Oedipus_Tex

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  1. Quote:
    Originally Posted by Local_Man View Post
    Uh, no, not really. I might try it for one, but the fast single target blast in the Fire and Ice APPs allow a fast attack chain of Blind-SW-Blast-SW. None of the PPP sets have that, and that Blast adds a huge amount to my damage.

    I was probably too hasty to say "pretty much all." Let me edit that to "a lot."

    I'm estimating the Poison Blast causes your army to do a combined about 60 extra damage with a ranged shot and 70 with a melee shot. Assuming they attack twice during the animation + redraw period, and you've got Phanty out assisting, the numbers are very competitive, and that's damage that doesn't heal back after 5 seconds. It also boosts the damage of any additional pets or teammates you might have. Ill/Storm would be boosting the damage of Phantom Army, Phantasm, his decoy, Tornado, Lightning Storm, and any procs from Freezing Rain. You could also summon all of these things and stand AFK in PFF, ignoring attacks altogether, or pop in and out of PFF as needed to resummon stuff.

    In general the Ill/Rad types who were already tricked out probably won't benefit as much. It's the sets that previously struggled to perma that got a big lift. You now have a PPP with two places to slot LoTG. Ice has 1. Fire has 0. And the armor isn't hideous. The only major downside is the cast time of the single target (more than justified due to the fact it does almost the same debuff as powers that only lower Resistance, like Sonic Siphon, and the 30 second duration which is unheard of for a Blast power) and the 20% chance for KB in the AoE blast.
  2. Quote:
    Originally Posted by Reverence View Post
    Does anyone know if the Poisonous Ray effects stack?
    Mids show the effects lasting 30 seconds, so if I can fire a few during a 30 second period, am I stacking the -res/-def? I haven't picked up the attack yet to know.

    According to Mids it doesn't stack.
  3. I don't necessarily agree with the rankings.

    Thermal has probably the best chance of any secondary to keep pets alive, and grants them a 40% damage bonus. It also has a huge (-200%) 40 second long Recovery debuff in Heat Exhaustion.

    I actually don't find Radiation to have a lot of "synergy" per se. It does let you run toggles a bit easier. But like Ice/Rad the whole house of cards collapses if you get mezzed, so you're shoehorned into Indomitable Will, which you don't get until 41 at the earliest (and you have to delay your single target blast to get it that early).

    I would rank the sets like this (although ranking is a dangerous thing IMO):

    1) Everything not listed below, all for differing reasons.

    2) Sonic Resonance, which I have never been a fan of.

    3) Storm Summoning. In addition to reasons listed previously, two of your best powers, Freezing Rain and Static Field contradict each other. Scattered mobs also break chain powers.
  4. It fits either just fine.

    Only mark against it is Dominators can't get Domination out of the sleep or confuse powers. You do however get mezz protection to keep your toggle up, the ability to hold bosses in one shot, and the ability to solo reasonably. Electric Assault lets you sap bosses quickly, Earth Assault can help you keep them on their backs, several sets also get Power Boost at level 16 that also boosts sapping capabilities and extends the duration (not mag) of the confusion power.

    On Controllers it's a lot like Ice Control. Low damage, decent soft control, threat of toggle dropping if you get mezzed unless you are /Force Field, /Sonic, or take Indomitable Will.
  5. Would a team with a bunch of people running Tactics drive Controller and Dominator pets to suicide?
  6. Mace Mastery. The single target blast does minus Resistance, the shield is defense based, and you get PFF (assuming they don't change that). On an Illusion Controller it's just ridiculous. An Ill/Rad or Ill/Cold could do an additional -18% Resistance, and even hide in PFF without taking Force Field. The only negative is some knockback (20% chance) in the AoE blast. I am guessing pretty much all Illusionists will be swapping to this PPP, because they can debuff bosses so the pets can destroy them. Oh, and no ugly shield like Ice or Stone.

    Mu Mastery is a good choice for some Electrics and anyone who needs more endurance (/Sonic in particular). The pet is really nice actually on this one. It will heal you. I plan on taking it for my Elec/FF.
  7. Quote:
    Originally Posted by Maxwell View Post
    Did you forget about the second mission?

    I don't have the entire Task Force memorized bit for bit. I can however tell you that Fire, Cold, and Energy attacks are very common in the game in general. It's your call on whether to skip the power since it's your character, but there is a reason Plasma Shield appears in nearly every top-tier Thermal Radiation build I've seen posted.
  8. The reason you want Plasma Shield is that (at least the way I slotted it in these builds) it provides 20% Resistance to Fire, Cold, and Energy. These sources of attack are extremely common. Unlike Defense based protection, Resistance based protection does not pick the highest value modifier to reduce damage. If any part of an attack does Fire, Cold, or Energy damage and the attack hits you, you take 100% of the portion of the attack of that damage type.

    For example, Fire Ball (using Blaster values) does 12.5 Smashing damage, 78.8 Fire damage at base. If you get hit by this power with only Thermal Shield on, you take 80% of the 12.5 Smashing (10 damage) and 100% of the Fire damage. If Plasma Shield had been on you would have reduced that damage to 78.8 * .80 = 63 damage from the Fire portion.

    More pointedly, Resistance effectively raises your max HP against certain damage types. If you put 20% Resistance on a lvl 50 Blaster with no +HP, you raise his or her HP from 1204.8 to 1445.76 as long as they're getting hit by damage of the type you guarded them against. The more HP the character has, the more effective this is. A Tanker (say, an Ice tank) with capped HP has 3534 HP without shields, and 4240 effective HP with them. That's an 800 HP difference you'd be throwing away against Fire, Cold, and Energy by skipping Plasma Shield.

    The ITF specifically is a bad place to test the effectiveness of Plasma Shield. IIRC almost everything in that particular Task Force does slash or lethal damage. Sources of Fire, Cold, and Energy are very common however, and skipping Plasma Shield is not something I would encourage you to do, for the same reason I'd advise a Scrapper, Brute, Tanker, etc not to skip similar powers in their sets. The heal is useful but even moreso when your team has more effective HP.
  9. Thanks for the reply. I have some questions about your slotting changes that I'm not sure I understand. I'm unable to open the build in Mids without a data chunk, so I'm guessing at some of what the slots are.

    It looks like you've added damage procs to Mass Confusion and Confuse. In my experience, this will alert the enemy and cause it to attack you. One of the best aspects of Mind Control, to me, is the ability to avoid detection while using these powers. Can you explain why you slotted the powers in this way? Also, I don't understand why you decided to move Confuse from level 6 to level 22.

    It looks like there is no endurance reduction in Tough. I can't open the build to be sure, but I would guess that puts me at -.33 end/sec from that power alone. Add together with Manuevers, Tactics, Weave, Combat Jumping, and World of Confusion, the endurance drain is pretty heavy, unless the intent is that I don't run some of them.

    Can you also explain why you dropped powers to pick up World of Confusion, and slotted the purple confuse set there instead of in Confuse?

    Thanks for the help.
  10. Quote:
    Originally Posted by Maxwell View Post
    The reason why I didn't take plasma shield is because it's virtually useless. S&L resistance does most of the work, and if someone gets punched in the face a little too hard - I just throw them a heal. Not taking the useless second shield saves me loads of time to use my other, more useful, powers. I didn't really care for flash because the play style I have for this toon doesn't call for me to occasionally run into melee. I didn't want to have to keep running back and forth because doing this all the time adds up and wastes a lot of time. Spectral Terror and PA aggro management suited me just fine as far as mitigation goes.
    Plasma Shield is one of the best powers in Thermal. I recommend not skipping it. I would actually prefer to skip Cauterize than Plasma Shield.

    Flash is up to you, but in this case it's an easy way to slot an extra 10% Recharge. It's a huge radius (30ft) and up every 60 seconds. It's also the only strong AoE control you bring to teams. Spectral Terror is ok-ish but enemies get to take a swing (or run) every time a teammate takes a swing, or once every 10 seconds if the enemies are caught in a "rain" power. It's nothing to sneeze at but is not remotely competitive with other AoE controls. Flash helps you even that out some when you're the long Controller on a big team.

    Quote:
    I haven't heard anything about the fitness pool being free before. When will this start? That's exciting.
    Next issue. I would wait to respec til then.
  11. Here's an improved version that has very close to perma Phantoms. Note this one uses some purple sets. You could take out the Apocalypses and Ragnoraks and reslot as I had them in the previous build to save a ton of cash but sacrifice some Recharge.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spectral Rainbow IMPROVED: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(11), Dmg-I(13), Dmg-I(13)
    Level 1: Warmth -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(5), CoPers-Conf/EndRdx(7), CoPers-Conf%(9)
    Level 4: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(31), Apoc-Dam%(34)
    Level 6: Thermal Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(34), ImpSkn-EndRdx/Rchg(34), ImpSkn-ResDam/EndRdx/Rchg(36), ImpSkn-Status(37)
    Level 8: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Rchg(29)
    Level 10: Plasma Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-EndRdx/Rchg(37), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(40)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Recall Friend -- Zephyr-ResKB(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(21), RechRdx-I(21), S'bndAl-Build%(23)
    Level 20: Thaw -- EndRdx-I(A)
    Level 22: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(27)
    Level 24: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(43), Abys-Acc/Fear/Rchg(46), Abys-Fear/Rng(46)
    Level 28: Forge -- RechRdx-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
    Level 35: Heat Exhaustion -- RechRdx-I(A), Acc-I(36), RechRdx-I(36)
    Level 38: Melt Armor -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39)
    Level 41: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Disruptor Blast -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx(50), RedFtn-Def(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 19% DamageBuff(Smashing)
    • 19% DamageBuff(Lethal)
    • 19% DamageBuff(Fire)
    • 19% DamageBuff(Cold)
    • 19% DamageBuff(Energy)
    • 19% DamageBuff(Negative)
    • 19% DamageBuff(Toxic)
    • 19% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.25% Max End
    • 2.75% Enhancement(Terrorized)
    • 4% Enhancement(Confused)
    • 39% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 135% Enhancement(RechargeTime)
    • 91.6 HP (9%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 20%
    • MezResist(Held) 20%
    • MezResist(Immobilize) 25%
    • MezResist(Sleep) 24.4%
    • MezResist(Stun) 22.2%
    • MezResist(Terrorized) 24.4%
    • 14% (0.23 End/sec) Recovery
    • 36% (1.53 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    • 4% XPDebtProtection
  12. Both sets are fine at high levels. The only thing really different about them compared to other games is the entire raid/encounter doesn't hinge on them like in some games. They are just a (very) useful part of a larger whole.

    You said you enjoy support classes. One you might want to check out in addition to Defenders is Controllers. You'll also probably eventually find love for more aggressive, but still support-natured sets like Cold Domination, Dark, and Kinetics.

    While I also hate to say this, you might also consider a change of venue. I have spent limited time on Freedom and it made me kind of crazy. I've found Virtue, which is the unofficial RP server, to be more open to support characters, in general.
  13. Quote:
    Originally Posted by Asha'man View Post
    Quick proc question. I got the -recovery proc from the To Hit Debuff set. I want to say it's the Deflated Ego set but I could be mistaken. Because it was a drop and very easy to craft I went ahead and put it into Radiation Infection. Is there any value to doing this with an Elec/Rad? My thought process was that the chance for -Recovery would be helpful to keep a tough target (EB/AV?) drained while Conductive Aura et al do their work.

    What are your thoughts?

    The odds are 20% chance every 10 seconds. I don't know the duration, but it's only -25% Recovery. I will guess at a duration at between 5-10 seconds. Based on that think it's probably not worth it.
  14. I just posted in another thread about this but here's a version of the Ill/Therm build I posted there. This is actually somewhat tweaked versus that one, with some corrections to slotting in a few places. I'm not sure if this actually has perma Phantoms or not, but it does have PFF to hide in if they should go down.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spectral Rainbow NO PURP: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(11), Dmg-I(13), Dmg-I(13)
    Level 1: Warmth -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(5), CoPers-Conf/EndRdx(7), CoPers-Conf%(9)
    Level 4: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(31), Apoc-Dam%(34)
    Level 6: Thermal Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(34), ImpSkn-EndRdx/Rchg(34), ImpSkn-ResDam/EndRdx/Rchg(36), ImpSkn-Status(37)
    Level 8: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Rchg(29)
    Level 10: Plasma Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-EndRdx/Rchg(37), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(40)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Recall Friend -- Zephyr-ResKB(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(21), RechRdx-I(21), S'bndAl-Build%(23)
    Level 20: Thaw -- ImpSkn-ResDam/EndRdx(A)
    Level 22: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(27)
    Level 24: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(40), Abys-Acc/EndRdx(43), Abys-Acc/Fear/Rchg(46), Abys-Fear/Rng(46)
    Level 28: Forge -- Rec'dRet-Pcptn(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
    Level 35: Heat Exhaustion -- RechRdx-I(A), Acc-I(36), RechRdx-I(36)
    Level 38: Melt Armor -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39)
    Level 41: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Disruptor Blast -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx(50), RedFtn-Def(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 19% DamageBuff(Smashing)
    • 19% DamageBuff(Lethal)
    • 19% DamageBuff(Fire)
    • 19% DamageBuff(Cold)
    • 19% DamageBuff(Energy)
    • 19% DamageBuff(Negative)
    • 19% DamageBuff(Toxic)
    • 19% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.25% Max End
    • 2.75% Enhancement(Terrorized)
    • 4% Enhancement(Confused)
    • 39% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 135% Enhancement(RechargeTime)
    • 91.6 HP (9%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 20%
    • MezResist(Held) 20%
    • MezResist(Immobilize) 25%
    • MezResist(Sleep) 24.4%
    • MezResist(Stun) 22.2%
    • MezResist(Terrorized) 24.4%
    • 20% Perception
    • 14% (0.23 End/sec) Recovery
    • 36% (1.53 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    • 4% XPDebtProtection



    Code:
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  15. Hi Maxwell, welcome to the Controller boards.

    From the look of your build, it looks like you're fairly new to slotting Controllers. What Mental and Local were pointing out is that you've taken a number of set bonuses, but it's unclear what your goals for the build are. In general, on an Illusion character, the key thing to build for is Recharge, because you're able to hide behind your army easily that way.

    I took a stab at editing your build to something I might play if I were using the combo, and was pleased with the results. Using only limited purple sets (the somewhat cheaper Confusion and Hold sets) I was able to get you both perma-Hasten and very close to perma-Phantom Army. I did it by switching you from the Ice APP to the new villain Mace Mastery PPP. Also, remember we are soon going to be getting the Fitness pool for free, so there is no need to explicitly choose Swift/Hurdle/Health/Stamina, though you need to keep slots open for putting into Stamina (which Mids doesn't currently allow).

    Here is the build. I only spent about an hour on it so I can't guarantee it's perfect, as I didnt check it for things like the "rule of 5" for all set bonuses, but it may provide a start.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spectral Rainbow NO PURP: Level 48 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(11), Dmg-I(13), Dmg-I(13)
    Level 1: Warmth -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(5), CoPers-Conf/EndRdx(7), CoPers-Conf%(9)
    Level 4: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34)
    Level 6: Thermal Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(34), ImpSkn-EndRdx/Rchg(34), ImpSkn-ResDam/EndRdx/Rchg(36), ImpSkn-Status(37)
    Level 8: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Rchg(29)
    Level 10: Plasma Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-EndRdx/Rchg(37), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(40)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Recall Friend -- Zephyr-ResKB(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(21), RechRdx-I(21), RechRdx-I(23)
    Level 20: Thaw -- ImpSkn-ResDam/EndRdx(A), ImpSkn-EndRdx/Rchg(40), ImpSkn-ResDam/Rchg(43), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(46)
    Level 22: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(27)
    Level 24: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 26: Spectral Terror -- Acc-I(A)
    Level 28: Forge -- Rec'dRet-Pcptn(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
    Level 35: Heat Exhaustion -- RechRdx-I(A), Acc-I(36), RechRdx-I(36)
    Level 38: Melt Armor -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39)
    Level 41: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), Ksmt-ToHit+(48)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 4.5% Max End
    • 8% Enhancement(Heal)
    • 24% Enhancement(Accuracy)
    • 121.3% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 80.1 HP (7.88%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 27.5%
    • MezResist(Held) 27.5%
    • MezResist(Immobilize) 33%
    • MezResist(Sleep) 34.1%
    • MezResist(Stun) 29.7%
    • MezResist(Terrorized) 31.9%
    • 20% Perception
    • 12.5% (0.21 End/sec) Recovery
    • 30% (1.27 HP/sec) Regeneration
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 6% XPDebtProtection



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  16. Oedipus_Tex

    Best team AT

    I don't think there's a best, but I can tell you the types of support characters I try to grab when team building a PUG.

    First and foremost, the powerset I will never pass up having at least one of is Force Field. You will hear all kind of things about Force Field becoming irrelevant under certain situations, and to some extent, that's true. But what Force Field offers that nothing else does, in my experience, is predictably. No matter who joins the team, how bad they play, or what their powersets are, wiping the team with a Force Fielder around takes an act of God. Force Field is also a very easy to play set. When you invite one you know exactly what you're getting, and its easy to monitor whether the player is working the set successfully. Cold Domination can to some extent fill this role, but even on my Cold Domination character I still try to get a FF'er. It has also been my general experience that Sonic Resonance does NOT fill this role well.

    Next up are the "restorer" types. (I dare not use the word "healer" because... well it's best that we don't talk about it.) Somewhere in the mix I ideally want to include a Kinetic, Dark, Thermal, Empath, Pain, Radiation, etc. who can help restore HP, among other things. This role isn't critical but I find it extremely helpful. A team that can forget about safety altogether is able to move much more efficiently. A lot of people will say that you should "never get hit or you're doing it wrong" but my experience has been if things are that easy you could have cranked up difficulty two notches by including someone who can restore HP and been that much more successful. The way the math works out on defense and resistance guarantees you will be getting hit, even with the whole team defense capped. I generally consider any Controller, Defender, or Corruptor with a decent AoE heal sufficient to fill this role. In general, I do not put much faith in Masterminds to fulfill it, but you might be the one who surprises me. Note that I would never stand around and wait for someone with this ability, its just who I'd try to grab first if we lacked it.

    The next group are the mezzers/supportists. This is basically all manner of Controllers, Defenders, Corruptors, Dominators, etc. I can't really say which are better or worse. I will say if I'm looking for control and get an Illusion Controller, that's great, but I will still generally want more lockdown. The same on the support side if I end up with a Trick Arrow or Sonic Resonance.

    Last is damage. Damage is so easy to come by that I generally don't care who provides it.

    The only AT I'm reluctant to invite are Masterminds. There is nothing wrong with them necessarily but they add so much clutter that the game becomes boring to me, because I'm not even able to see what's going on. I do still invite them from time to time but really like to avoid having more than 1 on the team at a time.
  17. I don't get the hate for minimal FX for elemental shield types. The reason it may not be visible as an armor is that sometimes it's that the character is made of the element. A blue ice dude doesn't have to be wrapped in a second ice sheet specifically. It's actually less silly than that a set like Willpower could tank alongside Invulnerability.
  18. I should add that one really good addition to this game would be mood music that, rather than being solely tied to terrain, was also tied to combat, with the combat theme overriding the map theme when appropriate. Specifically, I feel it could be tied to the current mission objective (run for your life! type objectives seem like they should trigger a rather frantic sound track), and also tied to when an Archvillian /Giant Monster has been aggroed.
  19. The only sound that truly raises my hackles is Hasten.

    I agree that the music in the game is hit or miss. In CoV and GR, it's mostly hit. In CoH it's... well, a bad mid-90s rave with blown speakers is what comes to mind more than a heroic adventure.

    Come to think of it though, who do we petition to get more than stations on the boombox? Some new options would be great, even if just played for comedy. I've frequently wanted the ability to play Rap, Country, Polka, etc as part of a character's flavor, but the only options are limited to flat techno beats.
  20. The other part was that the speed of a pet's attacks was actually affected by your global recharge bonus and whatever you had slotted into the power. Back in the day Lightning Storm (a power you can't Speed Boost) used to be amazing. Now it's kind of meh, because it fires bolts about 1/2 to 1/3rd as often as it used to.
  21. Remember that soon Stamina is going to become an inherent power. Once that happens you'll have access to three additional power selections more or less for free (but no extra slots).

    I took some time to put together how I might do it if I went Ice/TA/Ice. I'm not vouching for all aspects of the build, but it's a start on how I might approach it if I were going to IO. This build is fairly cheap by IOing standards (main expense if the Luck of the Gambler pieces). It adds back in Glacier and EMP Arrow, which I think you would have missed a lot. I also took Flash Freeze because it happened to be convenient to slotting, and who knows you may actually use it occasionally.

    This build is capped to Slash/Lethal, but only when hovering. It still has very good S/L defense when not hovering.

    I added Combat Jumping to your build. IMO this is a critical power for you if you plan to use Arctic Air. Not only does it add some defense and jump speed and a place to slot LOtG +Recharge, it protects you from getting Immobilized.

    Powers I dropped were Flight (with inherent Swift in the next issue we'll be hauling butt so much I doubt you'd miss it), Stealth, and Invisibility. If you feel you want Invisibility of some kind, you may want to find a place to sneak in Super Speed, and slot a Celerity +Stealth IO.

    The reason I took Chillblain over Flash Arrow is to give you a second attack if you ever exemp down, and because it's handy to spam on AVs.

    A bug in the game recently had Ice Blast's slotting set up incorrectly. This is reflected in the current slotting options in Mids. Because of this I didn't slot Ice Blast--when I got the chance, I would slot it with 5 Decimations (everything but the Chance for Build Up proc). This will increase your max Endurance by 2.5 points and grant an additional 6.5% recharge.


    [EDIT: Corrected slotting to Glacier.]

    [EDIT 2: Slight modification to OSA that reduced recharge by 4 seconds but added some much needed global accuracy.]

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Freezing Point: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5), Dmg-I(5), Dmg-I(7)
    Level 1: Entangling Arrow -- Acc-I(A)
    Level 2: Frostbite -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-Acc/Immob(34)
    Level 4: Chilblain -- HO:Nucle(A), Dmg-I(31)
    Level 6: Arctic Air -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11), EndRdx-I(13)
    Level 8: Shiver -- P'ngTtl-Acc/Slow(A), TmpRdns-Acc/Slow(17)
    Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(21)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(21)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Poison Gas Arrow -- RechRdx-I(A)
    Level 18: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 20: Acid Arrow -- Acc-I(A), AnWeak-Acc/DefDeb(23)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(37)
    Level 24: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/Rchg(43)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29)
    Level 28: Disruption Arrow -- Range-I(A)
    Level 30: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Sleep/Rng(42), LgcRps-Acc/Sleep(42), LgcRps-Acc/Sleep/Rchg(43)
    Level 32: Jack Frost -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(34), SvgnRt-PetResDam(34)
    Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(36), LdyGrey-%Dam(37), RechRdx-I(37)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40)
    Level 41: Ice Blast -- Empty(A), Empty(42), Empty(46), Empty(50), Empty(50)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/EndRdx(45), S'fstPrt-ResDam/Def+(46), GA-3defTpProc(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 17.3% Defense(Smashing)
    • 17.3% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 17.9% Defense(Energy)
    • 17.9% Defense(Negative)
    • 6% Defense(Psionic)
    • 16.3% Defense(Melee)
    • 11.9% Defense(Ranged)
    • 6% Defense(AoE)
    • 3% Enhancement(Immobilize)
    • 4% Enhancement(Sleep)
    • 27% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 72.5% Enhancement(RechargeTime)
    • 38.2 HP (3.75%) HitPoints
    • MezResist(Confused) 2.75%
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 2.75%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 2.75%
    • 17% (0.28 End/sec) Recovery
    • 30% (1.27 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 13.2% Resistance(Fire)
    • 13.2% Resistance(Cold)
    • 10% Resistance(Energy)
    • 11.9% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)



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  22. [EDIT: While I was writing Local Man also wrote his reply. Interestingly you will see a lot of overlap in our ideas, and also a few places we diverge. Lots of good info in his post though, so wherever we contradict each other just keep in mind these things always come down to a matter of opinion.]

    Here are some ideas for names. Some may already be taken, some may make your ears bleed, but they may give you a start:

    - Snow and Arrow
    - Slow and Arrow (catch on to a theme yet? )
    - Antarctic Urkle ( playing on the "invention" theme of the bow; note that this is a trademarked character tho so I don't know if you could keep the name )
    - Freezing Point
    - Frosty the Bowman (surely taken? maybe try variant spellings?)
    - Shiver Quiver
    - Protection Clause (as in Santa / "Equal Protection Clause" in US law)
    - The Glass Bottom Bow (I have no idea what that means but it was silly so I wrote it down)
    - Little Miss Mullet (has nothing to do with ANYTHING but someone must have this name)

    As for actually playing the set, I've done a lot of Ice Control, a little of Trick Arrow. The early levels will be a challenge. Depending on when you roll the character, you may be lucky enough to start with Stamina, which will be a huge relief for Arctic Air.

    I would not mess around with Flash Freeze at all. Poison Gas is more valued for it's -Damage than anything else.

    Must have powers in my view: Block of Ice, Ice Slick, Jack Frost, Acid Arrow, Disruption Arrow, Oil Slick Arrow. I will also add Arctic Air (some people don't like it but personally I would never roll an Ice without it, so its up to you to judge). Glacier and EMP Arrow I like quite a bit as well, but some people skip them. Shiver is an up-to-you, tho I personally take it. Ice Arrow recently got its animation time sped up and I like it much better than I used to.

    Powers I'd avoid: Glue Arrow (craptastic -Recharge, take Shiver instead), Flash Freeze (one of the worst AoE sleep powers in any set, let along an actual Control one--seriously, the Defender and Corruptor APP sleeps are better than this). I'd say Entangling Arrow too but you're stuck with it. Flash Arrow is pretty awful too; the blind portion might seem useful until you realize if you miss even one enemy and get too close, the whole group sees you; it's only real use is the mediocre (read: poor) -ToHit.

    Weird thing I do that not many people copy: slot Ice Slick for Range. This lets you cast it from behind walls and around corners. Because it also contains a slow, enemies can't run off of it and chase you down.

    The AoE immobilizer, Frostbite, is a bit of a gamble. It cancels the knockdown on your Ice Slick. But if you want to solo (something I wouldn't expect to be able to do reliably until the 40s) you need a way to set Containment. To achieve this I slot the cages for Immob duration, cast once, and let the enemies bust their butts while caged. This works because the -kb portion of the cages always lasts 12 seconds no matter how long the immob portion lasts.

    If you plan to solo (especially if you roll this character after the Fitness changes) picking up Chillblain to slot as an attack may not be a bad idea.

    For APPs, Psi is always one of my favorites for Ice Control because it you gives you much needed mezz protection to be a total crazy horse about Arctic Air. However, it doesn't have a lot of endurance recovery. Ice Mastery's Hibernate power can be useful for that and for the Defense based armor you can use to build defense against slash/lethal attacks.

    One last thing. Make sure your origin is either Technology or (I think) Magic. Lighting Oil Slick requires you to hit it with an Energy or Fire based attack, and both of those sets offer free powers that will do that for you.
  23. Hi all,

    This is my first ever Dominator build. This character, "the Cold Reader" is a recent reroll of one of my favorite toons, a Mind/Cold Controller. That character was a lot of fun to play, but I eventually got tired of getting bowled over by Elite Bosses and dealing with the challenge of Containment. Note that this is also my first build created for the "post-innate-Fitness world," so I left 2 slots open for slotting into Stamina.

    Here's some background on the character if you're into that kind of thing:



    The first thing I should say is that the build kind of freaks me out in terms of how little I'm grabbing from the secondary. Only Power Boost, Frost Breath, and Bitter Ice Blast are major contenders. Levitate and Ice Blast do the same damage, but Levitate is such great soft control (and recharges sooo quickly) I just couldn't drop it. I've also found that I make little use of the melee attacks simply because I constantly need to line up again to do a cone attack. The same turned out to be true about Ice Sword Circle, which at first I was very reluctant to skip. I ended up taking Ice Sword but could just as easily drop it for Mesmerize with similar-ish slotting. As for Ice Bolt, I almost never use it in practice right now (a mistake?) and it sits on my bar collecting dust.

    The current build has capped defense against Ranged and Psi, but only for 90 seconds at a time with a 9 second hole in the Ranged and 30 seconds in the Psi. Endurance costs may be a deal breaker in the end, though. Also, this build is the most expensive thing I've ever put together (worth it for a "main" character IMO though.)

    Is this way off the mark? Close but with some room for improvement? I know what to expect out of a Controller, but Dominators are new territory. Compared to the Controller this version has much better defense but his big powers are 10 seconds slower. Hopefully that's an even tradeoff.

    Many thanks!


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    9-9-10 Cold Reader: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Icy Assault
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Levitate -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(23), Thundr-Dmg/Rchg(23), Thundr-Dmg/EndRdx(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Ice Bolt -- Acc-I(A)
    Level 2: Dominate -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(25), Apoc-Dmg(45), Apoc-Dam%(45)
    Level 4: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(9), CoPers-Conf%(11)
    Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(11), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(13), FtnHyp-Plct%(15)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 12: Recall Friend -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(40)
    Level 18: Total Domination -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
    Level 20: Frost Breath -- Ragnrk-Dmg(A), Det'tn-Dmg/EndRdx(21)
    Level 22: Telekinesis -- EndRdx-I(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Terrify -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(31), Ragnrk-Dmg/EndRdx(31)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(29), HO:Ribo(36)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(36)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(33), Mlais-EndRdx/Conf(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46)
    Level 38: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Link Minds -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/Rchg(42), LkGmblr-EndRdx/Rchg(42)
    Level 44: Mind Over Body -- HO:Ribo(A), HO:Ribo(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50), FrcFbk-Rechg%(50)
    Level 49: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 23.5% Defense(Energy)
    • 23.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Melee)
    • 29.8% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 6.5% Enhancement(Confused)
    • 2.5% Enhancement(Held)
    • 62% Enhancement(Accuracy)
    • 80% Enhancement(RechargeTime)
    • 8% FlySpeed
    • 38.2 HP (3.75%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 3.3%
    • 23% (0.38 End/sec) Recovery
    • 46% (1.95 HP/sec) Regeneration
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 8% RunSpeed



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  24. General consensus is no. The stun proc has rather low proc odds (10%). That maps out in the following way, in terms of your chance to hit at least one enemy with the proc each pulse (assuming you're looking at only one power or the other):

    Code:
    1	10%
    2	19%
    3	27%
    4	34%
    5	41%
    6	47%
    7	52%
    8	57%
    9	61%
    10	65%
    11	69%
    12	72%
    13	75%
    14	77%
    15	79%
    16	81%
    So, even with 16 enemies in the AoE area, you still only have an 81% chance per pulse that even one gets hit. And Conductive Aura has a target cap of 8. Plus it's only a Mag 2, so only affects Minions.

    Your odds are a little better with the proc in two powers with them overlapping each other. They are even higher if you get your recharge up to the point where multiple Static Fields can lay on top of each other. But even with three powers overlapping, your chance of scoring 3 procs on the same pulse is just 7% and probably not worth it.
  25. Oedipus_Tex

    Ill/FF bad?

    Quote:
    Originally Posted by MentalMaden View Post
    That was the generalization I was referring to. (bolded)

    Well. It's possible I didn't share enough to draw the true picture of just how awful this group is. That announcement was made three times per pull. And interspersed with, also in all caps, "STAY BEHIND THE TANK!!! STAY BEHIND THE TANK!!!" coming from the Tanker himself, the Empath, and the Rad. I'm still hoping it was a group of bored players who wanted to troll people. I'm not sure. The only reason I shared the story was because I would hate for anyone to think CoH players are that obnoxious. It was definitely the worst experience I've ever had on a team.