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Oh oh now I have a decision to make!
I was able to refine the posted Defense build even more, to milk some extra recharge out in a few places. I then also created a pure Recharge build. Now I'm at a crossroads on deciding whether I'm better off being a Blitzer (82.5% global Recharge, 18% Ranged defense) or a Tank-Mage (22% Recharge, 45.1% Ranged defense).
Here are the time differences on some key powers. Times reported are the recharge time when Hasten is active, and assume that Force Feedback is not proccing:
HASTEN (120 second duration)
- Tank-mage: 153 seconds (~60 seconds from perma hasten)
- Blitzer: 128 seconds (~20 seconds from perma hasten)
MASS HYPNOSIS:
- Tank-mage: 18.6s
- Blitzer: 13s
MASS CONFUSE (67s duration):
- Tank-mage: 99s
- Blitzer: 79s
HEAT LOSS (90s duration):
- Tank-mage: 134s
- Blitzer: 110s
TERRIFY
- Tank mage: 41 second duration, 50 damage, 15s recharge
- Blitzer: 27 second duration, 67 damage, 14s recharge
BENUMB (30s duration)
- Tank mage: 43.3s
- Blitzer: 35s
Clearly the Blitzer recharges way faster on some key powers. What I'm not sure of is that I can click fast enough to take advantage of all of it. Now taking votes on which direction I should go in... though I have to admit I really like the idea of the Blitzer better because I mostly team, and in theory shouldn't be getting shot at that often.
Thanks again for your help! -
Quote:I think this statement comes up in every discussion about power sets. I half agree with it.
I have to go with the semi-goofy answer. I want whichever you *want* to play... the truth is any defender is better than no defender. Period. If you are playing the defender you LIKE the best, however, chances are better that you really understand the sets, you know the tricks and/or you will be paying attention and playing your best. A poorly played rad will not help as much as a well played FF; a poorly played kin or emp will lead to more team misery (and team whining) than a well played storm. I like playing for fun, and I am willing to forgo the 10 minutes of 'go faster' for watching someone really play their toon well; a fun group rather than building some imaginary optimal team of powers/ATs that I want to quit within moments of starting.
From a challenge, role play, or "why not" perspective you should bring whatever you want. A well played character can often overcome obstacles.
However, the flip side of this is that someone who is effective with Sonic is probably much better with Cold, Thermal, or Radiation. That is certainly the way I feel about it, and why my Sonics rarely come out to play. It's not a situation where I'm terrible at one set and great with another. It's that I am just as good at both but Sonic delivers somewhat less. -
Worked with it some, converted to the Earth APP and was able to soft capped Ranged defense. The recharge is terrible, endurance recovery is just ok. I'm not sure how I feel about the build, but here it is.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice Kin Suggestion: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(3), Lock-Rchg/Hold:50(7), Lock-EndRdx/Rchg/Hold:50(15), Lock-Acc/EndRdx/Rchg/Hold:50(39), Lock-%Hold:50(40)
Level 1: Transfusion -- Nictus-Heal:50(A), Nictus-Acc/EndRdx/Rchg:50(5), Nictus-Acc/Heal:50(7), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29)
Level 2: Frostbite -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(3), TotHntr-Acc/EndRdx:50(5), TotHntr-Immob/Acc:50(15), TotHntr-Dam%:50(34), TotHntr-Acc/Immob/Rchg:50(40)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Arctic Air -- CoPers-Conf%:50(A), EndRdx-I:50(13), CoPers-Conf/EndRdx:50(19), CoPers-Conf/Rchg:50(25), Mlais-EndRdx/Conf:50(25)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(11), P'ngTtl-Acc/EndRdx:50(11), P'ngTtl-Rng/Slow:50(17), P'ngTtl-EndRdx/Rchg/Slow:50(17), P'ngTtl--Rchg%:50(19)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(23), Zephyr-Travel/EndRdx:50(43)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(21)
Level 22: Speed Boost -- EndMod-I:50(A), EndMod-I:50(23)
Level 24: Kick -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(29), ExStrk-Dam%:20(37)
Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(27), Lock-Rchg/Hold:50(27), Lock-EndRdx/Rchg/Hold:50(31), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(46)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx:30(A), EndRdx-I:50(34), S'fstPrt-ResDam/Def+:30(37)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), EndRdx-I:50(31)
Level 32: Jack Frost -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(33), BldM'dt-Acc/EndRdx:50(33), BldM'dt-Acc/Dmg/EndRdx:50(33), BldM'dt-Acc:50(40), BldM'dt-Dmg:50(46)
Level 35: Transference -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-Acc/Rchg:50(36), P'Shift-EndMod/Acc:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Hurl Boulder -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 44: Seismic Smash -- Mako-Acc/Dmg:50(A), Mako-Dam%:50(45), Mako-Dmg/EndRdx:50(45), Mako-Dmg/Rchg:50(45), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 47: Fissure -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(48), ExStrk-Dam%:20(48), FrcFbk-Rechg%:50(48), Acc-I:50(50)
Level 49: Maneuvers -- DefBuff-I:50(A), HO:Cyto(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 20.8% Defense(Energy)
- 20.8% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 34.9% Defense(Ranged)
- 15.8% Defense(AoE)
- 2.5% Enhancement(FlySpeed)
- 4% Enhancement(Confused)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(JumpSpeed)
- 34% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 5% Enhancement(Immobilize)
- 5% Enhancement(Held)
- 14% FlySpeed
- 72.5 HP (7.13%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 13.2%
- MezResist(Immobilize) 3.3%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 1.65%
- 11.5% (0.19 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 14% RunSpeed
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I was independently prepping a build for you during my lunch break. I was able to come up with a build that gives capped Ranged Defense. The Recharge is really low and I could only make it work by taking Jump Kick as a mule. I'm not sure how I feel about the build over all but someone may be able to improve it.
FYI, I ended up going with your original concept of Super Jump, so this build wouldn't be able to do the zip-Glacier trick as easily.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice Cold Suggestion defense: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Block of Ice -- Lock-Acc/Hold:50(A), Lock-%Hold:50(3), Lock-Rchg/Hold:50(5), Lock-Acc/Rchg:50(17), Lock-EndRdx/Rchg/Hold:50(17), Lock-Acc/EndRdx/Rchg/Hold:50(19)
Level 1: Infrigidate -- AnWeak-DefDeb:50(A), AnWeak-Acc/Rchg/EndRdx:50(9), AnWeak-Acc/DefDeb:30(15), Achilles-ResDeb%:20(19)
Level 2: Ice Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(3)
Level 4: Chilblain -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/Rchg:50(37), Thundr-Dmg/EndRdx/Rchg:50(37), Thundr-Acc/Dmg/Rchg:50(40)
Level 6: Arctic Air -- CoPers-Conf%:50(A), CoPers-Conf:50(7), Mlais-EndRdx/Conf:50(7), CoPers-Conf/EndRdx:50(9), Mlais-Acc/EndRdx:50(11)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
Level 10: Glacial Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Combat Jumping -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(25), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(46)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-End%:50(21), P'Shift-EndMod:50(21)
Level 22: Arctic Fog -- S'fstPrt-ResDam/Def+:30(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23), Ksmt-ToHit+:30(29)
Level 24: Shiver -- P'ngTtl-Dmg/Slow:50(A), P'ngTtl-Acc/Slow:50(25), P'ngTtl-Acc/EndRdx:50(45), P'ngTtl-Rng/Slow:50(45), P'ngTtl-EndRdx/Rchg/Slow:50(46), P'ngTtl--Rchg%:50(46)
Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(27), Lock-Rchg/Hold:50(27), Lock-EndRdx/Rchg/Hold:50(29), Lock-Acc/EndRdx/Rchg/Hold:50(31), Lock-%Hold:50(43)
Level 28: Benumb -- RechRdx-I:50(A), Acc-I:50(31), Acc-I:50(31), RechRdx-I:50(39)
Level 30: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(34)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
Level 35: Sleet -- Achilles-ResDeb%:20(A), LdyGrey-DefDeb/EndRdx:50(36), LdyGrey-DefDeb/Rchg:50(36), LdyGrey-Rchg/EndRdx:50(36)
Level 38: Heat Loss -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-EndMod/Rchg:50(39), P'Shift-Acc/Rchg:50(40)
Level 41: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 44: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48)
Level 47: Jump Kick -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(48), ExStrk-Dam%:20(50)
Level 49: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(50), DefBuff-I:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 21.4% Defense(Energy)
- 21.4% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 32.4% Defense(Ranged)
- 8% Defense(AoE)
- 2.5% Enhancement(JumpHeight)
- 6.25% Enhancement(RechargeTime)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(JumpSpeed)
- 4% Enhancement(Confused)
- 2.5% Enhancement(FlySpeed)
- 5% Enhancement(Held)
- 23% Enhancement(Accuracy)
- 18% FlySpeed
- 34.3 HP (3.38%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 9.65%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 22% (0.37 End/sec) Recovery
- 50% (2.12 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 10% Resistance(Fire)
- 10% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 18% RunSpeed
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I took what you said to heart and decided to shoot for a soft capped Defense build. I was pleasantly surprised with what I got, and I feel like this build is still very effective on a power level. It even let me move Recall Friend up to level 14, add Manuevers to stack with my Ice shields for the team, and add Super Speed back in for the movement boost if not necessarily the Stealth (tho that extra stealth might help with Rikti drones).
I compromised on Terrify and frankenslotted for damage and fear duration, and managed to simultaneously net extra defense and some +Recovery.
I switched to the Mind APP to take advantage of extra defense in Psionic Tornado and to help absorb slash/lethal and mental attacks that make it past my defense.
I did have to make some sacrifices. I wasn't able to proc out Sleet as much as I would like to.
The Ranged defense is currently sitting at 49.9% What I'm not sure about is whether its worth trying to net that last .1%. I'm totally open to ideas here.
Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Cold Reader Recharge: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Levitate -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(25), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46)
Level 1: Infrigidate -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/EndRdx/Rchg:30(3), Achilles-ResDeb%:20(7), TmpRdns-Acc/Slow:50(17), TmpRdns-Acc/EndRdx:50(23)
Level 2: Dominate -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(3), Lock-Rchg/Hold:50(5), Lock-EndRdx/Rchg/Hold:50(5), Lock-Acc/EndRdx/Rchg/Hold:50(11), Lock-%Hold:50(19)
Level 4: Ice Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(7)
Level 6: Confuse -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Conf/EndRdx:50(13), CoPers-Conf%:50(15), CoPers-Acc/Rchg:50(17)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
Level 10: Glacial Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Recall Friend -- Zephyr-ResKB:50(A), Zephyr-Travel:50(29)
Level 16: Health -- Heal-I:50(A)
Level 18: Total Domination -- Lock-Acc/EndRdx/Rchg/Hold:50(A), Lock-Rchg/Hold:50(19), Lock-Acc/Hold:50(23), Lock-Acc/Rchg:50(31), Lock-%Hold:50(31), Lock-EndRdx/Rchg/Hold:50(39)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(21)
Level 22: Arctic Fog -- DefBuff-I:50(A), EndRdx-I:50(46), S'fstPrt-ResDam/Def+:30(50)
Level 24: Mass Hypnosis -- LgcRps-Acc/Rchg:50(A), LgcRps-Acc/Sleep/Rchg:50(37), LgcRps-Acc/EndRdx:50(40)
Level 26: Terrify -- N'mare-Acc/Fear:50(A), N'mare-Acc/Rchg:50(27), N'mare-Acc/Fear/Rchg:50(27), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg/EndRdx:50(34)
Level 28: Benumb -- Acc-I:50(A), RechRdx-I:50(31), Acc-I:50(37), RechRdx-I:50(40)
Level 30: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(37)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Acc/EndRdx:50(33), Mlais-Conf/Rng:50(33), Mlais-Acc/Conf/Rchg:50(34), Mlais-Dam%:50(34)
Level 35: Sleet -- LdyGrey-DefDeb/Rchg:50(A), Achilles-ResDeb%:20(36), LdyGrey-Rchg/EndRdx:50(36), LdyGrey-DefDeb/Rchg/EndRdx:50(36)
Level 38: Heat Loss -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-End%:50(39), P'Shift-Acc/Rchg:50(39), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc:50(43)
Level 41: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 44: Mind Over Body -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(45), Aegis-EndRdx/Rchg:50(46)
Level 47: Psionic Tornado -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(48), ExStrk-Dam%:20(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(50)
Level 49: Maneuvers -- DefBuff-I:50(A), HO:Enzym(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
------------
Set Bonus Totals:- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 8.63% Defense(Fire)
- 8.63% Defense(Cold)
- 26.1% Defense(Energy)
- 26.1% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 36.1% Defense(Ranged)
- 9.56% Defense(AoE)
- 1.65% Enhancement(Terrorized)
- 14% Enhancement(Accuracy)
- 16.3% Enhancement(RechargeTime)
- 6.5% Enhancement(Confused)
- 4% Enhancement(Sleep)
- 5% Enhancement(Held)
- 18% FlySpeed
- 34.3 HP (3.38%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 4.4%
- 26% (0.43 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 23% RunSpeed
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Weird idea. What if Sonic Siphon were changed so that it compressed the energy siphoned into a tiny node floating nearby you? The node would be an immoveable pet with a small +Endurance Recovery aura power. The node would last 2 minutes or however long before fading. You could have up to, say, five nodes summoned at a time.
The clincher, though, is that because its a pet you could hang Disruption Field off the node. Or run to a location, siphon, and set up a Sonic Repulsion spot there. Suddenly Sonic has a fix for both its endurance issues and its solo woes.
What do you guys think? Would that change Sonic Resonance for the better? -
Thanks for the feedback.
I totally missed the fact that the damage was the same on Mesmerize and Dominate. Guess I'm keeping Dominate then.
I'm not as sure about it not being worth building for +Defense unless you can cap it. The way I'd put it is "if you do manage to cap Defense, you get a lot out of it, so shoot for it if it doesn't gimp your build." The 30% Ranged Defense the current build provides essentially means the character is running around with native defense better than what a lvl 50 /Force Field Controller could cast on him, and from experience it makes a significant difference in survivability.
On a Tanker or Scrapper that would be awful, but a Mind Controller is only likely to be shot at once or twice. Improving your defense changes the equation from "I'm going to flip a coin twice. If it lands on heads both times, you die." Starting out a 80% Defense also means it only takes a single Cold, Force Field, Empath, or even a Tanker with Grant Cover to soft cap defenses. So I will need to think about this some more and decide whether the Defense is more helpful than going for Recharge. Certainly getting Heat Loss and Benumb up faster would be useful, but the rest of my powers already recharge so fast that I don't even have time to click them all! (It's wonderful being a Mind Controller!)
On the Fear cone, again, I have to think about it. I know that I can crank more damage out of it, but on the flip side, I find that being able to keep things feared over the long haul is extremely useful on hard missions. I like the security of knowing that they're going to be locked down for a while.
I might try creating a similar build with a focus on Recharge to see where that puts the numbers. I will post back here after I give it a try.
Thanks again! -
BTW to answer your question on what to build for, I'd just pick a direction and run with it. I built my Ice/Thermal for Recharge and Endurance. Ranged Defense is another viable option.
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Looks like a very good build. A lot of my comments have to do with personal taste.
- I'd drop one of the recharges in Benumb. That third recharge is only buying you 6 seconds.
- I'd reconfigure Arctic. The third endurance IO could be swapped out for something stronger.
- I'd drop Assault. It's a good power but you're going to be hurting for Endurance. Consider something that doesn't require a lot of slotting. I find Teleport Other to be a very useful power, and try to slip it in on any character with a left over spot. If you're a super speeder and get the Celerity Stealth IO, you'll be a good mission stealther as long as you leave the pet behind (and thankfully you slotted him for recharge).
- I'd consider 2 slotting the shield powers instead of triple slotting. That extra slot is only buying 2.5% more defense. I'd feel differently if you were a Cold Defender or a Force Field anything, but I think you can find a much more valuable spot for those slots.
- Would definitely drop Super Jump for Super Speed, then slot Celerity +Stealth into Sprint. This gives you the combat option to open solo fights by racing in invisibly and popping Glacier in situations where you can't Ice Slick from behind an obstacle.
- If you can do it without torpedoing the build, look into some range enhancers in Ice Slick. This is your best opener when you are solo (which I assume you will be at times, given all the damage enhancers)
- Consider changing the slotting on Stamina to 2 Performance Shifters (the proc and the Endurance enhancer) and one Endurance ISO
- I'm not a fan of Ice Storm. YMMV, but I find the recharge time on it excruciating. I tend to skip it and go with a single or double slotted Hibernate as my final power pick. I use it to turtle up when AA picks up too much aggro (usually an indication of other problems with the team, but no sense dying over it)
- If this is a leveling build and you can do it, I'd move Snow Storm until after Stamina. Combined with the endurance drain from Arctic Air you just won't be able to use it much.
Hope that helps! -
Here's another attempt after playing around for a while. I did something controversial and removed Dominate (the single target hold) from the build. My reasoning is that with all the single target abilities I already have, I just don't use it, and its damage is inferior to Mesmerize and Levitate, and Confusion takes mobs out of the fight far longer and doesnt aggro them on me if it misses.
In light of this, I'm thinking about the following single target attack chain:
Mesmerize > Levitate > Mesmerize > Ice Blast
I'd like some opinions on whether you think this will work out.
Here's the new build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Cold Reader: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx:50(25), Thundr-Dmg/Rchg:50(25), Thundr-Dmg/EndRdx/Rchg:50(29)
Level 1: Infrigidate -- Acc-I:50(A), AnWeak-Acc/DefDeb:50(3), AnWeak-Acc/Rchg/EndRdx:50(7), Achilles-ResDeb%:20(17)
Level 2: Levitate -- FrcFbk-Rechg%:50(A), Thundr-Acc/Dmg:30(5), KinCrsh-Acc/Dmg/KB:21(11), Acc-I:50(19)
Level 4: Ice Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(7)
Level 6: Confuse -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Conf/EndRdx:50(13), CoPers-Conf%:50(15), CoPers-Acc/Rchg:50(17)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
Level 10: Glacial Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15)
Level 12: Combat Jumping -- GftotA-Run+:40(A)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Total Domination -- Lock-Acc/EndRdx/Rchg/Hold:50(A), Lock-Rchg/Hold:50(19), Lock-Acc/Hold:50(23), Lock-Acc/Rchg:50(31), Lock-%Hold:50(39), Lock-EndRdx/Rchg/Hold:50(40)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(21)
Level 22: Arctic Fog -- Ksmt-ToHit+:30(A), Aegis-ResDam:50(23), Aegis-ResDam/EndRdx:50(37), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(46), S'fstPrt-ResDam/Def+:30(50)
Level 24: Recall Friend -- Range-I:50(A)
Level 26: Terrify -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(27), Abys-Acc/EndRdx:50(27), Abys-Fear/Rng:50(29), Abys-Acc/Fear/Rchg:50(34)
Level 28: Benumb -- Acc-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31), Acc-I:50(37)
Level 30: Mass Hypnosis -- FtnHyp-Acc/Rchg:50(A), FtnHyp-Sleep/Rchg:50(37), FtnHyp-Sleep/EndRdx:50(40), FtnHyp-Acc/Sleep/Rchg:50(46), FtnHyp-Plct%:50(46)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Acc/EndRdx:50(33), Mlais-Conf/Rng:50(33), Mlais-Acc/Conf/Rchg:50(34), Mlais-Dam%:50(34)
Level 35: Sleet -- LdyGrey-DefDeb/Rchg:50(A), LdyGrey-DefDeb/EndRdx:50(36), Achilles-ResDeb%:20(36), LdyGrey-%Dam:50(36)
Level 38: Heat Loss -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-End%:50(39), P'Shift-Acc/Rchg:50(39), P'Shift-EndMod/Rchg:50(40)
Level 41: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 44: Frozen Armor -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(45), Aegis-ResDam:50(45), Aegis-ResDam/EndRdx:50(45), Krma-ResKB:30(50)
Level 47: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Hibernate -- RechRdx(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
------------
Set Bonus Totals:- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 16.4% Defense(Energy)
- 16.4% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 22.4% Defense(Ranged)
- 5.5% Defense(AoE)
- 2.5% Enhancement(Held)
- 38.8% Enhancement(RechargeTime)
- 2.75% Enhancement(Terrorized)
- 47% Enhancement(Accuracy)
- 6.5% Enhancement(Confused)
- 18% FlySpeed
- 53.4 HP (5.25%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.2%
- 22% (0.37 End/sec) Recovery
- 50% (2.12 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 35.5% RunSpeed
-
Sorry for the multiple replies. Just played with this build some more and was able to move slots around to push Ranged defense to 33.3% and AoE to 25.3% with 60% Resistance to Slashing and Lethal. Endurance drain isn't perfect at 1.1/s, but I think its workable with Transference. Here's the new build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice Kin Suggestion: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(3), Lock-Rchg/Hold:30(7), Lock-EndRdx/Rchg/Hold:30(15), Lock-Acc/EndRdx/Rchg/Hold:30(39), Lock-%Hold:30(40)
Level 1: Transfusion -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(5), Nictus-Acc/Heal:50(7), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29), Nictus-Acc/EndRdx/Rchg:50(29)
Level 2: Frostbite -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(3), TotHntr-Acc/EndRdx:50(5), TotHntr-Immob/Acc:50(15), TotHntr-Dam%:50(34), TotHntr-Acc/Immob/Rchg:50(40)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Arctic Air -- CoPers-Conf%:50(A), EndRdx-I:50(13), C'phny-Dam%:30(19), CoPers-Conf/EndRdx:50(19), CoPers-Conf/Rchg:50(25), Mlais-EndRdx/Conf:50(25)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow:30(A), P'ngTtl-Dmg/Slow:30(11), P'ngTtl-Acc/EndRdx:30(11), P'ngTtl-Rng/Slow:30(17), P'ngTtl-EndRdx/Rchg/Slow:50(17), P'ngTtl--Rchg%:30(43)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(23), Zephyr-Travel/EndRdx:50(43)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(21)
Level 22: Speed Boost -- EndMod-I:50(A), EndMod-I:50(23)
Level 24: Boxing -- P'ngS'Fest-Acc/Dmg:30(A)
Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(27), Lock-Rchg/Hold:50(27), Lock-EndRdx/Rchg/Hold:50(31), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(46)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx:30(A), EndRdx-I:50(34), S'fstPrt-ResDam/Def+:30(37)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), EndRdx-I:50(31)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg:30(A), ExRmnt-Acc/Dmg:30(33), ExRmnt-Dmg/EndRdx:30(33), ExRmnt-Acc/Dmg/Rchg:30(33), ExRmnt-EndRdx/Dmg/Rchg:50(40), ExRmnt-+Res(Pets):50(46)
Level 35: Transference -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-Acc/Rchg:50(36), P'Shift-EndMod/Acc:50(37), P'Shift-End%:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 44: Mind Over Body -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(45), Aegis-Psi/Status:50(45), Aegis-ResDam/EndRdx/Rchg:50(46), Aegis-EndRdx/Rchg:50(50)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
------------
Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 13.3% Defense(Fire)
- 13.3% Defense(Cold)
- 16.8% Defense(Energy)
- 16.8% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 26.8% Defense(Ranged)
- 18.9% Defense(AoE)
- 2.25% Max End
- 12.5% Enhancement(RechargeTime)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(RunSpeed)
- 4% Enhancement(Confused)
- 5% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 43% Enhancement(Accuracy)
- 5% Enhancement(Held)
- 14% FlySpeed
- 57.2 HP (5.63%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 12.4%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 12.5% (0.21 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 11.6% Resistance(Fire)
- 11.6% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 13% Resistance(Psionic)
- 19% RunSpeed
- 2.5% XPDebtProtection
Set Bonuses:
Lockdown
(Block of Ice)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Transfusion)- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
(Frostbite)- 5% Enhancement(Immobilize)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Arctic Air)- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
(Siphon Speed)- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Glacier)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Tough)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
(Weave)- 10% (0.42 HP/sec) Regeneration
(Jack Frost)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.42 HP/sec) Regeneration
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 10% Resistance(All)
(Transference)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Mental Blast)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Mind Over Body)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 2.5% XPDebtProtection
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3% Resistance(Psionic)
(Psionic Tornado)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
-
Forgot to mention that in my build above I wasn't able to squeeze in Shiver. I like a combo of AA + Shiver to debuff mobs all over the map. That was part of the reason I selected the Mind APP, because it does -Recharge. The Ice APP would be a good fit too.
-
Don't mean to criticize too harshly Hindernberg, but the build you posted seems strange to me. It may have pretty good defense, but its missing Ice Slick and Glacier, two of the best powers in Ice Control. It is also lacking a single target blast. Combined with Ice's poor damage this build is going to struggle.
I also have slightly different advice regarding some specific issues:
- I would use an anti-knockback IO instead of Acrobatics.
- Taking Arctic Air at low levels is fine as long as you six slot it and load it with endurance reducers until you work your way to Stamina. You just have to have the discipline not to click on powers just because you can, and run around mezzing things with AA instead (its ridiculously more powerful than anything else available prior to level 22 because its always available, while other Controllers haven't been able to work down their recharge times).
The build below is how I might approach it. It provides 31.7% Ranged defense and 21.2% AoE Defense. Slash/Lethal is much lower than the previous build, but s/l is more useful on a farm. FYI, ignore the levels at which I placed slots, because I had to do some major shifting around to find a build that felt right. I went with the Mind APP for mezz protection to assist with preventing AA from detoggling; which APP you actually go with is totally up to you.
Feel free to point out any glaring issues you spot.
[edit: Pasting the correct build. The first post accidentally showed Hindenburg's original build.]
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice Kin Suggestion: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(3), Lock-Rchg/Hold:30(7), Lock-EndRdx/Rchg/Hold:30(15), Lock-Acc/EndRdx/Rchg/Hold:30(39), Lock-%Hold:30(40)
Level 1: Transfusion -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(5), Nictus-Acc/Heal:50(7), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29), Nictus-Acc/EndRdx/Rchg:50(29)
Level 2: Frostbite -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(3), GravAnch-Acc/Rchg:50(5), GravAnch-Immob/EndRdx:50(15), GravAnch-Hold%:50(34), EndRdx-I:50(40)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Arctic Air -- CoPers-Conf%:50(A), EndRdx-I:50(13), C'phny-Dam%:30(19), CoPers-Conf/EndRdx:50(19), CoPers-Conf/Rchg:50(25), Mlais-EndRdx/Conf:50(25)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow:30(A), P'ngTtl-Dmg/Slow:30(11), P'ngTtl-Acc/EndRdx:30(11), P'ngTtl-Rng/Slow:30(17), P'ngTtl--Rchg%:30(43), P'ngTtl-EndRdx/Rchg/Slow:50(50)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13), Range-I:50(17)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(23), Zephyr-Travel/EndRdx:50(43)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(21)
Level 22: Speed Boost -- EndMod-I:50(A), EndMod-I:50(23)
Level 24: Boxing -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Stun%:30(45), P'ngS'Fest-Dmg/EndRdx:30(46)
Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(27), Lock-Rchg/Hold:50(27), Lock-EndRdx/Rchg/Hold:50(31), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(46)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResKB:30(34), S'fstPrt-ResDam/Def+:30(37)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg:30(A), ExRmnt-Acc/Dmg:30(33), ExRmnt-Dmg/EndRdx:30(33), ExRmnt-Acc/Dmg/Rchg:30(33), ExRmnt-EndRdx/Dmg/Rchg:50(40), ExRmnt-+Res(Pets):50(46)
Level 35: Transference -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-Acc/Rchg:50(36), P'Shift-EndMod/Acc:50(37), P'Shift-End%:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 44: Mind Over Body -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
------------
Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 8.63% Defense(Fire)
- 8.63% Defense(Cold)
- 16.4% Defense(Energy)
- 16.4% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 24.3% Defense(Ranged)
- 14.3% Defense(AoE)
- 2.25% Max End
- 2.5% Enhancement(JumpHeight)
- 5% Enhancement(Held)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(RunSpeed)
- 4% Enhancement(Confused)
- 5% Enhancement(Heal)
- 30% Enhancement(RechargeTime)
- 49% Enhancement(Accuracy)
- 14% FlySpeed
- 64.9 HP (6.38%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 9.65%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 16.5% (0.28 End/sec) Recovery
- 28% (1.19 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 14.1% Resistance(Fire)
- 14.1% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 19% RunSpeed
Set Bonuses:
Lockdown
(Block of Ice)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Transfusion)- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
(Frostbite)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Arctic Air)- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
(Siphon Speed)- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Boxing)- 8% (0.34 HP/sec) Regeneration
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Glacier)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Tough)- 1.5% (0.03 End/sec) Recovery
- 15.3 HP (1.5%) HitPoints
- Knockback Protection (Mag -4)
- 3% Defense(All)
(Weave)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Jack Frost)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.42 HP/sec) Regeneration
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 10% Resistance(All)
(Transference)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Mental Blast)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Mind Over Body)- 5% RunSpeed
(Psionic Tornado)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
-
Hi all,
I've recently fallen in love with my Mind/Cold Controller and have decided to IO him out. I'm willing to spend some cash to do this, but don't want to go all-purple. My goals with building him are this:
- retain the ability to solo decently
- be able to stealth missions and tp other team members even when exemped to level 20
- acquire as much ranged defense as possible, but not at the price of gimping control powers
Powers I skipped were Telekinesis, Snow Storm, and Frostwork. The first two have their place, but this is an extremely tight build, and they were the two powers I felt I could sacrifice. I made the assumption that I will be getting at least the Atlas Medallion accolade, if not others. [Edit: This build also will be using Ninja Run in place of a travel power.]
Thanks again for your help!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Cold Reader: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(5)
Level 1: Infrigidate -- AnWeak-DefDeb:30(A), AnWeak-Acc/DefDeb:50(3), AnWeak-Acc/Rchg/EndRdx:50(37), AnWeak-Acc/Rchg:50(40)
Level 2: Levitate -- FrcFbk-Dmg/EndRdx/KB:50(A), FrcFbk-Dmg/KB:50(5), FrcFbk-Rechg%:50(11)
Level 4: Dominate -- Lock-%Hold:50(A), Lock-Acc/Hold:50(7), Lock-Acc/Rchg:50(7), Lock-Rchg/Hold:50(11), Lock-Acc/EndRdx/Rchg/Hold:50(25), Lock-EndRdx/Rchg/Hold:50(25)
Level 6: Confuse -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Conf/EndRdx:50(13), CoPers-Conf%:50(15), CoPers-Acc/Rchg:50(17)
Level 8: Ice Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(13)
Level 10: Glacial Shield -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(19)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Total Domination -- Lock-Acc/EndRdx/Rchg/Hold:50(A), Lock-Rchg/Hold:50(19), Lock-Acc/Hold:50(23), Lock-Acc/Rchg:50(31), Lock-%Hold:50(39), Lock-EndRdx/Rchg/Hold:50(40)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(21)
Level 22: Arctic Fog -- Ksmt-ToHit+:30(A), Aegis-ResDam:50(23), Aegis-ResDam/EndRdx:50(37), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(46), LkGmblr-Rchg+:50(50)
Level 24: Recall Friend -- Range-I:50(A)
Level 26: Terrify -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(27), Abys-Acc/EndRdx:50(27), Abys-Fear/Rng:50(29), Abys-Acc/Fear/Rchg:50(34)
Level 28: Benumb -- Acc-I:50(A), Acc-I:50(29), RechRdx-I:50(31), RechRdx-I:50(31)
Level 30: Mass Hypnosis -- FtnHyp-Acc/Rchg:50(A), FtnHyp-Acc/Sleep/Rchg:50(46), FtnHyp-Sleep:50(46)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Acc/EndRdx:50(33), Mlais-Conf/Rng:50(33), Mlais-Acc/Conf/Rchg:50(34), Mlais-Dam%:50(34)
Level 35: Sleet -- LdyGrey-DefDeb/Rchg:50(A), LdyGrey-DefDeb/EndRdx:50(36), Achilles-ResDeb%:20(36), LdyGrey-%Dam:50(36), Posi-Dam%:50(37)
Level 38: Heat Loss -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-End%:50(39), P'Shift-Acc/Rchg:50(39), P'Shift-EndMod/Rchg:50(40)
Level 41: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 44: Frozen Armor -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(45), Aegis-ResDam:50(45), Aegis-ResDam/EndRdx:50(45), Krma-ResKB:30(50)
Level 47: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Hibernate -- RechRdx(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
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Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 2.5% Defense(Fire)
- 2.5% Defense(Cold)
- 14.1% Defense(Energy)
- 14.1% Defense(Negative)
- 20.6% Defense(Ranged)
- 5% Defense(AoE)
- 6.5% Enhancement(Confused)
- 5% Enhancement(Held)
- 36.3% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 19% FlySpeed
- 64.9 HP (6.38%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 4.4%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.75%
- 22% (0.37 End/sec) Recovery
- 50% (2.12 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 29% RunSpeed
Set Bonuses:
Thunderstrike
(Mesmerize)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Infrigidate)- 10% (0.42 HP/sec) Regeneration
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
(Levitate)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
(Dominate)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Confuse)- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Ice Shield)- 10% (0.42 HP/sec) Regeneration
(Glacial Shield)- 10% (0.42 HP/sec) Regeneration
(Total Domination)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Arctic Fog)- 5% RunSpeed
(Arctic Fog)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Terrify)- 2.75% Enhancement(Terrorized)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Mass Hypnosis)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
(Mass Confusion)- 2.5% (0.04 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Sleet)- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Heat Loss)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Ice Blast)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Frozen Armor)- 10% (0.42 HP/sec) Regeneration
(Frozen Armor)- 5% RunSpeed
(Frozen Armor)- Knockback Protection (Mag -4)
(Frost Breath)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
-
Water Control is way up on my list too. With power recoloring around these days, there are just so many things a water-y looking set could be used for.
I don't think animating water is as hard as it's made out to be, as long as its water in motion. Standing water is, admittedly, much harder to pull off in effect powers.
My fantasy water set might look something like this:
1) Seep - Causes water to seep into an area, eventually covering a radius 25ft around. This slows any enemies in the area and gives them a small chance of slipping. Because the flood is subtle, this power does not notify enemies of your presence.
2) Geyser - Similar to Levitate or Lift. Animation can be borrowed from the fire hydrant spray on bank missions.
4) Deluge - Summons water to rain down over an enemies head. This will hold a creature, but unlike other holds, will cease to function of the creature is knocked far from the source.
6) Refraction Field - You bend water molecules in the air to make light play tricks in an area. This power is similar to Arctic Air, but is placeable, and does not slow or fear enemies. It can, however, briefly confuse them and lower their chance to hit.
8) Whirlpool - Creates a twirling cone of water on the ground. Anything that enters the area is surrounded in a whirlpool twirling the opposite direction, immobilizing it.
12) Water Burst - A "knockup zone" that is basically a blend between Ice Slick and Volcanic Gasses. Affected enemies are thrown into the air instead of knocked down.
18) Gushing Fountain - A version of Bonfire that does no damage to enemies but slightly increases the endurance of any team members nearby. Essentially remix of Bonfire and Spirit Tree with damage removed and health changed to a small amount endurance.
26) Tsunami - Your rise into the air, riding on a wave of water that sweeps foes off their feet. You are able to steer this power for a time before the wave crashes. Enemies you mow down with the wave are knocked down, feared, and stunned. Using this power in tight spaces can be difficult. This power takes the place of Water's AoE hold.
32) The pet. -
There is a sneaky way to combine Containment and Ice Slick.
Basically, you have to do what everyone tells you not to and enhance Frostbite for immob duration. This increases the duration of the immob but does NOT increase the duration of the anti-kb component. Enemies will still refuse to fall for those first 12 seconds, but after that they will flop right over.
I dont use this tactic all the time, but one place its hilariously useful is when you're being chased. You pop the group with Frostbite to keep them from following, wait 12 seconds, then throw Ice Slick at them followed by an AoE (Fireball is a great one for this). You just got a contained cheap shot at enemies who can't shoot back, and can't chase you even if they don't fall.
[edit: original post said 15 seconds, when the real time is 12 seconds.] -
This is how I might do it. I went with the Earth APP for stacked Defenses, a self heal, and stacked stuns. I took Manuevers to capitalize on your team's defense numbers. The power I put off until after Stamina is Mass Hypnosis. I did it this way only because Flight sounds important to you. IMO this build would be stronger swapped over to Hasten/Super Speed with the Celerity +Stealth IO slotted to give you PvE invisibility.
Powers I skipped were Telekinesis, Force Bolt, Detention Field and (semi-reluctantly) Force Bubble. I think Manuevers is better than any of these, but I can see replacing Repulsion Field with one of them.
In terms of totals, the build would put you at 36.7% defense against slashing and lethal, and 15.2% against everything else. Not bad for a squishy.
One thing to note, by the way, is that Fear, Confuse, Sleep, and Knockback IO sets tend to be cheap. You could improve the build some by taking advantage of this.
[P.S. Ignore the levels at which I placed the slots. I just slammed things into place and shifted until I had something that looked decent to me without thinking through which levels slots would be placed.]
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Mind Force: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Mesmerize -- Acc-I:50(A), Acc-I:50(17), Dmg-I:50(17), Dmg-I:50(19)
Level 1: Personal Force Field -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 2: Dominate -- Dmg-I:50(A), Dmg-I:50(3), Hold-I:50(3), Hold-I:50(5), Acc-I:50(5), Acc-I:50(7)
Level 4: Levitate -- Dmg-I:50(A), Dmg-I:50(40), Acc-I:50(40), Acc-I:50(40)
Level 6: Confuse -- Conf-I:50(A), Conf-I:50(7), Acc-I:50(9), Acc-I:50(9)
Level 8: Deflection Shield -- DefBuff-I:50(A), DefBuff-I:50(13), DefBuff-I:50(13)
Level 10: Insulation Shield -- DefBuff-I:50(A), DefBuff-I:50(11), DefBuff-I:50(15)
Level 12: Air Superiority -- Acc-I:50(A), Dmg-I:50(15), Acc-I:50(19), Dmg-I:50(39)
Level 14: Fly -- Flight-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Total Domination -- Hold-I:50(A), Hold-I:50(23), Acc-I:50(23), Acc-I:50(25), RechRdx-I:50(25), RechRdx-I:50(27)
Level 24: Dispersion Bubble -- DefBuff-I:50(A), DefBuff-I:50(27), EndRdx-I:50(29), EndRdx-I:50(29)
Level 26: Terrify -- Fear-I:50(A), Fear-I:50(31), RechRdx-I:50(31), Acc-I:50(31), Acc-I:50(33), RechRdx-I:50(33)
Level 28: Mass Hypnosis -- RechRdx-I:50(A), Acc-I:50(39), RechRdx-I:50(42), Acc-I:50(42), Sleep-I:50(46), Sleep-I:50(46)
Level 30: Maneuvers -- EndRdx-I:50(A), DefBuff-I:50(39)
Level 32: Mass Confusion -- Conf-I:50(A), Conf-I:50(33), RechRdx-I:50(34), RechRdx-I:50(34), Acc-I:50(34), Acc-I:50(36)
Level 35: Repulsion Bomb -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(37), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Repulsion Field -- EndRdx-I:50(A)
Level 41: Fissure -- Acc-I:50(A), Acc-I:50(42), Dmg-I:50(43), Dmg-I:50(43), Dsrnt-I:50(43), Dsrnt-I:50(46)
Level 44: Rock Armor -- DefBuff-I:50(A), DefBuff-I:50(45), EndRdx-I:50(45), EndRdx-I:50(45)
Level 47: Hurl Boulder -- Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48)
Level 49: Earth's Embrace -- RechRdx-I:50(A), Heal-I:50(50), Heal-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
I missed the part where you said you were a damage type player. I'd recommend looking into Plant/Storm for that.
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Both are good but I think you'll find Earth/Storm easier to play.
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I think Force Field is a fine choice. It doesn't stack with Dark Armor's main armors, but it does with Cloak of Darkness. +Protection is always helpful, because it helps you dodge secondary effects of powers, which +Resistance offers no help with at all. The AoE bubble won't help the Scrapper too much. But the thing about Force Field is that it buys you extreme results at almost no slot cost. This is often overlooked when people say FF doesn't synergize. In truth it synergizes with anything, because it allows you to completely trick out all your primary powers in a way other Controllers can't.
Sonic is not something I'd recommend. The set is an endurance hog. The -Resistance it gives you could be better achieved with Radiation, which offers powers to help manage the steep endurance cost. The one major benefit of Sonic has is AoE mezz protection, which the Scrapper won't need. It is also somewhat more slot hungry than FF.
Thermal is an ok choice if you know what you're getting into. Compared to FF, Thermal requires quite a bit of slotting. The power I'd recommend skipping here is the rezz, which is on a 5 minute timer and drains half your endurance bar.
Cold is an option that hasn't been mentioned but I think pairs extremely well with Mind, and with your situation. It offers +Defense in the shields, some powers for dealing with hard targets the Scrapper will love you for, an AoE +resistance and stealth power you can combine with Super Speed or an IO for PvE invisibility (very useful for a Mind troller), and the mega-power that is Sleet. The only thing about Cold is it requires lots of slotting to work well. -
The Dimension Shift/toggle idea has been floating around for a while, and unfortunately I believe the devs have commented that they can't go that route. The reason is that once something goes intangible, the player can no longer affect it, which would cause the power to detoggle on the second pulse. I think it's a good suggestion otherwise.
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I have 2 sonics and rarely play either, mostly for the reasons mentioned previously. The endurance usage is just extreme, the anti-mezz power is largely redundant with the big bubble, the +resistance doesn't aid with dodging secondary effects of powers, intangibility is intangibility, Liquefy takes too long to recharge, and the donut of death is useless solo. It's not a terrible set but I always feel like it's 3/4ths as good as the others.
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There is one other thing we could do to Grav that might make it more desireable for Controllers and for Corruptors: add a secondary effect. Here are some possibilities, both exotic and not:
- Resistance Debuff - Similar to how Sonic powers currently work, but with lower values (say 5-7% resistance per power).
- Mag Protection/Resistance DeBuff- Basically, chipping away at enemy's base magnitude protection and resistance each time a power hits. It would work in exactly the opposite way of powers that increase mag protection, but with lower values per power. This would make up for Gravity's weaker controls by having the ones that are available more likely to hit and last longer.
- Damage DeBuff - So that enemies do less damage with their attacks.
- Secondary Effect DeBuff - So that enemies that can mezz do so at lower values (personally this is my favorite because its so different, useful, and not totally overpowering)
- Range Debuff - Probably the most "in character" debuff. Things can't travel as far because of the weird gravity effects. Even makes up for the fact that Gravity has to rely so much on the AoE immob. -
I think your leveling build will end up rather different than your build at level 50.
I'm definitely not an expert on this subject, but what I would look into is dropping any travel powers whatsoever and going with Ninja Run + Hurdle. As other have suggested, I would also avoid Illusion's native invisibility powers, but instead of picking up Super Speed I'd invest in a Celerity +Stealth IO, and put it in Sprint. When you run Sprint with Steamy Mists, you will then be invisible to most creatures (hopefully someone here can confirm this). You won't be able to do this right away, so you may want to stick with Super Speed until you reach a high level.
The exception to this is if you plan to use your travel powers to slot defense.
You said you hated the lack of vertical movement in Super Speed, but as suggested by an earlier poster you can get around this very easily. If you go to Firebase Zulu (go to Peregrine Island, then all the way north to the Portal Corp building, then through one of the two portals there) you can buy jetpacks very cheaply (assuming you don't already have one from the Atlas Park bank mission). They last a really long time. Most of my Super Speeders have had the same jetpack for over a year.
I'm personally not a huge fan of Assault in your circumstances. It's not a bad choice but by taking it you give up control options.
Below my suggested power list, without a formal travel power. Powers I skipped were both Invisibility powers and Thunderclap. If you had to pick a power to drop from the list below, the first one I'd drop is Snow Storm. Deceive is something I would recommend slotting very heavily. Once you get enough Confusion duration in there you will be able to keep things Confused for over a minute at a time. It (and Mind's confusion power) are so superior to the single target holds other Controllers have you will wonder how you ever got by with just those in your arsenal.
Hero Plan by Mids' Hero Designer 1.601
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Level 37 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Hero Profile:
Level 1: Blind -- (A)
Level 1: Gale -- (A)
Level 2: Deceive -- (A)
Level 4: Spectral Wounds -- (A)
Level 6: O2 Boost -- (A)
Level 8: Hasten -- (A)
Level 10: Hurdle -- (A)
Level 12: Flash -- (A)
Level 14: Health -- (A)
Level 16: Freezing Rain -- (A)
Level 18: Phantom Army -- (A)
Level 20: Stamina -- (A)
Level 22: Steamy Mist -- (A)
Level 24: Hurricane -- (A)
Level 26: Spectral Terror -- (A)
Level 28: Snow Storm -- (A)
Level 30: Recall Friend -- (A)
Level 32: Phantasm -- (A)
Level 35: Tornado -- (A)
Level 38: Lightning Storm -- (A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Containment -
I think most of us realize we'll never be able to play every primary/secondary combo. I'm curious about some of the ones I haven't played, and thought a silly way to find out about them is to encourage people to describe them with a headline that sums up their experience.
Fire/Sonic (lvl 37)
"Local man says goodbye to slain fire imps, blue bar"
Ice/Radiation (lvl 38)
"Cloud of cold green dust holds enemies until police arrive; can't defeat them"
Ice/Thermal (lvl 50)
"Area resident calls 'flaming snowman, lots of patience' secret to solo success"
Mind/Cold (lvl 37)
"Local thugs call hero 'cheater' in wake of stealthing scandal"
Illusion/Trick Arrow (lvl 38)
"Area inventor 'really hates' his earliest arrow inventions, but says he's 'getting better all the time'"
Earth/Storm (lvl 49)
"Study: Complete butt kicking linked to earthquake-hurricane-torando-eruption combos"
Earth/Thermal (lvl 37)
"Team aghast at their suckiness after rescue at hands of volanic vixen"