But there are some interesting aspects of a Grav/Storm. At level 16, Freezing Rain makes up for Grav's lack of AoE control by combining Freezing Rain with Crushing Field for an AoE knockdown field where the foes can't run away. Then Hurricane gave me the personal protection with its repel and ToHit Debuff allowing me to use my single target attacks without getting ganked by the other foes around. Thunderclap's Stun stacks with Wormhole. Wormhole lets you take the baddies and put them in a corner so that you can use Tornado and Lightning Storm to be more effective, and then you can hold them there with Crushing Field and Hurricane. . . . And Singy can be my tank, to draw aggro while I take my time setting up my other tricks.
It isn't necessarily fast, but I find my Grav/Storm is one of my favorite solo controllers. -
If you really, really want to gain even more appreciation for a Fire/Rad, run a team of them. A team of Fire/Rads is sickly overpowered. Stacked AM putting the team at damage cap, Recovery cap, Recharge cap, and with stacked Choking Cloud and Hot Feet. A ton of speed capped/damage capped Fire Imps acting like Locusts. Alternating Flashfire+Fire cages in pairs will stun everything in sight and hold it in place. If the team stays together, everything melts in no time. This is the fastest, most overpowering team in the game.
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Quote:My Grav/Storm is 44 at the moment -- While I have a few IOs here and there, I'm nowhere near a fully IOed build, as I have mostly frankenslotted powers at the moment. My Grav/Storm is on a server where my usual buddies don't go, so I have soloed him the huge majority of time, with an occasional PUG. I've played a lot of controller combos, and I have to say that in low levels, this was a hard character to play. However, as I started getting some of the more interesting powers . . . Wormhole, Singularity, Tornado and Lightning Storm, it became more and more fun to play. At 44, my Grav/Storm is one of my favorite controllers to play solo -- not necessarily fast, but fun because it is a challenge to see how to make everything work together to be better than the powers by themselves. There is a lot of synergy if you use the right strategy. I have been picking off the EBs in the Tina McIntyre arc with some good challenges.How does a Grav/Storm play, say in PvE solo and teaming? I really like both sets but have limited experience with them and have yet to take either into the higher levels.
On teams, I have to limit the chaos, so I don't use Tornado much. Grav also has powers that take some time to set up or use, like Wormhole and Propel, that can be frustrating on a team. Still, there are plenty of ways to contribute to teams as well, but your role changes from single-target damage dealer to debuffer/controller. Eventually, I plan on making second build as a team build, replacing Propel with Lift (which I skipped on the solo build) and fitting in O2 Boost (which is usless solo since you can't heal Singy). -
The easiest way to breat the Fire/Kin Stereotype? As soon as you get on the team, speed boost everyone. Let them know that you are team-focused, and don't mind if they remind you to speed boost them . . . .
Most players in the game have never seen a team-focused Fire/Kin . . . -