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Yes enervating field cant be enhanced except with a primary whos attacks have a 2ndary effect of -res.
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That's not enhancing the power, that's -res effects stacking.
[/ QUOTE ]Actually it is enhancing the power as well, since resistance resists resistance debuffs and thus the more -res the target has the more -res each invidual -res power does.
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Maybe it's my English, but for me that's multiplicative (or compound) effects, not "enhancing" the power itself (as in slotting enhancements in it). -
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Every Debuff out of the 3 has more than 1 effect, and -speed -recharge [from lingering radiation] is exactly what makes long bow spec ops my first targets and why Positron is tackled before statesman in RSF.
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Yes, I know that, my point is that in my opinion the -regen is the most useful part of LR. Hence why I don't think it's that important to take it that early. Doesn't matter anyway since you have it now. But I would change the slotting since the slows only affect movement, not recharge.
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The benifit I see with RI is that it may enable me to get by with slotting less accuracy in my attacks.
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I disagree. The ThT_Debuf is awesome once fully slotted. The -def is nice, but not crucial for PvE (I would prob only slot 1 Def_Debuf really, unless you have spare slots). In any case, just make sure to take it at 30 (for PvE I would slot 3 Tht_Debuf 1 Def_Debuf 1 EndRdx).
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Yes enervating field cant be enhanced except with a primary whos attacks have a 2ndary effect of -res.
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That's not enhancing the power, that's -res effects stacking.
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My question was "what should I slot first" and its still unanwered, I can read the data quite well myself; I knew radiant aura had a end cost of ~13 and that EF had a 0.572 EPS cost.
I have 3 slotted enervating field. I will watch closly how well this helps with my end while healing.
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Given your build above, at 29 I would have added 1 EndRdx to EF and 1 Rechg to Radiant Aura, as well as changing the enhances in LR (to 2 Acc 2 Rchg 1 Slow). -
What Chelsea said concerning the slotting.
It's just surprising that you've left RI so late in your build. I usually take it by level 4 on any rad I roll. The ThT_Debuf helps you survive and the -Def helps you hit mobs before you have Acc SOs. EF is great, but can't be enhanced, so I usually take this in the teens / early 20s. I would definitely slot a 2nd EndRdx in there for longer fights. And the main purpose of LR is really the -regen, which is why I don't mind leaving this until the late 20s / early 30s. If you have the slots, 1-2 Rechgs in Radiant Aura should help. -
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What exactly does liquify do? and how does it work? from the discription it sounds like earthquake or ice patch, with damage, but it takes hold enh
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It's a location-based AoE (like EQ/Ice Slick) which does some knockdown (but less than both), is a low-mag hold, and has some -Acc and some -Def (and apparently some minor damage, which is not noticeable really). In theory it sounds like a good power, but in practice it seems to do very little of all these effects, so like others, I dropped it after a couple of levels on my grav/sonic controller. I would still suggest that you try it and respec out if it doesn't suit your playstyle. In any case I found it to be one of the most underwhelming tier 9 powers in the whole game.
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The slotting is fine except for the ThT_Debuf, which is probably not worth enhancing. Might swap it for a Rechg or EndRdx if you already have the slot there. Did you find you were missing often?
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Correct, Sonic Siphon doesn't stack from the same caster. I wouldn't bother with 3 recharges tbh.
I agree Sonic Disruption is a nice power if you have a scrapper or (preferably) tank to hold the aggro, otherwise, the mobs will come straight for you.
And try to team with another sonic, then the set really shines!.
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is Fireball really that neccessory for a corruptor? since its an AoE magnet any how?
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If you're not keen on AoEs, why roll a fire corruptor? I love it on my fire/dark, and use it alongside Rain of Fire and Fire Breath on top of a Tar Patch for full AoE madness.
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Just repeating here...
Yup, Fire/kin is the late game PvE damage king (or queen) if you have enough patience to get there. It's rather slow to level before imps unless you're in good teams, but once you have Tranference and Fulcrum, you get to be the new fire tank(admittedly a bit squishier).
I'm playing an Earth/kin now and I find that the extra control from the primary makes up for the lack of damage. Earth/storm is also a great combo, and having seen Shnyet's Earth/TA in action, that works very well too. Not a great fan of FF and I find sonic to be a bit under-par for controllers unless you have a regular team to level with or you really like a challenge. And empathy? Nah. Leave it to the defenders or the PvPers. -
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I've slotted it 3xRech, 2xHold, 1xAcc. Just thrown the Acc in as i tend to fight +2, +3's.
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I usually play at +2 +3's with this toon aswell. Went through a period of doin +4 and maybe even +5's (high lvl team obviously and yes, i died lots) But i cant say i have found slotting accuracy in VG to be of any use tbh.
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Which is also what Double and Archy found when they tested it for PvP. Clicky. -
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Hmm, I'm sure the -def adds up when used with Earth powers. According to NoFuture, they give -20% to def, so combined with FR...o_o
At least if you're not gonna use it for the debuff, use it for the knockdown - you can never have enough control
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I'm sure it does, what I meant is that I wouldn't worry to much about increasing the -def since at a certain level, it's usually not that much of an issue in PvE (I agree, more -def can't hurt though). As I said above, I'm quite happy with the -res and slows of FR, the rest is just added bonus.
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- Freezing Rain: The Def_Debuf is smallish and should only be enhanced imho if you have spare slots.
[/ QUOTE ]It's 30% -def. For comparison, controller Rad Infection is only -25% def.
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Thanks for the numbers MaX. I thought it was less. In any case, imho the -def is not that big a deal in PvE except for a few mobs (or if you're trying to play way above your level). Same thing with RI, you mainly use it for the ThT_Debuf and really only enhance the Deb_Debuf if you have spare splots (or PvP). -
Hi there,
Since I'm currently playing both sets (although on 2 different trollers), here is how I would do it:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Earth_Storm
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Storm Summoning
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01) --> Fossilize==> Acc(1) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
01) --> Gale==> Acc(1)
02) --> Stone Cages==> Acc(2) Acc(9) EndRdx(9)
04) --> Snow Storm==> EndRdx(4) EndRdx(7) Slow(11) Slow(34)
06) --> Swift==> Run(6)
08) --> Air Superiority==> Acc(8) Dmg(11) Dmg(34) Dmg(34)
10) --> Quicksand==> Rechg(10) Rechg(46) Slow(46)
12) --> Stalagmites==> Acc(12) Acc(13) DisDur(13) DisDur(19) Rechg(19) Rechg(50)
14) --> Fly==> Fly(14) Fly(15) Fly(15)
16) --> Freezing Rain==> Rechg(16) Rechg(17) Rechg(17) EndRdx(40)
18) --> Hurdle==> Jump(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Earthquake==> Rechg(22) Rechg(23) Rechg(23)
24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
26) --> Volcanic Gasses==> Hold(26) Hold(27) Hold(27) Rechg(37) Rechg(39) Rechg(40)
28) --> Hurricane==> TH_DeBuf(28) TH_DeBuf(29) TH_DeBuf(29) EndRdx(37)
30) --> Steamy Mist==> DmgRes(30) DmgRes(31) DmgRes(31) EndRdx(31)
32) --> Animate Stone==> Acc(32) Dmg(33) Dmg(33) Dmg(33)
35) --> Tornado==> Dmg(35) Dmg(36) Dmg(36) Rechg(36) EndRdx(37)
38) --> Lightning Storm==> Acc(38) Dmg(39) Dmg(39) Dmg(40) Rechg(43) EndRdx(43)
41) --> Fire Ball==> Acc(41) Dmg(42) Dmg(42) Dmg(42) Acc(43) Rechg(46)
44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
47) --> Consume==> Acc(47) Acc(48) EndMod(48) EndMod(48) Rechg(50) Rechg(50)
49) --> Super Speed==> Run(49)
A few comments:
- I would always suggest 6-slotting your single-target hold. It's important to be able to stack it on bosses.
- Stone Cages: mainly used for AoE containment as well as to keep mobs in place after Stalagmites or before Tornado, I never found a Rechg was needed.
- I actually have 02 boost on my ice/storm, but mainly use it to keep Jack alive, or as an emergency heal, but it's probably skippable.
- Quicksand: it's already perma, but nice to be able to stack or summon a couple. 5 slots is probably a bit much though.
- Steamy Mist: I also took this and use it along Super Speed for invis.
- Hover is nice, but since you will be low on damage at lower levels, AS might be a useful attack (decent damage with containment). Could always be dropped later.
- Health: not that useful for squishies. I prefer Hurdle. YMMV.
- Freezing Rain: The Def_Debuf is smallish and should only be enhanced imho if you have spare slots. You really use this for the -res and slows.
- VG: I also like the 3 Hold 3 Rechg slotting. This allows for a decent duration and with Hasten, it can be up fairly often.
- I would definitely take Hurricane. Awesome power although it takes a while to learn to use it effectively.
- Snow Storm: I would slot 2 EndRdx so you can leave it on against tough bosses or AVs
- Epics: if you're going for Fire, see slotting above. I would have taken Fire Ball first, but at least you should slot up Fire Blast (2 Acc 3 Dmg).
I realise you weren't necssarily wanting a new build, but I hope at least some of the slotting suggestions help! -
That's what makes building a character so fun: you have to make some choices
. Remember also that you can earn (by completing a trial) up to 3 character respecs (in addition to any free ones which we get from time to time) where you get to change your powers and slots (but not the sets). They become available at levels 24, 34 and 44. So you can always try some powers and drop them later if you find they don't suit you. On my blaster (ice/ice) I never took the Medicine pool, and prefered to carry some greens (or team with someone who could help me stay alive
). I did alternate between Fly/SS/SJ as travel powers, and they each have (dis)advantages. For PvE, one is usually enough (although SS can lead to some mobility problems). For ice/nrg (PvE) I would probably go for the Leaping (for Acro), Fitness and Speed pools, and maybe Concealment. If you're short on powers, you could go instead for Hover/Fly (or AS/Fly). But again, that's just my personal preference.
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As Toxic here didn't feel like linking to a planner, see here.
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After trying this planner, I am confused, because it lets me choose from the power pool at level 16 (while the manual says you get a 3rd rank at lvl 14 and a 4th rank at lvl 20).
Does it mean that I can spend as many points as I want in the power pools? Like, if I'm really freak, spend 5x4 power s in it?
Thanks for the enlightment
nostra
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Power pools open at lvl 6. If you taken a power within a pool, the 3rd tier powers open at 14 (which is when most people take a travel power) and the last one at 20. Since you can only open 4 power pools (and an Epic), the max you could take would be 4x4 =16 pool powers (although I would certainly encourage you not to!). -
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How does SI stack up again the other invis powers?
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It puts you at the stealth cap (so slightly less than invis). Which means that only mobs with +perception (like snipers) will spot you. For example, you can actually single out a mob in a group and use Blind/Spectral Wounds while its neighbours won't even blink. Some numbers here. -
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Am I right though (based on what has been said) that with Superior Invisibility I can attack mobs? summon pets? buff pets? run other toggles with effect things? etc etc? or any combination of those? Very interested to know this as will greatly effect my ill/rad build.
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All of the above. Although invis suppresses when you attack or click on glowies. -
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I didnt take stone mastery for concept at all - lets face it it doesn't fit in with Ice/KineticsI took it because I liked the look of stomping my feet (fissure)
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Ermm, ok... for me this is the same as "concept" really. Fire Ball does about 40% more damage and has a much longer range. Psi Tornado does great damage (psi too!) + Knockup which adds some nice control.
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having a power that boosted my HPs (it gives me 700ish extra hps for before I run in and try to cause as much damage as possible).
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EE is certainly a nice power, but it comes at 47: by then I've found on all of my controllers that a shield, a heal (if they have one, a couple of greens if they don't), and some common sense (ok, and a bit of luck) is usually enough to keep me alive. And since I'm in largeish teams most of the time, there's usually someone who can tank better than me
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I would like to get a team together for this tonight if possible with my lvl 27 earth/kin troller (I could also do tomorrow night if people prefer). Levels for xp are 24-33 (auto-exemp for higher). If you're interested, sign up here with toon name, lvl and AT. Meet at contact in IP 10 mins before.
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Whats the order of the powers?
Whats the contained damage of Fissure like?
What sort of range does it have?
I hear EE can be made perma, is that true? (or close)
Did you take Hurl for giggles? I know i will be
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- Look at Archy's post above
- Not great (less than that of your hold, although AoE). It's really a KD/Disorient power.
- Small (20 ft?)
- Not without outside buffs. About 15 sec downtime with Hasten and 3 Rechgs
- Let's face it, Stone Mastery is really for concept. Think about Fireball on contained mobs on top of Disruption Arrow. Or Power Boosted holds, slows, To Hit/Defense Debuffs, etc! -
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Ok Ive just got one of my troller to lvl 22 and instead of taking speed boost I took ID instead. My reasoning being that the holds and slows in pvp are killers.
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But against slows, surely you want Speed Boost
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There's not one that's better than the other. It really depends on playstyle and whether you team a lot or solo. I soloed a fair bit my illusion troller, so swapped GI for SI. It's certainly endurance intensive, but with a couple of EndRdx, you should be fine. The fact that it's a toggle is also an advantage since you decide when it goes on/off (unlike GI which can drop at the wrong time). GI is certainly nice although it takes a bit of organising in case some people on the team (e.g. tanks) don't want it. And yes, except for specific PvP builds, you don't need both.
I would discourage you from skipping Stamina although it's possible to drop it after 35 if you're willing to spam Transference a lot (and go for an endurance recovery/discount power in the Epics). Kin is very active, so even with Stamina, you will need some blues from time to time until you get to 35. YMMV. -
3 Recharges is what I use now (lvl 33). I tried Acc and Dmg, but it's not really worth it, so I just use them with bosses/Heroes to take the alpha or to prevent them from getting too close to my MM.
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You're much better off having those rads all spam AM, so that everyone's holds recharges much faster. It's much more effective.
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Well, I'm quite sure they can spam AM even with a toggle running
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... that and not have people use things like Earthquake and Steamy Mist
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Ermm... yes... that and the odd Tentacles and Siphon Power -
You can find a good power guide here (although not 100% accurate): http://nofuture.org.uk/coh/powers/
Or a Hero Builder here: http://sherksilver.coldfront.net/ -
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yep - I had it six slotted with holds on the only successful raid I've ever taken place in on Union (the public ones anyway).
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That does explain the success rate of Union Hami raids
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Not really Mesmer: it's been either lack of controllers or too much lag because of people not following instructions(at least we don't have n00bs pulling GMs into the jelly
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well, Choking Cloud would defenitely fall under the "too much lag" problem now, wouldn't it?
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TBH I wouldn't mind a few rads running CC if it helps with the holds (as long as people are not spamming useless powers). Worked fine at the last successful (public) raid