Local_Man

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  1. The above is correct. The Miracle, Perf Shift and Numina procs should be put in Health (or some other always on power, but Health is generally best).

    As for damage procs in Choking Cloud and Hot Feet? Since Hot Feet is a damage power, you generally will get more overall damage from slotting the power with Damage rather than procs. The only exception might be the procs from purple sets. With Choking Cloud, you should max slot Hold and EndRdx before worrying about procs, but it is possible to fit a damage proc in the power, and even 2 at level 50. However, your first choice in that power should be the Lockdown +2 Mag proc.
  2. The key Plant powers are Roots, Seeds, Strangler, Creepers and Venus Fly Trap. Everything else is optional, but Vines is strongly recommended. Roots is a key power for several reasons: (a) it is one of the main sources of damage, since it does twice the damage of other AoE Immobs. (b) By Immobilizing the foes, you keep them together so that the Rad debuffs get applied. Also, you somewhat reduce their attacks on each other, allowing you to get more of the XP. (c) While Seeds is recharging, Roots + Radiation Infection is nearly a hold because foes can't move and can't hit you very easily thanks to the ToHit Debuff.

    With Rad, you have everything except Fallout, Mutation, and maybe EM Pulse as key powers, although EM Pulse is so good, it should be taken.

    Plant/Rad has a few weaknesses. One is a lack of single target damage. If you miss foes with Seeds, you might have problems. Dealing with multiple bosses is a problem, unless you stack your holds (Vines and EM Pulse).
  3. Local_Man

    Ninja Run?

    Quote:
    Originally Posted by Master-Blade View Post
    Ninja Run will not stack with:
    Combat Jumping
    Super Jumping
    Super Speed
    Zero-G Pack

    Maybe more.. but Swift, Hurdle and the various Sprints work well with Ninja Run. Flight, the Jump Pack and the various Jetpack powers do not detoggle Ninja Run either.
    A stone tank's Rooted power also toggles off Ninja Run and other travel powers -- which is why most stone tanks use Teleport for travel.
  4. I generally go for puns . . .

    since he will be wearing pieces of Silver, how about "Silver Wear"

    If you wanted to go for a more pirate look, you could use some connection to "Pieces of Eight."
  5. Quote:
    Originally Posted by Enots View Post
    Very impressive.

    Would you mind sharing your build? I tried to squeeze the 155% rech, with softcapped sm/leth, most I could muster was around 125%.
    Me? I don't have a high level Illusion/Cold. I have Ill/Rad, Ill/Storm and Ill/TA at 50, but no Ill/Cold. If you want to see my Illusion/Radiation build, take a look at my Ill/Rad guide, linked in my sig. Near the end of the thread, I posted my current Perma-PA build.
  6. Local_Man

    Just started

    Welcome to the game! There is so much to learn! Fortunately, you found the forums early, where you can learn a ton of stuff a lot of players never knew.

    Use the Forums -- there are a lot of player-written guides that can provide a lot of help. Some are better than others. Some are out of date, since there have been a lot of changes in this game over time.

    For the most part, this is a very friendly community. Ask questions in game or here, and you'll probably get helpful answers . . . however, a few questions are "hot buttons" that will bring out the snarky responses.

    Be willing to try stuff out. My first character was a scrapper. Then I tried a Blaster, then a Tank, then a Defender. I thought I had found my favorite in Defender . . . until I finally tried a Controller. Now I have far more controllers than anything else.

    Here's a quick suggested outline on how to play a Hero character for the first 22 levels: First, do the tutorial and READ EVERYTHING -- lots of good info there. Start in Atlas, and do your missions there until you get up to level 5. If you get any drops of Enhancements and Salvage, sell them. (You may want to use the yellow Accuracy ones, but the others generally are not worth slotting.) Run to the Hollows and click on Officer Wincott, but don't take any missions from him yet (you can if you want, but trust me on this). Then go back to Atlas, to the train to King's Row. When you arrive, you should have a Detective on your list of Contacts. Run to the Detective and click on him to get a scanner. Do three Scanner missions.

    Then either get a team or go to a Field Analyst to drop your difficulty to -1 (to make this next mission easy) and do the Atlas Bank mission. Run straight to the bank and defeat the baddies. You will get a Temp Power that is a type of jet pack called a "Raptor Pack." You can do more stuff in the bank mission if you want, or you can exit. Talk to the detective again to get a new contact. (By now, you should be level 6-8.) Go back to the Field Analyst to bump your difficulty back to 0.

    You can either do missions from contacts, go to the Hollows and do missions there, street sweep, do more missions from your scanner or do missions in the Mission Architect building (not recommended until later). You want to get up to level 11, and then do more scanner missions until the detective offers the King's Row Bank mission to you. This one gives you the "Zero-G Pack" that gives you a temp power with Super Jump. By now, you should be level 12. Travel to Steel Canyon or Skyway and buy Dual Origin Enhancements, mostly focusing on Accuracy and Endurance Reduction (EndRdx), but that can vary with the character and what you want.

    Then you have a bunch of choices: Join a Positron Task Force (there are actually 2 parts, so it is more like two shorter task forces). Do more missions in the Hollows. Do missions from contacts -- if you get one that says something about rescuing a mystic, take that one, as it gives a badge needed for an accolade later. However, don't be upset if you miss it, as you can go back to get it later through the Piller of Fire and Ice (Flashback system), but don't worry about that now. You can do more scanner missions, you can kill (er, "arrest" because heroes don't kill) bad guys in the street -- Perez Park is good for that. Or you can do Mission Architect missions (still skip this for now).

    Plan ahead as you choose your powers. To get a travel power by level 14, you have to take one of the pre-requisites by level 12. You also want to get Stamina from the Fitness Pool by level 20 (or maybe 22) on almost all characters. To do that, you have to take either Swift or Hurdle, then Health, before level 18.

    At level 15, you can do more scanner missions to get the next bank mission. This one will give you a self-rez Temporary power. The you can use any of the above options except the Hollows, as you are getting too high for that. Instead, go to Faultline to do the fun stories there. It is located at the far south end of Skyway. If you take the train at the North end of Steel, it will drop you off right near the entrance. Pocket D also has a way into Faultline. You can also do a Synapse Task Force -- Synapse is located in Skyway, and you will be fighting a ton of Clockwork.

    You may have been having a lot of trouble with your endurance. Getting to level 20 and getting Stamina will make it much better. At level 20, you can do more scanner missions to get the Bank mission -- that will give you a team teleport temporary power that is handy. You can to missions from contacts (there are some fun stories in the 20's), scanner missions, missions in Faultline or a new zone, Striga. Striga is a favorite zone with a good series of missions and some nice temporary powers get awarded. You can get there from Talos Island or Independence Port -- look on your map for the ferry to Striga.

    A key is to get to level 22. That is when you can buy Single Origin Enhancements for all your powers, which will make your powers much better. When buying enhancements, put no more than three of the same type into any one power -- no more than three red Damage enhancements in an attack. Under a system called "Enhancement Diversification," more than three will give very, very little benefit.

    There is more content than you can play on one character -- That's why it is fun to make more characters and try different things.
  7. Phantom Army has a 60 second recharge, but there is a 3 second period when the three phantoms are summoned, and three seconds at the end when they blink out one by one. Thus, a lot of folks feel that recharge of 63 seconds is good enough, as you can re-cast just as the third Phantom is disappearing.

    That's cutting it a bit close for me. I want to be able to cast the new bunch BEFORE the old ones start to disappear, so I want the recharge to be under 60 seconds ideally. That gives me a little bit of "fudge time" for when I might be caught in another animation or didn't pay close enough attention. 61 seconds Recharge is probably good enough, but I prefer it to be under 60.

    Frosticus's story about Lord Recluse is very true, but that dude is FAST. The moment PA drop, he immediately starts looking for another target, usually finding YOU unless something else can grab his attention very quickly. I have tried tanking LR on a couple of all-controller Statesman TFs using two Illusion controllers, and we usually die a lot even when we try to alternate PA.
  8. This thread is great! Lots of great ideas.

    My guess, 992 mil.
  9. Quote:
    Originally Posted by Mod_Noc View Post
    How about Making Tear Gas a Hold, Replace Cryo Freeze Ray with a Web Grenade (Single Target)?
    Uh . . . isn't that exactly what I said? Maybe I could have made it a bit clearer, but that was my intention. Tear Gas does not seem to fit as an Immobilize to me. It can be a hold.

    However, now that I think about it, I'd rather see something that wraps up a single target, like one of those nets that they shoot from a gun.

    Still, before this could be a decent set, it needs something other than a Sleep and an AoE -Perception as the 6th and 7th powers.
  10. Quote:
    Originally Posted by Schismatrix View Post
    He just wants a Toot Muffler. Is that so wrong?
    So . . . we need a new animation of an appropriate sound, followed by a flutter of the buttcape?


    Yeah, I said it. Buttcape.
  11. Local_Man

    new guy..

    While the smaller servers DO have closer knit communities, the people on CoH are very friendly to new players and willing to help folks get integrated into activities. One of the best ways to introduce yourself is to post something in the server-specific forum boards. Say hello and that you are new and that you are looking to find some good folks for teaming. Say what times you expect to be on. I bet you will get lots and lots of volunteers.

    Also, there is the Mentoring Project, which puts you in contact with a veteran player. One thing often cited by players from other games is how friendly our community is.

    As others have said, try out lots of stuff. I started on Liberty with a scrapper. Now, Guardian is my main server, and I have far more Controllers than any other archtype ... and Controller is the last of the 5 Hero basic archtypes that I tried.
  12. Quote:
    Originally Posted by Mod_Noc View Post
    With Entangling Arrow from TA that is a single targeting Immob, I dont think they should have a second single immob.
    Hmm . . . Earth/TA, Ice/TA, Fire/TA, Plant/TA and Grav/TA all have two single target Immobs . . . and I seriously doubt two single target immobs is overpowered.
  13. I have a Mind/FF in the 40's, and surprisingly, I have solo'ed him most of the time. Solo in the low levels was pretty easy, but in the upper levels, the amount of damage he can do is more limited. Pets really help out other controllers.

    Because he is built to solo but still has the ally bubbles, he is always welcome on any team. Key to both team and solo play is the single target attack chain that is also a mez chain -- Dom-Mez-Lev. I can focus on one target to take him out, or I can spread those around to mez three foes. Therefore, I suggest the first four powers you take are Mesmerize (slotted for damage), Dominate (which can be slotted for damage, mez or a combo) and Levitate. The first two set up Containment for the third. Mez does more damage than Dom and the hold lasts through the next attack, so I lead off with Dominate. Then, Mezmerize does double damage, or if Dom missed, Mezmerize set up Containment for Levitate, the big hitter. And Confuse gets sprinkled around to keep other foes out of the fight. (I'm a big fan of Confuse -- just take a look at my Illusion/Radiation guide).

    Force Bolt is a fun power, but will probably frustrate your team if you use it much. Wouldn't a Sleep like Mezmerize be more team friendly?

    PFF is over the softcap on its own without any enhancement. Why waste slots in it? Only if you expect to be going up against +4s.

    Well, here is a common IO, leveling up-type build. The allocation of slots might be different, however.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Mind-FF: Level 40 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Force Field
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Hero Profile:
    Level 1: Mesmerize -- Acc-I(A), Dmg-I(3), Dmg-I(7), Dmg-I(9)
    Level 1: Personal Force Field -- RechRdx-I(A)
    Level 2: Dominate -- Acc-I(A), Hold-I(3), RechRdx-I(9), Dmg-I(13), Dmg-I(19), Dmg-I(19)
    Level 4: Levitate -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), Dmg-I(37), RechRdx-I(37)
    Level 6: Confuse -- Acc-I(A), Conf-I(11), RechRdx-I(11), Acc-I(37), Conf-I(39)
    Level 8: Deflection Shield -- DefBuff-I(A), EndRdx-I(13), DefBuff-I(17), DefBuff-I(39)
    Level 10: Mass Hypnosis -- Acc-I(A), Acc-I(15), Sleep-I(15), RechRdx-I(17), RechRdx-I(40)
    Level 12: Hover -- DefBuff-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Dispersion Bubble -- DefBuff-I(A), EndRdx-I(23), DefBuff-I(23), DefBuff-I(31)
    Level 24: Insulation Shield -- DefBuff-I(A), EndRdx-I(25), DefBuff-I(25), DefBuff-I(40)
    Level 26: Terrify -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), RechRdx-I(34), Fear-I(34)
    Level 28: Total Domination -- Acc-I(A), Acc-I(29), Hold-I(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Mass Confusion -- Acc-I(A), Acc-I(33), Conf-I(33), RechRdx-I(33), Conf-I(34)
    Level 35: Repulsion Bomb -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dsrnt-I(36)
    Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run
  14. Quote:
    Originally Posted by Mod_Noc View Post
    I placed this idea in the Dominator section and I decided to repost the idea here since it deals with controllers too.

    What do you think of this set and would you play it?

    Controller/Dominator - Riot Control (All shot from a Rifle)

    1. Tear Gas – Ranged (Single Target), Foe Immobilize
    2. Cryo Freeze Ray – Ranged (Single Target), Foe Hold
    3. Wide Area Web Grenade – Ranged (Targeted AoE), Foe Immobilize
    5. Riot Foam – Ranged (Location AoE), -Fly, -Jump, -SPD
    4. Flash Bang- (PBAoE), Foe Stun
    6. Pepper Spray - Ranged (Targeted AoE), Choke (Hold)
    7. Sleep Grenade - Ranged (Targeted AoE), Sleep
    8. Smoke Grenade - Ranged (Targeted AoE), Foe -Perception, -To-Hit
    9. Police Dog or Backup – Summon Police Dog or Summon Backup
    While folks want a gadget-based control set, this set seems kind of ho-hum. Nothing special about it other than the animations.

    First, I would change Tear Gas into the single target hold, and go ahead and use Web Grenade as the single target immob, but it needs damage.

    Sleep and Smoke? One of those should be something else, because both of those would be kind of skippable as two of the final 3 powers in the set. It just needs . . . something.
  15. There are too darn many good powers in Earth/Storm to give up two for Aid Other/Stimulant and then Aid Self. And keep in mind that Aid Self can be interrupted, so it often does not work in combat. As MM suggested, you can do fine with Hibernate from the Ice APP set or Earth's Embrace from the Stone APP set. Neither of them can be interrupted.

    The nice thing about Hibernate is that it acts as an emergency Heal, an emergency Endurance Recovery, and as a general purpose "panic button." Since Storm has neither a self-heal or self-endurance recovery, it covers both. I get the Ice APP on most of my Storm controllers for this reason.

    Earth's Embrace provides both a heal and a huge boost to hit points, but no endurance recovery power. If you go this way, you will probably want to build for a lot of Recovery and keep a bunch of blues on hand.
  16. Quote:
    Originally Posted by Mr_Heat_Stroke View Post
    I wouldn't say World of Confusion is totally worthless. Combine with Arctic Air in Ice Control, it's a double PBAoE confuse.

    However, Ice Control is worthless.
    Actually, I said "pretty worthless," not "totally worthless." But with a very small radius and horribly short duration for the confuse, just about anything else you could possibly take would provide more benefit. The only use some people like it for is as a mule for the somewhat cheap Confuse purple set.

    Ice Control, on the other hand is awesomely cool!
  17. Quote:
    Originally Posted by Roderick View Post
    A good choice. Dark/Dark is quite good, both as a corruptor and as a defender. If you decide to head over to the hero side, I'd recommend trying an Illusion/Radiation controller. Good damage and utility powers, a heal, a great team buff, and some of the best debuffs in the game make this set shine just off common enhancements. With sets added, I've seen some become godly, doing crazy things like soloing Giant Monsters.
    EternalYouth, if you decide to try an Illusion/Radiation Controller, take a look at my Illusion/Radiation Guide, linked to my sig. It has a lot of information on how things work for controllers in general and Illusion/Radiation controllers in particular.

    I find the Illusion/Radiaiton Controller to be one of the most flexible and powerful builds in the game . . . but not a "blaster-mage" by any stretch of the imagination.
  18. Quote:
    Originally Posted by Argentae View Post
    I think you're missing the point. I use Snow Storm to pull when the spawn is spread out, with some around a corner etc. Using Superspeed + Steamy mist for full invis, go to the guy in the back, activate Snow Storm, then run FAST back through the rest of the mobs and around a corner, drop Spirit Tree and wait with Hurricane up (turn off Super Speed and Steamy Mist to save End) standing right near the edge of the corner so the mobs mostly pile up just short of the corner. A few will probably make it through but they are thoroughly debuffed and the Tree will generally keep up with any dmg incoming from them.

    That gets them all in a single clump, and the alpha is largely neutered by Hurricane. NOW hit 'em with Seeds, drop Snow Storm and go into a normal attack pattern. If you just used Seeds on the group that you could initially see, all the others on the other side of the cave bend/door/corner/crates/whatever would (most often) come running and you catch all their attacks in your teeth.

    If you can see and hit the entire spawn with seeds at the beginning of the fight, then I totally agree that Seeds is perfect as an opener. Unfortunately when you're dealing with large 4/6/8 hero equivalent size spawns, the mobs are very often spread out, esp in caves and other broken geometry maps, so you need a tactic to group them up.

    Carrion Crawlers is often even better if it's up, though the Snow Storm pull can also be used to herd several spawns together if you're playing with smaller size spawns, which is something that can be very effective on small teams.

    The other time this method is useful is with Nemesis and other confuse resistent mobs.

    Basically this method is part of a toolset, to be used when appropriate. It's not intended to be a one-size-fits-all attack pattern, but it IS quite effective in the right situation, and it's unusual and FUN.
    Nice. The same thing works with Radiation Infection with a Plant/Rad, but you get -ToHit instead of slow and -Recharge. The Snow Storm method might be more effective since you have Hurricane to position the foes.
  19. Quote:
    Originally Posted by Wiccania View Post
    Fireball does about 30% more damage than the other two, is only a 1 second animation and has 80ft range. However it has a 32 second cooldown.

    Psi Tornado does only a few points less damage than Fissure but its Psi type damage and is a 2.3 second animation. It has 100ft range, does knockup and is a 20 second cooldown.

    Fissure does a few points more damage than Psi but its range is very short, basicly melee. It has a 20 second cooldown and a 2.1 second animation. Fissure has a chance to knockdown and a chance for a 2 mag stun.

    Don't choose your epic pool by just one power though.

    For instance Earth. Fissure is the least desirable of the epic AoE attacks. However Earth also comes with Earth armor which is the only epic armor to offer a defense bonus which is far more useful resist. Earth also comes with the glorious Seismic Smash, easily one of the best attacks in the game.
    Actually, Ice Armor is also Defense-based.

    All of the APP sets have good things, and there are good reasons to choose any of them.

    Ice has the most AoE Damage, with both Ice Storm and Frost Breath. Cold is a rarely resisted damage type, the blast is nice and fast, and you get a great "panic button" power in Hibernate to recover BOTH Health and Endurance. Plus a Defense-based armor that doesn't look like Poo on your shoulders. I pick Ice on many of my characters, especially Stormies who need both a heal and endurance.

    Fire is focused on Damage. Fire Blast is the highest damage single target blast, and Fireball is a lot of up-front AoE damage that you can get at level 41. Consume can re-fill your Blue Bar. Rise of the Phoenix is the only Self-Rez available to Controllers. And Fire Shield is an OK Resistance based shield that looks OK, too. I tend to go with Fire for characters who need a fast high-damage single target attack, or up-front damage from the AoE. My Ill/Rad and Ill/TA both have Fire. Fire lights Oil Slick Arrow with both Fireball and Fire Blast.

    Earth is popular with Kinetics characters. Fissure is good short-range AoE damage with a chance to stun and knockdown, and it recharges quickly -- it seems to be the best choice for fast damage after Fulcrum Shift. Seismic Smash is a huge single target melee attack -- really good for Plant Controllers lacking in single target damage. Earth's Embrace is a controller's Dull Pain. Hurl Boulder does a lot of damage but it is SLOW. And the ugly armor is Defense based.

    Psi gives a controller's only mez protection in Indomidible Will. The Blast is OK, and the Resistance armor is OK with some Psi protection, but prepare to be surrounded in a pink glow. Psi Tornado is a nice AoE with knock-up, but remember that Psi is heavily resisted by Robots and some other late-game foes. World of Confusion is pretty worthless. I love this set for my Fire/Rad, to prevent mez, mostly.

    Primal provides Power Boost, the best way to buff your control powers. Conserve Power can help endurance woes. The Blast is OK, and the Resistance Armor provides the highest Smashing/Lethal resistance of the Controller armors. The only AoE is a narrow cone, so don't look to Primal for AoE. (On Mind Controllers, Power Boost+Mass Confusion is awesome.) The energy in the blast and in Torrent will light Oil Slick Arrow.
  20. Quote:
    Originally Posted by Jonnie_Neutron View Post
    I also have an ill/storm and am looking to maximize his efficiency. He just hit lvl 47 and all his SO enhancements have gone red.

    If I were to follow your guide exactly UnicyclePeon, how much would do you think it would cost? Is that a decent build to have for general PvE party use

    I've been fiddling with an ill/storm build for perma pa, 3.7 seconds from perma pa (including the 3.1 casting time). This is what I came up with, I've not really made too many trollers in my time so any advice would be helpful, thnx.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Jonnie Phantom: Level 50 Natural Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    ------------
    Level 1: Spectral Wounds Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(13)
    Level 1: Gale KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(43), KinCrsh-Rchg/KB(43), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(45), KinCrsh-Acc/Dmg/KB(50)
    Level 2: Deceive CoPers-Conf(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Conf%(13)
    Level 4: O2 Boost Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(5), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 6: Swift Flight-I(A)
    Level 8: Superior Invisibility LkGmblr-Rchg+(A)
    Level 10: Blind UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Hold/Rchg(11), UbrkCons-Dam%(11), UbrkCons-Hold(15), UbrkCons-Acc/Rchg(17), Lock-%Hold(46)
    Level 12: Hover LkGmblr-Rchg+(A)
    Level 14: Fly Zephyr-ResKB(A), Winter-ResSlow(39)
    Level 16: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 18: Phantom Army ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), RechRdx-I(25), ExRmnt-Acc/Dmg/Rchg(37), RechRdx-I(39)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-End%(25)
    Level 22: Hasten RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Steamy Mist LkGmblr-Rchg+(A)
    Level 26: Spectral Terror Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Dam%(34), Abys-Acc/Fear/Rchg(39)
    Level 28: Freezing Rain Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Achilles-ResDeb%(37), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
    Level 30: Hurricane DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(34)
    Level 32: Phantasm ExRmnt-Acc/Rchg(A), S'bndAl-Build%(33), ExRmnt-Acc/Dmg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Tornado AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(36), AnWeak-Acc/Rchg(36), AnWeak-DefDeb/EndRdx/Rchg(36), AnWeak-Acc/Rchg/EndRdx(37), Achilles-ResDeb%(45)
    Level 38: Lightning Storm Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42)
    Level 41: Indomitable Will LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), LkGmblr-Def(46)
    Level 44: Mind Over Body S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46), S'fstPrt-ResKB(50)
    Level 47: Psionic Tornado Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Combat Jumping LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint ULeap-Stlth(A)
    Level 2: Rest Empty(A)
    Level 1: Containment
    Level 0: Ninja Run
    You didn't post the data link or chunk, so nobody can pull up your build in Mids. I can't see how much Recharge you have at the moment.

    With only a LotG Recharge in Superior Invis, you won't be able to run it and do anything else. If you want use minimum slots, I would go with GI over SI. If you are going to use SI when you are doing anything else, it needs EndRdx. Steamy Mist also needs some Endrdx if you are going to use it for anything other than a mule for a LotG Recharge.

    I would at least take the Winter's Gift out of Fly, and use that slot for one of several needs: Fly speed if you are going to fly much, EndRdx in Steamy Mist or EndRdx in SI if you are going to use them. You have two slots devoted to knockback protection -- I find one is enough most of the time. (Steamy Mist takes both the Steadfast and Karma ones. Much cheaper than the Zephyr.)

    My normal recommendation is to slot Freezing Rain for something other than damage because the damage is minimal. You might be using the Posi Blast set only for the Recharge. In several cases in your build, you slot powers for the Recharge bonus and not for the usefulness of the power. I'm not a big fan of that, but if you did it knowingly, it is your choice. (For example, slotting up Gale. Ugh.) On my Ill/Storm, I skipped both SI and GI by using Steamy Mist + Super Speed for Invis -- but that took away two places for a LotG Rech (No Hover or SI or GI).
  21. Quote:
    Originally Posted by saltyhero13 View Post
    Stand on your lawn with your newspaper in hand and invoke the name Local_man three times!

    All kidding aside read Local_Man's Guide and read this thread: http://boards.cityofheroes.com/showthread.php?t=226156

    You will want to go for as many IO sets with +recharge bonuses. I would recommend grabbing a copy of Mid's as well. For Mid's go here: http://www.cohplanner.com/

    Thanks, Salty . . .

    My Illusion/Radiation Guide is linked in my sig. It is long, but has a ton of information for you, including a lot of discussion about the "Perma-PA" build. The guide mentions almost all the sets that provide a Recharge benefit. The guide and the discussion afterwards include my current Perma-PA build. Start with the guide and the thread, then look at the many other Ill/Rad threads on the boards.
  22. Quote:
    Originally Posted by Jonnie_Neutron View Post
    How well does the chance for build up proc work in phantasm, and is it worth slotting in the power?
    It works, but it is better to put that proc in Phantom Army. The Soulbound Alliegence Chance for Build Up proc has a chance to fire with each attack. In Phantom Army, you have three pets attacking instead of one. Great slotting for PA is four Expediant Reinforcement (leave out the Dam/End and the Resistance Proc) and add the Dam/Rech and Chance for Build Up from Soulbound.
  23. Scrappers and Brutes are a dime a dozen. Try a Controller. Take a look at my Illusion/Radiation guide, linked in my sig. It is one of the most flexible and powerful builds in the game. Fairly easy to play moderately well, not easy to play really well.
  24. Local_Man

    Earth/cold

    Quote:
    Originally Posted by BellyButtonJelly View Post
    I am not really sure how much defence I really need or if I need any and I thought I would grab as much as I could. The Stealth proc works good but is not perfect so I kept stealth for defense and invis as more of a panic button.
    To get a better idea of how to play an Earth Controller, take a look at my guide. For the most part, Invisibility is not really needed, but handy to have later in the build. Your main role will be to provide Area control from range -- let the melee fighters get aggro, then use one of your three AoE controls to lock down most of the group of baddies. Once a group of foes is locked down with Stalagmites+Stone Cages+Quicksand, Earthquake+Quicksand or Volcanic Gasses+Quicksand, you can then use your Debuffs and single target controls to help take down the foes faster.

    Later, when you get to level 32 and get Animate Stone a/k/a Rocky, Stoney or Poo-Man, then you can choose to use invisibility to lead him into groups and draw the initial aggro while you back out and use your AoE controls. It is not necessary, but a nice option. Since your secondary gets Arctic Mist (mostly the same as Storm's Steamy Mist), you get AoE stealth from your secondary. All you need is either a Stealth IO or Super Speed to stack with Arctic Mist to get full invisibility for 95% of the time. I use Steamy Mist + Stealth IO on my Ice/Storm, and Steamy Mist + Super Speed on just about all my other */Storm characters (and I have a bunch) including two Earth/Storm controllers in their 40's.

    Defense is another "nice but not necessary" aspect. If you let the melee guys, and later Rocky, get aggro, you won't really need defense. I think it is a better idea to get used to playing your character with its core powers, try out other powers from your primary and secondary, and then think about how you might want to build an "end game" type build.
  25. Local_Man

    Earth/cold

    This build is slotted all over the place. You probably need to get a better idea about the use of the powers before worrying about an IO build.

    You are enhancing for damage in powers that have very, very low damage. It is not worth it. It is a waste slotting Stone Cages, Stalagmites, Volcanic Gasses and Sleet for damage. The damage is so low in those powers that procs actually do more damage, but you should slot for the primary purpose first. Stone Cages need Acc and EndRdx, and then add procs. Stalagmites is a key control power, and needs Acc/Stun/Recharge -- don't bother with procs there. Volcanic Gasses needs Recharge and Hold first, then procs. Sleet needs max Recharge before any procs.

    Stealth and Invis? Try Hasten, then Super Speed with a Stealth proc. That way you can get rid of CJ/SJ and combine your travel power with Invisibility. Combat Jumping is way overslotted -- there are other ways to get more Defense if that's what you want, but you may not need it.

    Take a look at my Earth/Rad guide to get a better idea on the basic slotting and uses of your Earth Control powers. The link is in my sig.