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Posts
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Quote:I was going for something cheaper for him to test, but Grav Anchor is the better choice, but if you are on a budget, Trap of the Hunter will do similar.With the Gravity set, you have Singularity helping you stack mezzes.
One thing which I've discovered recently, putting the Gravitational Anchor +Chance for Hold purple IO in my AOE immob. It's frickin' great.
Yeah, Singy does stack mezzy goodness, however I keep forgetting to cast him. Silly me! But yeah I see your point there. -
Quote:I know. I know...I just see it so much. Activate Personal Forcefield, and watch safely as others (Elec Doms! Im looking right at you!!!) get eaten for breakfast. If you are going to open with anything open with a group hold and then the imob.Opening with an AOE immob is the same as casting a taunt for up to the aggro cap (17 enemies) that says "kill me now!" Compared with a Tanks's taunt which says "come to me!" and only hits 5 enemies.
Oh..and Rad players or Storm who think it's wise to "pull" using an anchor = one dead troller! -
Quote:Well. The key thing I find is layering. I know...thats not rocket science, but the group "Hold" not the imob really helps build mags. It really does and although it's slow, if you slot it right, you can really have it up enough to help lock down things. I 6 slotted mine and it's up nearly every battle and does the trick (Although I am working grav not fire). Then I use imobs and holds on a single target and I can get them slow, and sometimes held if just briefly.As for the ITF, I believe the Cimerorans are specifically the Controller's bane in this game. You can't play as usual against them because pretty much all the usual controls are useless. The best control to bring to Cimerora is a stormy. However, Cimerorans have no mezzers, so you can't use them as an example for your lack of mez protection. Playing an Emp on the ITF is so relaxing for me because I don't need to cast Clear Mind all the time (which I usually do so there's no down time for it on my team mates).
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I also suggest slotting something like (Trap of the Hunter +2 Mag hold) on your single target and Group Imob. These will help increase your holding power, again even if brief. They are not that expensive.
If you have range attacks from the epic pool, then slot (Devastation or it could be Decimation ((I always get them mixed up)) which is another chance for a hold. I have it on my Fire Blast, and my propel and my lift, and it triggers enough because these are fast attacks. Plus Purple lightning bubble is always ammusing.
This works for me, and while you might not have as many range attacks, placing these holds do help build mags, or appear too, unless Gravity somehow has a higher holding potential than anything else. -
Seriously. While I did have issues with being held with my controller, My Grav/FF controller has dispursion bubble, which protects against some mezzes, Holds, Imobs, Stun, however sleep goes right through it.
However Rad is aggro-ish
1) I do bring a few purples with me
2) Please do not open up with an AOE Imob. Anything that can mez will mez you. On a team, let the tank take the aggro. Go through the names of the enemies and mez the mezzer once you do not have their attention. Hit with your hold, and then the single target imob. Then fire off you hold againg. The single one.
Actually to emphasise this. "NEVER" open with an AOE Imob! Solo, it's ok but still not "Really" all that ok. But you need to lockdown the enemy that is the most threat to you and in this case it's mezzers. So hit them first. It might take a few seconds to analyze the playing field.
3) Acrobatics will prevent some hold, but really and truthfully, not enough, although it will help. Other defenses are probably a little better suited. The Leadership pool can prevent you from being hit by mez attacks. So it's definately viable.
4) Stealth. While not going to offer you a ton of options generally it will allow you to watch the battle safely, allowing you to isolate your threat.
Tips for Rad...
I hate anchors! I really do. But people always seem to place em on the worst baddie. If Solo, I considdering that a mistake. Your job should be mezzing that Dude/Lady, using your single target hold, then using the AOE imob. While they are bunched together, hit a weaker target with the anchor. Focus then on the mezzer or main threat. Then focus on the alternates. Then use the anchor again on the big guy/girl if he is still standing.
Against Malta? Well. I dunno. I get frustrated with them on my defender. The only defence I can really suggest is hover (For knockback suppression) and Manuevers to a avoid things as it does have a defense to all.
Also, Look at the sets you want to buy. I tooks GW's Embrace because it offered defenses against mezzezZZZzzz, and it helps a lot. I also would suggest looking at your hold sets. Many hold sets even lower level, while somewhat expensive can offer some mez protection, or lower the duration of those effects. Im not sure what available in the debuff catagory, but I think it's safe to assume they might have something available. As a controller these things can really make a difference. -
I'd prolly start Paragon Charities...which would provide information/Fame/Infamy to the needy new folks of our fair city. Then...I would vanquish the greedy people selling ruby's in the market for 1 mill.
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Animated Hair like Ghost Widow!
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Download a free to play game like Hello Kitty Adventure Island and steal gems and things from 7 year olds! Sure it makes you a Jack-Bum, but it's ammusing for a few hours.
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How am I supposed to shop at Wentworths Super Store when the servers are down?
It's like taunting me with shoes. Thats just cruel! -
I love my Grav/FF/Fire
Propel feels like telekinesis to me even though it's pegged differently, however all comic toons who use TK tent to hurl people or objects at folks. Gravity has lift as well as propel which is awesome.
Plus...utilizing arguably the most powerfull force in the universe is ten times more impressive than any power in the game. Energy, fire, Earth...all of these things are awesome, but gravity? Come on! You are using the stuff of universal creation. Thats impressive.
However, darkness powers re impressive because of the theme of using something unharnessed and always prevelent.
For AT's though controllers win for me. Not because they are uber powerfull but because they control the very powers of the universe. Not in the form of blasts but in their natural forms, summoning them at their whim.
In most comic books these would be your most powerfull feared opponents, or the ones the enemies fear because of their primal links to manipulate things that only were controllable by concepts of unseen gods!
On that token. Shooting things is cool too! -
Quote:I agree with all of this. Nutrino Bolt on my Blaster is really fast. I slot it and I love it. Fire would be the same really. This is an essential tool for the blaster. Whether you throw procs into it or not, the point is that it is a solid chain builder. I just happen to really like procs is all. Procs that offer a mitigation aspect as opposed to offering more damage. More damage procs can go on some other attack really. But mitigation, even if minor will help.Yes! I find that being cautious before the enemy aggros helps, but, once the fight starts, going all-out aggressive gives me much better results than playing conservatively or indecisively. I want to deliver big hurt on things fast. Hesitating or mis-clicking can be costly; after I come back from the hospital, the exact same fight can be won by jumping the heck out of the enemy very aggressively (hitting the buildup-type powers and unloading the heavy stuff and controls as fast as I can on the right choice of targets) -- often without taking any damage in return at all.
Preach it! My Tankers are frustrated by Blasters who open up with their AOEs just as I start to reach the enemy spawn. Give the enemy a moment to turn on the Tank and attack, THEN drench them with your firepower. The Tank isn't going to steal your kills.
Regarding that, slot up your first two primary attacks. You'll use them a lot, and you should slot what you'll use.
Not only are they good for rapid chaining, they will be less likely than your big-hitters to drag aggro off some melee teammate, so you can use them safely in dangerous situations, AND best of all you can still cycle them while held, slept, or stunned, unlike your "better" attacks.
Many times I've been perma-held while solo, but by rapdily alternating the Tier 1 and Tier 2 ranged attacks, systematically chewed through the defense of the bad guy holding me and won the fight. -
I use Lockdown in Gravity Distortion Field and it works quite well. It's not up all the time, but it does work well enough for me.
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Quote:That was my concern. I was concerned that my shields, which are already pretty darn good, might gain a boost, but not enough to warrent taking nerve. But the accuracy and the Hold power might. Thats where I sort of see it stand out.I would highly recommend you consider their primary benefit only and take whatever secondary enhancements there are as extras. The +% applies only to a powers base effect and the extra defence or resistance is going to be very marginal.
Ill have to look at all the benefits again. I know or feel that damage is not my main goal. Nor do I think it needs to be. Grav has some damage, but I have not taken any damaging effects in FF at all. Just pure defense. -
Quote:This is what I was wondering. Accuracy is important to my holds..or it is to me. The enhanced accuracy, buffing my shields more and making my holds stronger all appeal to me, and by dropping my accuracy upgrades and replaceing them with end redux and or reds or recharges seems viable to me, although I would prolly omit the reds ad focus on recahrge/end redux in my shields and my attacks and holds to gain the benefit.A lot of people shun Nerve because accuracy/tohit is arguably the easiest thing to get (and a lot of people take Spiritual because recharge is the hardest) and you're very rarely bumping up against ED with it; there are lots of powers that buff ToHit and you can hit the softcap for most mobs pretty quickly. That said, you could always strip out some of your accuracy enhancements and replace them with EndReds to help with your Endurance issues.
Remember that whatever you pick, you're not stuck with it. If you want you can get all 8 Tier 4 Alpha enhancements, it just takes a lot of shards and a lot of notices to get there
Nerve would allow my bubbles to still remain effective. Spiritual was my next thought after going through the list of things.
But since the toon is defense oriented, nerver just stood out. Even with maneuvers, which seems to drain me of end a lot. I could focus more end redux, and the defense bonus would stll apply making it viable and less taxing.
I dunno. I just find the whole thing confusing, but I will tell you this. Many of my powers have Accuracy enhancers which I need to help them land, sacrificing perhaps something that could be of more value. -
Ok. Yay! I have two 50's now that have done the work to get their incarnate slot.
Only one I am focusing on at the moment is my Grav/FF/Fire.
I have no idea which incarnate aplha I should go for.
Endurance gets eaten quick when I run my toggles. Which are Maneuvers, Dispursion Bubble and Flame Armor. But I am not sure that warrents me taking the regen alpha, considdering it does not benefit my powers as much as others.
My first instinc is Nerve. More FF defense, and Holding power as a buff.
Damage is fine the way it is. Im not hired for my damage potential really although I do offer fine damage, just not as much as others. But Im a controller. We know that will always be the case.
Im just very new. And I don't want to make a poor decision, especially when my altitis has been cured by my controller. So I really want to focus on her a lot.
So, perhaps I could get a few suggestion. Even though I have read that excellent incarnate guide, I find myself really confused by the whole thing. -
If I can make a simple suggestion. I am used to playing squishies and Blasters are definately that. In spades.
First off. Somethings I find usefull.
1) In groups, do not open with an AOE until you have some sort of mitigation. It will attract to much aggro. This is the same thing with AT's who use AOE imobs. Opening with either is getting the alpha on you.
Instead focus on single target damage, and allow the tank/brute to gain aggro.
2) If you are not experienced as a blaster, then avoid being a blapper from the start. Focus on your secondary sure, but range will be your friend in Praet.
3) Hover or Combat Jumping. Early unlocks that really will aid you. I prefer Hover for knockback protection and defense, but combat jumping later will allow for movement and even more defense with Acrobatics, and so is a very viable option.
4) Snipes are great for pulling. Some people hate them and I call those people wrong. Fire's snipe is further down the chain. So add some range to a single target attack to pull more efficiently.
5) your first power is the quickest. Add something like a Decimation/Devistation (Can't remember which one) = a chance to hold. It's not super expensive but will help mitigate damage, and on your quickest attack will proc a hold (Although weak) but allow you to mitigate some damage hitting you.
6) A lot of people like getting toughness and weave. Both are good. I like em, but once you hit your epic pools, I would suggest perhaps respecing out of them in favor of the armors the epic pools offer. Of course that will come much later.
7) Balance your aggro. Firing a chain of devistation is fine but on a team you can rip aggro off of a tank really easy. So best thing is to alternate targets using single target attacks and once weakened hit an AOE to mop them up.
Im am playing a Rad/NRG blaster right now, and my damage will never be as solid as yours will be, so I don't have the luxery of watching things melt like you do. So these things really work for me. I hope they can work for you too. -
Acutally.
A better idea than what I had would be if our origin powers just upgraded?
Every 10 levels they could upgrade and change up in name and in power and effect. The powers and effects could remain the same with their secondary effect, but just enhanced.
Origins should be more than a story tool. The beginning makes that apparent with the inherent powers that aid you. So perhaps these powers should improve to redfine the origin concept. -
My Pixy has to disarm a bomb. She cast a spell instead. Yay magic origin.
Origins can light Oil slick arrow. Thats a bonus!
It's for story purposes. Many arcs actually do handle origins. So I see some of the validity, although on the overall, I do believe as a suggestion. That there be a special Origin pool.
For example. If you are sorcery, upon reaching epic pool you should have some spells.
A Mutant might have secondary mutation via the booster pack, but what if they had a pool dedicated to their changed physiology.
Tech could have some devices
Natural could have some weapons, or a simple fighting technique
And Science could have some chemestry based items.
Much like the beginning powers, but unlocked. Or just gained because you have excelled in your origen. Perhaps these powers could be made inherent?
Just an idea. I know this is not the suggestion thread, but I always thought there should be more to the starting powers that in the beginning bring about the diversity of those origins. -
I have to support Local Man here. Blind and Spectal regarless of how you wish to percieve it, can be made fast enough that it is a single target murderer. Air Sup will speed things up, but many Illusionists would never need it in the first place. Although I found that a secondary attack is desiriable. And arguably with any troller other than fire.
Grav on the other hand deals straight up damage. The problem is that the damage is crushing, and as a result can be minimal to many of the enemy mobs. Circle of thorns come to mind.
But this was changed for me when I threw the Ghost Widows Embrace chance for Psionic. Even a lower level enhancer can really turn the tide on things that are resistant to you already heavy smashing damage.
I suggest working your powers evenly focusing on the damage type and adding another.
You will not be an AOE master. This is not your role. You can simulate it, but gravity will not give you that...nor will most of the secondary options, other than the concept of building your, and your teams, or pets personal strength.
If you wish to see bars go down, grav will impress you until level 37ish, mainly when you solo. But Grav is mainly single target heavy damage when an enemy is held. Propel is slow and in groups will really frustrate you. Lift is good, and fast, but will not make you the star of the damage show. Plant and fire might do that. Illusion will definately do that. Whatr grav will allow you to do is set stages of battle, choosing who it is that you wish to fight and who you wish to avoid at that time (Worm Hole).
Your controls with grav are great. But, you have many skippable powers.
Don't get me wrong at all. You will feel amazingly powerful with Grav. Almost super amazing because it, does not behave like any other set at all. It is unique all the way. And it works.
The Caveat is, that if you wish to see bars go down, then perhaps Grav is not your selection, where as fire and illusion would do it more effectively, when they bloom. Grav blooms early when speaking about damage, and thats where people lose their steam. Because once you realize your role, you need to stick it out and get your pet, otherwise you will be frustrated before you make it. -
Darks Accuracy annoys the heck out of me. It's a great blast set, but not accurate without slotting properly. I prefer Rad/Dark Miasma, but if I was going to do a Corr up, it would be Dark/Rad. Rad for the minus to defense, and debuffs to allow Dark Blast to land more. This is just my experience with Dark
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For one Million...You can buy my everlasting friendship!
But seriously, there are a ton of sets. Best thing to do is to relearn the game. Don't spend that money right away, and relearn the set you are playing, then head to Went Worths or the Black Market and find sets that give you benefits you feel you are lacking. -
If you bought the origins pack it looks like Toxic Vapor. However Omega if those are all you have would be my second.
Toxic Vapor gives that effect. Bioplasma is sort of close but too firey.
Edit. That definately looks like Toxic Vapor. It might have been used for Omega and then changed back, but my Widow uses it in white for her look, and Toxic vapor is what that looks like for sure. I got it from the Origins pack. -
My Grav/FF/Fire does good damage. Soloed well too. However FF will not give you damage.
However. I put GW Embrace in my single hold with a prov for psionic, and it happens a lot.
Then I put lethal procs from trap of the hunter into my Imobs. Both of them, which turn them into AOE, Imbob DOT's with a chance for lethal. Im doing ok.
Storm will give you some pretty solid AOE damage and control that Grav lacks but TA would suit you better in the long run.
But truethfully, if you really want to be menacing, try TA. Trick arrow will give you more bang for your buck really. It has debuffs, and it has controlls, it builds mags and it has some damage potential. While limited, if you use oil slick and ignite it (Magic origin or an energy based origin) can ignite the slick. Burning things pretty bad. And with Crush and Grav Distortion field you can keep em burning, and worm hole the rest of them onto the burning patch.
Acid Arrow will debuff defenses and should be mentioned that when held an enemy will take double the damage and your propel will do excellent damage afterwords.
Actually. TA would be my selection over Storm. You already have knockback potential with Grav, so using TA to control, build holding power through Ice arrow and Entangle arrow will just help you even more. Which will translate to more damage.
Your AOE potential will never be super regardless, until storm fully blooms, but if you want to lock down things then it's amazing, and since I am not a fan of anchors Storm is out for me. TA mitigates knockback a ton which will make your team love you.
If I didn't just level a 50 Grav/FF I would roll one now.
If more damage is desired, make a Grav/Psi Dom. Psi resists little. Skip Propel all together as it is not effective in Domination. Damage maybe increased but it would be wiser to focus on your assault sets than propel. Grav is not my favoreite Dom specialty. -
Quote:For controllers no. But for Corrs, and Defs. Ice/Storm Fire/Storm/Elec/Storm are all excellent. I did not like Dark Blast/Storm, or Psi/StormFire Storm would be a powerfull combo, i agree cause i see what devastation my Fire/Rad Troller and my Fire/Psi Domi can cause. But in that case it's nothing for me as you can see in above quote. Fire without running Hot Feet is no option and with Hotfeet on i have to jump in as with my other chars.
For thematic reasons i already thought about Ice/Storm and Elec/Storm. How it was confirmed Ice/Storm would not have enough damage(especially AOE) for a Solotoon fighting /x8 spawns. Elec seems to be a nice Powerset but there are so many Powers that doesn't work together well. Many Knockbacks and no Knockback-Protection, Static Field and Freezing Rain, Hurricane aso. One day in the future i will start a Elec/Psi Domi, think this Combo will be more compatible.
For controllers, Fire/Storm is excellent. I am not a huge fan of Elec control at all. I just despise it when I have tried it.
Ice/Storm is low damage but the control is amazing! Take some fighting pool skills or Air Sup to give more damage options if soloing and it will still be slow. Although endgame this will be a super support for your team.
Plant/Storm is Win also because you can bring down fliers easy enough.
Never Tried Earth/Storm but there are better things that work with earth but it could be fun.
Illusion/Grav/Storm....not my cup of tea at all. but others love it. Illusion being better paired with it than Grav in my oppinion, because grav is sort of counter productive with storm and the synergy is just not there in my oppinion. -
Fire/Storm. the potential is amazing. The damage can be crazy. and the two fill the gaps that the other lacks. My second would be Ice and Storm.
If I was playing a Corr, I like my Elec/Storm. It's a sapper controller. It works wonders and thematic aspects work. Lightning etc.
However Fire/Storm is a real tough cookie. Like...A Stale cookie on steroids.