Local_Man

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  1. Quote:
    Originally Posted by Sagamemnon View Post
    So the other day I was talking with a buddy. We had a good debate about the power of illusion control versus gravity control. He was raving about how awesome Illusion is, and I asked him a question that stumped him. Wanted to get some views.

    If phantom army had not taunt power and acted like voltaic sentinel would you still play illusion? and if so would it be worse then gravity?

    This isn't an Illusion needs X troll. Or a gimp Illusion thread. I am just curious if making that one change would make Illusion control the worst set and have people climbing the bell towers so to speak. Its 1 power of 9, but it the set defining power and if it didn't allow you to tank the latest AV/GM would illusion still be OMG inspiring?

    Hopefully this won't devolve into a flame war, but I brought my fire suit just in case
    I hate questions like this. Illusion was built around its functions, including the taunt element of Phantom Army. That taunt element is an important part of the control of Illusion since Illusion mainly controls through distraction. Voltaic Sentinel is basically a blast power, not intended to be a control power.

    It is like asking if someone would sit in a 4 legged chair if one leg was cut off.

    Gravity is a different kind of set. It has good single-target damage, good single target control, a way to split up groups and a pet that provides a lot of tanking and control. I wasn't crazy about Gravity Control until I got my Grav/Storm up into the higher levels. Now I find that character to be one of my favorite solo characters. I agree it could use a little work (shorten the animation time on Propel, make the AoE on Wormhole bigger), but it is lots of fun if you are patient.
  2. Quote:
    Originally Posted by Next_of_Kin View Post
    Ill doesn't have any AoE control abilities to note. You can consider Flash but that's just too long to be considered useful, even with 205% recharge. Spec Terror does a fine job keeping Minions/LTs cowtowed. Sure it doesn't set up contain but if you're playing an Ill troller you don't expect to get contain.

    As far as the invis supression...my understanding with Mids is that the defense number you see listed there is supressed Defense. You can see a much higher number if you check the effects tab, for non-suppression.

    For AV soloing, there is nothing like a perma PA Ill/Rad with his LR. However, on a regular run, it sucks having to mop up things with single target powers or overdoing it with fissure on small packs.

    I much prefer my Ill/Storm.
    I found that with my Ill/Storm on teams, I had to hold back on using Tornado and Lightning Storm a lot to reduce knockback. I have to use Hurricane in a very limited role. And without some heavy-duty Recovery slotting, I was running out of endurance a lot. Ill/Storm is a lot of fun, but I found that I had to rein in several powers on teams, which I do not have to do with an Ill/Rad. Flash+Fireball adds up to some decent AoE damage. I find that overall, my Ill/Rad is my most flexible build in almost all situations.
  3. Quote:
    Originally Posted by SmokeSignal View Post
    Fire cages and hot feet need to be proc slotted heavily. It cuts mob time in half or more.
    The damage done by Fire Cages is actually pretty low. In most cases, the total damage you get from damage procs will be more than the damage you get from slotting Fire Cages with Damage (like the Posi-Blast set).

    Not quite the same for Hot Feet, but once you cap your Damage in Hot Feet, than you can add more damage with procs. However, depending upon your build, you may be better slotting up Hot Feet some other way. It needs a little bit of Accuracy, capped (about 95%-96%) or nearly capped damage, a lot of Endurance Reduction (capped or nearly so, but you can get by with less if you have a lot of recovery and use Transference a lot). A little Slow is nice but not necessary. So, it may not be a good idea to slot procs in Hot Feet, depending on your build.

    One exception to the above -- if you get one of the Purple damage procs, those hit a lot more often so they do more damage. But that is very expensive.
  4. Never seen an explanation, but I can guess. Ice Slick's purpose is a knockdown field. If you could slot it for Knockback, then foes would get knocked OFF the field instead of knocked down. Rather than deal with those complaints, the Devs limited the usable enhancements to Recharge, Range and EndRdx. No need for additional slow since there are already plenty of Slow powers in the Ice set.

    All that was done long before IO sets, and I doubt that they re-examined it just to allow procs. The only set I could see being added to Ice Slick might be Slow, but that would need some changes to the power. It is probably not worth the Dev time. Plus there are a good number of other powers in which procs can be placed.
  5. Local_Man

    Slotting Sleet?

    Quote:
    Originally Posted by Biske View Post
    I'm about to pick up Sleet next level on my Ice-Cold controller, but I'm not sure how to slot it. Apparently the power accepts Accuracy enhancements, but I don't see most people slotting it for Accuracy. In my experience so far, and I'm just starting out, slotting a lot of Accuracy for every power that can use it is pretty important. But I was under the impression that Sleet was basically a 'super Ice Slick', but I don't actually know how it all works. What really differentiates these two powers anyway?
    Sleet is pretty much the same thing as Freezing Rain. It's primary purpose is as a debuff, with the control aspects being a valuable secondary effect. (The Slip-n-Fall is not nearly as reliable as Ice Slick.) As the others have explained, it does not need Accuracy. Recharge is most important, as you want it up for every group (or at least as often as possible). So, if you don't have significant global Recharge, you want to slot that first.

    I have seen many people slot Freezing Rain for damage, often with the Posi-blast set. When you attack a group of foes, it looks like it is doing a lot of damage with lots of "-1" flying up. However, each of those "-1" you see is actually a fraction -- I think it is -0.3, but the game does not display decimals so you see a "-1." Slotting for damage does almost nothing.

    As the others have mentioned, You can slot for Defense Debuff, but once your combination of Accuracy and Defense Debuff puts you at the 95% cap of being able to hit any foe, further Defense Debuff does nothing. While Defense Debuff isn't useless as it will make it easer to hit high defense foes, you get more benefit from procs. The others have given you some good ideas for procs to use, as there are a bunch.
  6. Some of us older folks who are dealing with eyes in the process of doing their own adjustments find it hard to read the small stuff. I find it nearly impossible to read the small font.

    I probably spend half my game time on a laptop, and it is very hard to see that small font. And I have mis-slotted a couple of times because of it.
  7. Quote:
    Originally Posted by Psyte View Post
    How much of a recharge do you need to get PA to be perma? I've got a global recharge of 58.75%, plus have 97.7% recharge on PA itself. No Hasten, so I'm figuring I'm going to have to work that in somehow (blah to respecs).
    You need around 195%-203% global recharge, including AM and Hasten, but not including the Recharge in the power itself. Capped Recharge in PA itself gives about 96%. My goal was 203%, but I ended up with 206.25%
  8. I haven't tried to make such a build, but I'm not sure you can. Sometimes, you can't "have your cake and eat it, too." Or, in the immortal words of the Rolling Stones, "You can't always get what you want."

    First, the whole idea behind a perma-PA build is to keep PA out there at all times as a way to draw the aggro away from you -- so you don't really need that much defense. Plus, you have Radiation Infection with a lot of ToHit Debuff. And Spectral Terror with its ToHit Debuff and AoE control. And you have a self-heal. If you stay out of melee and focus more on single target damage, then you shouldn't need much, if any, defense.

    I just did an ITF yesterday with a PUG. 21 deaths during the ITF . . . and Zero for me. I got hit some, but I was able to handle it.

    The only way possible to get what you want might be to put purple sets everywhere possible, so that you can free up a few other powers for Ranged Defense sets. You'll need all six of the Confuse set, which provides some decent ranged Defense. Unfortunate for you, the Ice and Earth Shields provide Smash/Lethal Defense, not Ranged.
  9. Quote:
    Originally Posted by Konzo View Post
    i need help with my fire/force/earth troller i have ledership too
    The best thing to do is to get Mids Hero and Villain Builder and make up a build for yourself, then post it with an explanation of your playstyle. What goes into your build depends a lot on your playstyle, what powers you like and don't like. Explain your level and your goals (i.e. leveling up build, team vs. solo, Level 50 final build after buying set IOs, etc.)

    Just saying "I need help" doesn't give us much to go on.
  10. Quote:
    Originally Posted by KayJMM View Post
    Oh, I do it all the time...

    as I am always cheerfull and expansive and easy going - but that comes from my brazillian heritage)...
    Is that "expansive" or "expensive"?? <insert Carol Channing singing "Diamonds are a Girl's Best Friend">
  11. I have a group of friends where we team together and use Ventrilo to chat. Sometimes we may invite one or more other folks to join us, but not always. However, if I want to say something snide or cynical to one of the other guys, I'll type it in a chat.

    One of our guys is a great guy (I have even chatted with his kids), but every now and then he gets a little short-tempered. I didn't know it for a while, but he has some medical issues that can affect his mood. One time he was acting a little snippy in voice-chat. I intended to type a tell to one of the other guys, but it was mistakenly sent out in team chat . . .

    "What what got XXX's panties in a bunch today?"

    Then I had to try to smooth things over in voice chat . . .



    Then there is the famous typo from the old Hami-raid days. In the old Hami Raid, a group of Illusion Controllers would fly over Hamidon, out of his aggro range, and drop Phantom Army to draw Hamidon's aggro. It was a fun social event . . . not very exciting, but we would float up in the sky chatting while we waited for PA to recharge and drop the next group. One of the frequent leaders was Neuttrino, who played a character named "Tiny Neut." We would all get in position, wait for instructions from the Raid leader, and then Neut would tell us to start dropping our Phants.

    Only one time, she had a bit of a typo that became famous. When it came time, we all saw a team message from Neut that said (something like) . . .

    "OK everybody, drop your pants."

    That typo became a running joke for almost every Hami Raid from then on.
  12. Local_Man

    Noobquestion

    Quote:
    Originally Posted by HelgeS View Post
    Thanks, that was a lot input.

    My first tank had serious problems to hold the agro and later he was even unable to kill mobs when alone.

    I thought the best Tanker in term of holding agro would be someone with a fire aura or similar? But I take that those chars are no fun to play until later, right?

    I tend between Willpower or Invulnerability, but I want to play with others and make sure I can hold the agro rather easily.

    At least with the secondary power I made up my mind. Super Strenght seems the best choice for me now.
    I suggest you take a look at a guide written by a good friend of mine, Call Me Awesome. Invulnerability Tankers for the First 20 Levels.

    CMA pretty strongly feels that a tank needs to do the job of grabbing aggro to protect the rest of the team. Willpower tanks have very good survivability, but are weak on the taunt built into the primary. Other characters, especially shield scrappers, can steal aggro from a Willpower tank unless you use Taunt a LOT. (I mostly use my WP/Stone tank solo -- he makes a good "scranker" i.e. Tanker who tries to play like a scrapper.) Invuln has a much stronger Taunt Aura and will hold aggo better without having to use Taunt as much.

    As for secondaries, you should pick whatever seems fun. My first level 50 tank was an Invuln/Axe. My next one was a Stone/Fire. I am still working on a Stone/Stone, WP/Stone, Shield/Superstrength, and an Ice/EnergyMelee, all in the 40's. And I have several lower level tanks. Each powerset combo is a little different.
  13. Quote:
    Originally Posted by Draggynn View Post
    Lots of good advice in this thread, If you are interested in more information than you ever wanted to know about Storm, you can glance at the storm guide I've been working on in sections over in the defender forums. It's targeted at defenders, but there is certainly information there that can apply to you. I only have Gale through Steamy Mist posted so far.


    I just wanted to make a quick note, that although mobs try to run out of it, freezing rain doesn't apply a fear effect. As opposed to LS and Tornado that do actually apply an effect, what you are seeing with freezing rain is just the mob AI trying to get out of a damage aura and depending on how much -recharge you have stacked on a mob their flee AI when they have no powers to fire or haven't had a successful hit in a while.
    That's what I get for blabbing before I look it up . . .

    As for Tornado, you need a power with -knockback. For example (and one I HAVE looked up), Stone Cages from Earth Control has -knockback for 12 seconds. While the Immobilize can be enhanced, the -knockback can't be. Stone Prison has -knockback for 15 seconds. The immobilize powers in Plant, Fire and Ice also have -knockback. Gravity has its -knockback in its holds.

    Of course, some AVs and other targets have an inherent -Knockback.

    Another way to make Tornado do more damage is to trap a foe in a small area with Hurricane. It takes the right kind of space and some practice.
  14. Quote:
    Originally Posted by Boiler View Post
    Thanks for the replies, I'm going for stone mastery but have 2 other questions: do I need hurl boulder? will my farming speed be reduced if I don't take this attack?
    Should I slot fire cages for damage or immobilize?
    Hurl Boulder is too slow to be useful in farming. You need fast AoE attacks, not slow single target attacks. Most folks go with Fissure, Stone Armor, Earth's Embrace and sometimes Seismic Smash.
  15. Storm is my second favorite secondary after Rad . . . and with some primaries, it is better. It is an amazing collection of powers with "Oooh - Wow!" visuals and sounds. It plays differently with each primary.

    Storm has more damage than any other secondary. The last two powers, Tornado and Lightning Storm, can put out a fair amount of damage. This makes it quite good to be paired with low damage primaries.

    Storm has a tendency to be chaotic. It has lots of knockback (Gale, Hurricane, Tornado and Lightning Storm). This means that a badly played Stormie can actually hurt a team by drawing aggro and throwing foes all over the place. In some ways, it works better solo and on small teams for this reason. On larger teams, I tend to pull back on several of the powers with lots of knockback. If you want to play a Stormie on teams, you had better spend some time practicing how to use the powers effectively without sending foes flying every which way.

    Storm has a set of powers with strong debuffs, but they take some planning to use effectively. Freezing Rain is viewed by many to be the best power in the set, with its Defense and Resistance Debuffs, some slow and some knockdown. Freezing Rain+an AoE Immob without knockback protection like Gravity's Crushing Field can act like a knockdown field similar to Earthquake or Ice Slick (but not as good). It also has a "fear" component, so foes tend to try to run out from it. Hurricane has a substantial ToHit Debuff, but using it is a challenge. I love "herd-i-caning" but it take some practice. Good use of Hurricane can substantially reduce your need for Defense. Snow Storm has a large Slow with lots of -Recharge and it will knock down fliers.

    Storm gives you some nice options. Steamy Mist has an AoE stealth, so a single Stealth IO or using Super Speed for travel gives you full invisibility. Super Speed is also good for "Herd-i-caning" and getting in position for several powers like Lightning Storm, Thunderclap and Gale.

    As for the individual powers:

    Gale: The one power you have to take is the one we wish we could skip. I don't use it much after the first 16 levels, but once in a while it can work as a "Get out of my face!" power. It has poor accuracy, so if you plan to use it, slot at least 2 accuracy in it. However, I usually just make do with an accuracy in the default slot.

    O2 Boost: A single-target ally only (somewhat weak) heal with some Endurance Drain protection and some limited mez protection. Another power that is skippable but it has its uses. Good to un-stun and weakly heal for teammates or your pets. Many people skip it.

    Snow Storm: a foe-toggle AoE slow with a large amount of -Recharge and -Fly. Another situational power that can be very useful, and another one that some people skip. It is near the slow cap, so slotting Slow gives minimal benefits. 2 EndRdx is enough. (In my opinion, the slow sets have mediocre bonuses, so I'd rather use the slots somewhere else.)

    Steamy Mist: One simple power that does a lot of things. PB AoE stealth, with a little bit of Defense and some decent Resist to Cold, Fire and Energy. This power can take either the Karma or Steadfast -Knockback IOs. I prefer to slot it for Endrdx and Resist, as the defense isn't much unless you are building for a high defense build.

    Freezing Rain: The Key power. Ranged AoE with -Resistance, -Defense, knockdown and slow. The damage it does looks like a lot of orange "1"s, but actually each is something like a .3, so it is not worth slotting for damage. I slot it mostly for Recharge so I can use it for every group. You can use Defense Debuff sets but the Defense Debuff it does is already high so it really does not need to be enhanced unless you want set bonuses. A lot of people like the Achilles -Resistance proc and then some damage procs.

    Hurricane: While some Defenders run this all the time, it is more situational for Controllers. Still, it is a great positioning tool, a great "panic button" power and if use right, can be an effective debuff. "Herd-i-caning" is running around the outside of groups to push them tighter while debuffing their ToHit. It takes some practice. It need EndRdx and ToHit Debuff -- 4 Dark Watchers is good here.

    Thunderclap: Another skippable power, depending on your primary. It is a mag 2 (minions only) PB AoE stun with a nice animation. If you have another stun in your primary, Thunderclap is nice to stack stun on bosses. (Tornado also has a stun, too.) It recharges fairly fast, so it can be slotted to be perma. I like it on my Earth/Storm and Grav/Storm, both of whom can stack stuns. I have debated changing Thunderclap to Flash on my Ill/Storm, and skipped Thunderclap on my Ice/Storm. It uses Stun sets, so 5 Stupify is good slotting unless you can afford the purple set.

    Tornado: It is a pet that throws foes everywhere . . . unless you have an Immob with -knockback. It has a stun and some damage over time. However, against a single foe, that DoT really adds up to a lot of damage. It has very high accuracy, such that it can usually hit Paragon Protectors after they have hit MoG. It needs Recharge and Damage and EndRdx, and can take a Recharge Intensive Pet set.

    Lightning Storm: A flashy cloud over your head appears and lightning strikes fire out at foes in the area. Good damage from a flashy but immobile pet. With enough Recharge, you can get more than one out at a time. It has high accuracy, also, so mostly slot for damage, recharge and some Endrdx. It takes ranged damage sets -- I really like using the Devastation chance for hold here.
  16. Local_Man

    ill/rad for av's

    Take a look at my Illusion/Radiation guide, linked in my sig. If you haven't read it yet, I strongly suggest you do. The guide includes a discussion about the benefits of APP powersets with Illusion. It has a couple of Perma-PA builds, and down near the bottom of the thread, I posted my personal Perma-PA build, which is very, very effective without being outragiously expensive.

    Spectral Terror is your best AoE control. If the only thing you were going to do is walk up to AVs standing there by themselves, with no other foes around, and fight the AV by him/herself, maybe you wouldn't need Spooky. But Spooky gives you perma AoE control plus a a nice ToHit Debuff. I would never leave out Spectral Terror. Besides, the power can take a set with a 6.25% recharge or a set with 5% Recharge.

    As for Radiant Aura . . . why not slot it up with Doctored Wounds for the 5% Recharge? That heal is very nice to have. Even with a Perma PA build, you will occasionally get hit with AoE or might draw a little aggro when PA drop.

    As for the Ice APP . . . it is my second favorite, but I like the Fire APP a little better on my Ill/Rad. A little more damage plus a fast AoE attack with up-front damage. The Ice APP's strength comes from 2 AoE damage powers and Hibernate, plus a defense based shield. The Blast is the second best blast among the APP sets, but Fire adds more damage. The -Speed and -Recharge in Ice will have almost no effect on an AV, since AVs have high resists to most debuffs. (Don't forget you already have some pretty good Slow and -Recharge in Ling Rad.)

    EDIT: Wiccania snuck in while I was typing my response. Thanks for the referral.
  17. Postagulous listed his "quicky advice," but there are a lot of other opinions on much of what he said:

    Quote:
    Originally Posted by Postagulous View Post
    My quicky advice for learning this game:

    1. Pick Freedom Server so you get tons of people around.
    Virtue is pretty close to being as populated as Freedom, probably has more experienced players and many of them like to Role-play. If you want to Role-Play your character, Virtue is the place to go.

    And you don't necessarily want to stick to Freedom and Virtue. Freedom has more people . . . and more jerks. The other servers have active communities -- and if you want to find a group of people with whom you can team on a regular basis, you may be better on one of the other servers. Lower population means that you have a better chance of getting to team with the same people on a regular basis. And if you monitor the main channels for that server, you get to know many of the people there.

    So there is a trade off -- if you want to find lots of Pick-up groups, stick with Freedom and/or Virtue. But if you want to join a community, then one of the other servers will be better.

    Quote:
    2. Do the sewers so you can get out of Atlas Park once you're past 10. You can head to Kings Row under 10 also. But Atlas is a cesspool on Freedom.
    A new player should do the missions from his or her first contacts. You need to learn the basics of the game, not rush through those lower levels. Once you have been around for a while and taken 10 or more characters through those low levels, then maybe you can think about rushing through those levels by going to the sewers.

    And by the way, if you get up to level 10 in the sewers, you will have missed out on one of the most handy temporary powers you can get. Instead, I recommend you do your early missions, get up to level 5, then go to King's Row. Go talk to your Detective to get the Police Scanner. Do 3 Scanner missions (you should be at level 6 or 7 by then) and then do the Atlas Bank mission. (The first time through, try to be on a team!). If you complete the mission properly, you get a flying pack (called a "Raptor Pack") that will allow you to get around much, much more easily.

    Quote:
    3. Shouts of "Level 12 Kin/AR Defender LFT" isn't bad, but won't get good results 100% of the time. Often, you'll see some really horrible gameplay by at least one member of the team.

    4. Server channels are well and good, but also go to the forum here for your server.
    This advice is kind of vague. Getting a team is sometimes too easy (you'll get an invite the moment you log in) and sometimes a little harder (you will call out in Broadcast looking for a team, but nobody seems to respond). There is a variety of ways to find teams. Get on the Global Channel for the server. Learn to set your "Looking for Team" flag. Best of all, learn how to make your own teams -- but make sure you tell your teammates that you are pretty new. Most people are very helpful, but on the high population servers, there seem to be a few more jerks than on other servers.

    And one way to get teams if you know when you will be in game is to go to these forums, into the server-specific section, and announce that you are a new player who wants some help, and state when you'll be on. There is also the Mentor project.

    Quote:
    5. Eventually learn how to make money. Doing missions won't cut it if you want to excel.
    Making Influence in the game is pretty easy if you know a few tricks. For example, once you are level 5 or 6, you can go to Wentworths or the Black Market and search for Recipes or Salvage where there are lots of them available for sale, and 0 bids. Put in a low bid, like 10 for salvage, or 100 for higher level recipes. Wait. Go back later, and if you are lucky, you will have bought a bunch of recipes for 100. You can go to any regular vendor and sell those recipes you bought for 100 to the vendor for a lot more, like 5,000. You can do that a bunch of times to earn all you need for the low levels.

    Then read some of the guides in the Market forum for lots of tips on how to make lots of influence.

    Quote:
    6. Katana/WP scrapper is really hard to kill. The damage output is not that great compared to other scrappers of you're using Divine Avalance to boost your defense, but that's what it's there for. Blasters are also great if you understand aggro, which you would.
    Make lots of characters. My first was a scrapper, then a blaster. Then a tank and then a Defender. I thought Defenders were my favorite . . . until I tried an Illusion/Radiation Controller. That Ill/Rad quickly became my favorite character and was my first to level 50. Now about half of my level 50 characters are Controllers.

    Play around and see what you like. You won't get a good idea about most types of characters until they hit their 20's.

    Quote:
    I discourage the lower population servers. They don't have any more good players as a percentage than the larger ones. In fact a massive migration happened in Dec when server transfers were free, so they dropped in population massively.
    I don't agree. I moved my one level 50 off of Freedom to another server. I mostly play on Guardian, Pinnacle and Infinity, but will log on to a character once in a while on Freedom if I am in the mood for a "PUG" if none of my usual buddies is logged on -- but to me, Freedom is usually a last resort.

    Quote:
    And don't be afraid to form teams. If you "LFT" you won't be heard by the teams in the missions. But if you shout "Radio Team LFM" you'll get bombarded by the people who've been shouting LFT.

    Also, the find mentioned above, is a good advice.

    It takes a while to figure out how this works, but the player classes are so diversified compared to other mmos you'll probably dig it once you see how things can work together. It's not tank/healer/damage here. and that's great.
    I agree with the stuff above. It is usually better to build a team than to join one.
  18. For a farming Fire/Kin? Stone. Fissure recharges faster than other AoE attacks, and the stun stacks with Flashfire. You will already be in melee range, so the short range won't matter. Plus, there is a Defense-based armor and a hard-hitting melee single-target attack in Seismic Smash.
  19. In many cases, slots are in short supply so you don't want to waste a sixth one when the bonus is not what you need. Hami-Os are often good to use to "fill out" the basic slotting needs of the power to make sure that the power is slotted for its key aspects.

    If you look at my Ill/Rad guide, you will see in my builds that I mostly slot for Recharge bonuses and then stop. Slots are too precious.

    Sometimes, the sixth slot is needed for the bonus you are looking for. This is especially true with Defense, where the last slot gives the bonus you want.

    On the other hand, maybe some people just like the feeling of having a complete set.
  20. Hami-O's are great for certain limited uses. Use 3 Enzymes in Radiation Infection and you have max slotted all three aspects of the power, ToHit Debuff-Defense Debuff-EndRdx, in just three slots. In effect, you are getting 9 SO's value out of three slots. Granted, you may give up a set bonus, but you may need the extra slots somewhere else more. In effect, you can get more enhancement in fewer slots. One example would be slotting a cone attack -- Acc/Dam, Acc/Dam, Dam/Range. In three slots you get very good accuracy, capped damage and some added Range. That Range will really help a cone, and Centrioles are pretty cheap. Three Membrane Hami-Os will cap both Damage Resistance and EndRdx in only three slots.

    Hami-O's are great for filling in places where you would otherwise Frankenslot, and there may not be the right kinds of combos available.

    Hami-Os can be used to to enhance abilities that it would otherwise be a waste to enhance. A Micro buffs all travel powers, so putting one in Swift buffs BOTH Fly and Run Speed. Putting an Acc/Mez or Dam/Mez in Illusion's Blind not only buffs Hold duration, but also buffs the rarely-seen sleep duration.

    There is a bug that allows Hami-Os to be used for higher levels of enhancement. An Enzyme has Defense Debuff and EndRdx, but the way the game handles these enhancements, that Enzyme will also provide Defense buffing, and at a higher level than Defense buff enhancements. Some people are slotting Enzymes in Defense shields for this reason.

    My Illusion/Radiation guide talks some about Hami-Os and their uses.
  21. You get the same slightly higher price at any of the low level vendors in Atlas, Galaxy and Kings Row and the "store" in Skyway and Steel, IP and Talos. You also get the same max price from the vendor in the Vangard base, The Midnight Club and Cimerora, but those vendors buy everything at max price.

    You get a slightly lower price (I think it is 30% lower, but I'm not sure at the moment) at any origin-based store in Steel, Skyway, Talos, IP, Faultline, Striga, Croatoa, Bricks, Founder's and PI. I'm not sure about the Shard.
  22. My Mind/FF hasn't hit 50 yet. So other than looking ahead, I don't have any direct experience at level 50. But I have a lot of experience with controllers and the APP sets.

    I plan on trying two builds on my Mind/FF: One with the Primal set, mostly because Power Boosted Mass Confusion and/or Terrify should be sick. Mind has more powers that will benefit from Power Boost than any other controller primary. The AoE on Primal is a little weak, however, so this would be more of a team build. Conserve Power will certainly be nice. The shield is resistance-based, so not as useful. Concept-wise, Primal is pretty neutral since there are no significant graphics to the powers.

    On the other build, I'm deciding between Ice and Stone -- mainly because they have defense-based shields. With those sets, it should be easier to softcap to Smash/Lethal. Ice has great AoE damage with both Ice Storm and Frost Breath, and has a great "panic button" power in Hibernate. Earth has a great heal, but the attacks may be a problem -- Hurl Boulder is very slow, Fissure has a very short range and Seismic Smash hits hard but only in melee. I tend to play this character more at range so I will probably go with Ice, but If I liked more melee I'd probably go with Earth.

    Psi would probably be my last choice. The best power in Psi is Indomidible Will, but since Dispersion Bubble gives you protection from Holds and Stuns, you don't need that mez protection as much as other builds. Also, Mind mainly does Psi damage, which is highly resisted by Robots and some other end-game foes, so getting a different damage type would be a good idea. The Shield is Resistance-based, so not as helpful. And World of Confusion is pretty much worthless.

    Fire provides damage, but not much else for this character. Still, if you wanted to fit in the medicine pool, Fire might be a good choice by taking Fire Blast and Fireball, then the two medicine powers. The Shield is another Resistance-based one, the Rez is a luxury and Consume is situational.
  23. Quote:
    Originally Posted by D-Void View Post
    Thank you for your replies!

    Yeah, the character can feel a little asthmatic at times, but the PA gives me quite a bit of breathing room, plus I have (and can generate) blue pills to keep me going. EndRedux is definitely on the agenda!

    I don't have access to my Mids at the moment, so I'm going just by memory and paragonwiki.

    1) If I were to drop Thunder Clap, the first thought that occurs to me (to make up the loss of +ranged def in Stupefy) is Maneuvers. But that's another toggle... blue bar whimpers at the thought of it. Alternatives?

    2) I've always wondered about slotting Tornado for damage... basically, it's only going to work (provide significant DoT) against EBs / AVs / GMs that resist knockback?

    3) Any thoughts on the AoE defense hole?

    I'm clearly slot-hungry in this build, and I'm sure I'm making some pretty common mistakes. Thank you again for your insight!
    On my perma-PA Ill/Rad, I don't worry about defense. Between invisibility and Phantom Army and Phantasm's Decoy, I get hit very little -- and I have a self heal. I haven't fully IO'ed out my Ill/Storm yet, but I doubt I would focus on Defense, either. If things get out of hand, I have Hurricane, Tornado and Hibernate.

    Tornado does a lot of damage if you can keep it focused on a target. If you read Tal-N's Smoke and Mirrors Guide for Ill/Storm, he explains why. (It is out of date, but still has a lot of good info.) One technique is to trap a foe or group of foes in a corner or cul-de-sac, and let loose with Tornado and Lightning Storm. Those two powers will chew 'em up! Plus, Tornado is able to hit almost-impossible-to-hit foes like Paragon Protectors after they have MoGed. Tornado is often the best way to take them down when they have a sliver of health left.
  24. Quote:
    Originally Posted by Peacemoon View Post
    If you are tight on slots you can slot Numina in your PBAE heal, its usually used atleast once every 2 minutes so basically perma. Plus if you are rich and afford the whole set, it offers some good bonuses.
    Putting the Numina proc in Radiant Aura means that you have to use it every two minutes . . . including using the endurance to cast the heal. Some teams don't need that heal, and it can be a waste solo. The Numina set has a good Ranged Defense bonus for 6, but unless you need that ranged Defense or can get it somewhere else, you would be better slotting the proc in Health where it is always on.

    . . . . Then use Radiant Aura for the Doctored Wounds set for the 5% Recharge.
  25. I haven't done a full review, but did you look at your endurance? You don't have near enough EndRdx in this build, and it appears to me that you will be draining that blue bar most of the time.