Papaschtroumpf

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  1. [ QUOTE ]

    And you were replying to me... so I think you may have either a) misread my request or b) meant to respond to somebody else?

    [/ QUOTE ]

    the latter, it's not all about you
  2. I used to have a mini-guide for Ill/Kin but it got purged and I never rewrote it.

    The combo is very good, lighter on endurance than ill/rad.

    First thing first: make your toon either Magic or Tech origin so that they can use their origin "temp" power to light the oil slick, otherwise you will have to wait till you can get the fire epic, and believe me, you want that oil slick lit!

    Since Ill has little in the ay of setting containment, both entangle and ice arrow can be used to set up containment.

    Ice Arrow+ Blind will hold a boss, which is very handy.

    The phantom army (and all other controller pets) has a bug that causes them to run out of hte slick when you light it, it's unfortunate but PA doesn't loose agro and comes right back, so it still serve its purpose.

    You want all arrows, except maybe flash arrow (I didn;t think it -acc made a lot of difference).

    In a lot of ways Ill/TA is similar to Ill/rad, in that you use a variety of debuffs to help increase PA damage. you don't get a heal (unless you take medicine) and no AM. Once the other hand your debuffs are location based, not anchored which can be kinda nice.

    In the late game, glue arrow+disruption arrow+oil slick+fireball is beautiful!

    I built my toon as a ranged only, Superior Invis always on toon.

    In my build, Phantasm has a pretty low key role: I stay at a distance of 70+ feet, so Phantasm usually doesn;t aggro on the mobs since his aggro range is about 40'. It's sometimes a good thing since he could knock the mobs of your AoE (especially slick) with his energy torrent. The nice thing is that he acts as your bodyguard for anyone getting too close, and with decoys of his own, he can do a pretty good job.

    I'd have to look at my notes for slotting (which is still SOs only, I have never ported him to IOs), but I know I was careful to be able to slot my arrows so they could all be used from 70 feet away, and worked the recharge time so that they would come back all around the same time, so I could work a rythm.
  3. [ QUOTE ]
    If you want to hear that it is possible to get to 50 without Hasten, then yes, it is possible

    [/ QUOTE ]

    You're making it sound like "if you're willing to be gimped...", maybe that wasn't the intent.
    You are not gimping yourself in any way by not taking Hasten, I have never wished for a power to recharge faster on my Ice/Ice. I do however use the AoEs liberally, maybe if you limit yourself to the single target builds you might find yourself cramped. I like AoEs, and the only time I refrain from using them is when I know I won't survive the aggro (and that's where /ice really helps)
  4. You can absolutely skip it, Ice powers recharge quite fast as it is, and with a few IOs you can add recharge to most powers without compromising. And I'm not even talking about trying to go with +rechg bonuses.

    Some people find this build very endurance heavy. I don't, at leat the way I slotted, maybe Haten would create endurance problems.

    You can very safely skip Haten in my opinion, and I like Haten, 1/2 my toons take it at some point (so I have lots of superspeeders)
  5. OK, I lied! I relaized that I show my "wishful thinking" Karma, in CJ.

    I don't have one, can't afford one (they were showing 5-7 mill in the history today, and recipes wre just as expensive, and almost nobody was selling).

    It's very smart to have one though. If you prefer Flight, put it in Hover (anything that takes defense enhancements). Knockback is my #1 enemy, and I haven't been doing many missions with KB mobs.

    By the way I soloed through Croatoa missions on invincible with this build, with IOs (I started looking at IOs afterwards). Prevent 30 Fir Bolgs from escaping was a cinch to solo, and except for hard-hitting Red Caps, I was never in any real danger!
  6. (I edited my post and messed it up, but fixed now)

    For what it's worth, here's my build with IOs. at lvl32 atm, so anything at that level is accurate, except I don;t have a Karma.
    I show the build with SOs at the end of the post

    I started adding IOs at lvl29, so most of my IOs are in the range 30-35. Note that I only went for cheap IOs, I can't afford the expensive fancy ones.

    I wish you could show the difference between an IO build and the same build with SO. Here's an example:

    Ice Blast and Bitter Ice Blast, with SOs were:
    Acc: 33%
    Damage: 94%
    EndRed: 33%
    Rchg: 33%

    With lvl30ish IOs I get the following performance:

    Acc 60%
    Damage: 98%
    EndRed: 60%
    Rchg: 40%

    so in this case Ice Blast hits a tiny bit harder, but has just about an extra SO's worth of Acc and Endred


    Frost Breath on the other hand, had the same numbers as Ice Blast with SOs, but with IOs it changes to:

    Acc 44%
    Damage 85%
    Endred 40%
    Recharge 40%
    Slow 60%

    I lost about 10% damage, but it's more accurate, recharges a hair faster, costs a little lend endurance, but added almost 2 SOs worth of slow, which is what I was after (too bad it only affects running speed and not recharge too). As I slot higher level IOs, damage will catch up, and all other parameters will improve too.
    The thing is, maybe in your build you don't care about slows, so you would slot it differently (I'm looking at trying to go for much more recharge, so I can use it more often for AoE goodness for example)

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    cometh: Level 46 Technology Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Mael'Fry-Acc/Dmg:30(A), Mael'Fry-Dmg/EndRdx:30(3), Ruin-Dmg/EndRdx:30(3), Ruin-Acc/Dmg:30(9), Ruin-Dmg/Rchg:30(13)
    Level 1: Chilblain -- Acc(A)
    Level 2: Ice Blast -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/EndRdx:35(5), Ruin-Acc/EndRdx/Rchg:35(5), Ruin-Acc/Dmg:25(9), Ruin-Dmg/EndRdx:25(13), Ruin-Dmg/Rchg:25(15)
    Level 4: Frost Breath -- AirB'st-Acc/Dmg:30(A), AirB'st-Dmg/EndRdx:30(7), AirB'st-Dmg/Rchg:30(7), TmpRdns-Dmg/Slow:30(11), TmpRdns-Acc/Slow:30(17), TmpRdns-EndRdx/Rchg/Slow:30(17)
    Level 6: Aim -- RechRdx(A), RechRdx(34), RechRdx(42)
    Level 8: Freeze Ray -- EoCur-Acc/Hold/Rchg:30(A), EoCur-Acc/Hold:30(11), Para-EndRdx/Hold:30(15), Para-Acc/Hold/Rchg:30(37)
    Level 10: Hurdle -- Jump(A)
    Level 12: Combat Jumping -- Krma-ResKB:30(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Swift -- Run(A)
    Level 18: Bitter Ice Blast -- Volly-Acc/Dmg:30(A), Volly-Dmg/EndRdx:30(19), Ruin-Acc/EndRdx/Rchg:30(19), Ruin-Acc/Dmg:30(23), Ruin-Dmg/EndRdx:30(23), Ruin-Dmg/Rchg:30(25)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Ice Patch -- RechRdx(A), EndRdx(29)
    Level 24: Ice Storm -- TmpRdns-EndRdx/Rchg/Slow:32(A), AirB'st-Dmg/EndRdx:32(25), TmpRdns-Dmg/Slow:32(27), AirB'st-Acc/Dmg:32(27), Det'tn-Dmg/Rchg:32(31), Det'tn-Acc/Dmg/EndRdx:32(31)
    Level 26: Build Up -- RechRdx(A), RechRdx(31), RechRdx(40)
    Level 28: Shiver -- TmpRdns-Acc/Slow:30(A), CtlSpd-Acc/Slow:30(29), TmpRdns-EndRdx/Rchg/Slow:30(37), CtlSpd-Acc/EndRdx:30(42)
    Level 30: Bitter Freeze Ray -- EoCur-Acc/Hold:30(A), EoCur-Acc/Hold/Rchg:30(37), Para-EndRdx/Hold:30(42), Para-Acc/Hold/Rchg:30(43), Mael'Fry-Acc/Dmg:35(43), Ruin-Dmg/EndRdx:35(45)
    Level 32: Blizzard -- TmpRdns-Acc/Slow:53(A), TmpRdns-Dmg/Slow:53(33), Det'tn-Acc/Dmg:53(33), Det'tn-Dmg/Rchg:53(33), AirB'st-Dmg/Rchg:53(34), RechRdx(34)
    Level 35: Freezing Touch -- EoCur-Acc/Hold:30(A), EoCur-Acc/Hold/Rchg:30(36), Para-Acc/Hold/Rchg:30(36), Para-Acc/EndRdx:30(36), Dmg-I:30(43), Hold-I:30(46)
    Level 38: Ice Sword -- C'ngImp-Acc/Dmg/Rchg:53(A), C'ngImp-Acc/Dmg/EndRdx:53(39), C'ngImp-Dmg/EndRdx/Rchg:53(39), B'ngBlow-Dmg/Rchg:25(39), B'ngBlow-Dmg/EndRdx:25(40), B'Snap-Acc/Rchg:25(40)
    Level 41: Flash Freeze -- Empty(A)
    Level 44: Frozen Armor -- Empty(A)
    Level 47: Hibernate -- Empty(A)
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------

    The bonuses are all over the place, because I didn't focus on them, I went for improving the power first, using the cheapest IOs I could find

    [u]Set Bonus Totals:[u]<ul type="square">[*]+4% Enhancement(Knockback)[*]+1.5% Enhancement(Slow)[*]+63.3 (5.25%) HitPoints[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 3.3%)[*]+MezResist(Sleep) (Mag 3.3%)[*]+MezResist(Terrorized) (Mag 8.25%)[*]+10% Recovery[*]+4% Regeneration[*]+6% RunSpeed[*]+2% Debt Protection[/list]------------
    [u]Set Bonuses:[u]
    [u]Maelstrom's Fury[u]
    (Ice Bolt)<ul type="square">[*] +3% RunSpeed[/list][u]Ruin[u]
    (Ice Bolt)<ul type="square">[*] +MezResist(Terrorized) (Mag 1.65%)[*] +13.6 (1.13%) HitPoints[/list][u]Maelstrom's Fury[u]
    (Ice Blast)<ul type="square">[*] +3% RunSpeed[/list][u]Ruin[u]
    (Ice Blast)<ul type="square">[*] +MezResist(Terrorized) (Mag 1.65%)[*] +13.6 (1.13%) HitPoints[*] +1% Debt Protection[/list][u]Air Burst[u]
    (Frost Breath)<ul type="square">[*] +2% Enhancement(Knockback)[*] +9.04 (0.75%) HitPoints[/list][u]Tempered Readiness[u]
    (Frost Breath)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[/list][u]Essence of Curare[u]
    (Freeze Ray)<ul type="square">[*] +MezResist(Terrorized) (Mag 1.65%)[/list][u]Paralytic[u]
    (Freeze Ray)<ul type="square">[*] +1% Recovery[/list][u]Karma[u]
    (Combat Jumping)<ul type="square">[*] +Knockback (Mag -4)[/list][u]Volley Fire[u]
    (Bitter Ice Blast)<ul type="square">[*] +4% Regeneration[/list][u]Ruin[u]
    (Bitter Ice Blast)<ul type="square">[*] +MezResist(Terrorized) (Mag 1.65%)[*] +13.6 (1.13%) HitPoints[*] +1% Debt Protection[/list][u]Tempered Readiness[u]
    (Ice Storm)<ul type="square">[*] +1.5% Recovery[/list][u]Air Burst[u]
    (Ice Storm)<ul type="square">[*] +2% Enhancement(Knockback)[/list][u]Detonation[u]
    (Ice Storm)<ul type="square">[*] +MezResist(Sleep) (Mag 1.65%)[/list][u]Tempered Readiness[u]
    (Shiver)<ul type="square">[*] +1.5% Recovery[/list][u]Curtail Speed[u]
    (Shiver)<ul type="square">[*] +MezResist(Immobilize) (Mag 1.1%)[/list][u]Essence of Curare[u]
    (Bitter Freeze Ray)<ul type="square">[*] +MezResist(Terrorized) (Mag 1.65%)[/list][u]Paralytic[u]
    (Bitter Freeze Ray)<ul type="square">[*] +1% Recovery[/list][u]Tempered Readiness[u]
    (Blizzard)<ul type="square">[*] +1.5% Recovery[/list][u]Detonation[u]
    (Blizzard)<ul type="square">[*] +MezResist(Sleep) (Mag 1.65%)[/list][u]Essence of Curare[u]
    (Freezing Touch)<ul type="square">[*] +MezResist(Terrorized) (Mag 1.65%) (Exceeded 5 Bonus Cap)[/list][u]Paralytic[u]
    (Freezing Touch)<ul type="square">[*] +1% Recovery[/list][u]Crushing Impact[u]
    (Ice Sword)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[/list][u]Bruising Blow[u]
    (Ice Sword)<ul type="square">[*] +1% Recovery[/list]
    I have no endurance problems with this build, I constantly get rid of blues.

    I had no problems before IOs (which I started slotting at level 29), so it's not due to IO but slotting, so here's the SO slotting:

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    cometh submitted forums 1: Level 48 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Acc(A), Dmg(3), Dmg(3), Dmg(9), EndRdx(13)
    Level 1: Chilblain -- Acc(A), Immob(46)
    Level 2: Ice Blast -- Acc(A), Dmg(5), Dmg(5), Dmg(9), RechRdx(13), EndRdx(15)
    Level 4: Frost Breath -- Acc(A), Dmg(7), Dmg(7), Dmg(11), EndRdx(17), RechRdx(17)
    Level 6: Aim -- RechRdx(A), RechRdx(34), RechRdx(42)
    Level 8: Freeze Ray -- Acc(A), Hold(11), Acc(15), Hold(37)
    Level 10: Hurdle -- Jump(A)
    Level 12: Combat Jumping -- Jump(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Swift -- Run(A)
    Level 18: Bitter Ice Blast -- Acc(A), Dmg(19), Dmg(19), Dmg(23), RechRdx(23), EndRdx(25)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Ice Patch -- RechRdx(A), RechRdx(29), EndRdx(43), RechRdx(48)
    Level 24: Ice Storm -- Acc(A), Dmg(25), Dmg(27), Dmg(27), RechRdx(31), RechRdx(31)
    Level 26: Build Up -- RechRdx(A), RechRdx(31), RechRdx(40)
    Level 28: Shiver -- Acc(A), Slow(29), Acc(37), Slow(42), EndRdx(46)
    Level 30: Bitter Freeze Ray -- Acc(A), Hold(37), Acc(42), Hold(43)
    Level 32: Blizzard -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(34)
    Level 35: Freezing Touch -- Acc(A), Acc(36), Hold(36), Hold(36), RechRdx(43), RechRdx(46)
    Level 38: Ice Sword -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), EndRdx(40)
    Level 41: Flash Freeze -- Empty(A)
    Level 44: Frozen Armor -- Empty(A)
    Level 47: Hibernate -- Empty(A)
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]------------
    [u]Set Bonuses:[u]


    Note that those builds are not perfect, I'm planning on making some changes to them. for example Ice Patch doesn't need 3 recharges. 1 is enough, I like 2 so I can overlap them at times.

    Note how I have endred in the blasts: the endurance cost of a power is not what dictates whether to use an endred, but it's the cost over time. Ice Bolt is cheap, but recharges very fast, so over time it is very costly (assuming you hit it whenever you can, which I tend to do)

    Post your build and we can compare and figure out why you are hurting so much for endurance.
  7. /FF and /Sonic are great secondary for "selfish" controllers
    Disruption Field + Sonic Dispersion can be the only two powers you taqke (plus the lvl1 power of course).
    The mezz protection is not complete but it's a whole leot better than waht most controllers have.

    I have been thinking about a Fire/Sonic selfish controller, whcih would allow me to got nuts on primary and pool powers. I think you guide is about to push me into putting that idea in action.
  8. lol @Jedi Mind Trick

    Does BFR aggro on the start of the animation? usually long animation time powers tend to do this (flashfire, I'm looking at you), so holding a boss safely then becomes arelative thing.
    I think Freeze Ray + melee hold will be more my style, but time will tell.

    Thanks for taking the time to asnwer my post in the Blasters forum, I had gone over your guide first.
  9. [ QUOTE ]

    Some people have questioned taking this power, but with the quick recharge and decent damage slotted out, not to mention the least of the endurance hogs, it is a good skill to have.

    [/ QUOTE ]

    it is the cheapest power per activation, but due to its fast recharge rate. Unless you have the restraint to not use it every time it's up, it is actually quite costly. If you don;t use it as often, why even bother taking it since its main attraction is how fast it cycles?

    If you're going to take it nd slot it, I recommend slotting an endredux in it.

    It's same same with all level1 blasts, not specific to Ice.


    From your strategies, it appears that you solo quite a bit: use of sleep and long activating holds works better solo.

    Good guide, although I can'r decide on a build, too many good powers, it's hard to pick and choose.
  10. hotfeet+RoF = tanking? I'm not following you
  11. hmmm, I hadn't noticed...

    last time I tried ot make an update it took forever to get someone to get it posted and I can't edit the original post.
    I'll see if I can find a copy of the "right" one and make a few adjustments as needed before reposting it.
  12. O2Boost also provides endurance drain protection.
    It's only situationally useful, but can significantly help when fighting Cabal for example.

    Great guide, I had been toying with the idea of an Ill/Storm, but I already have 3 illusion and 2 storms so I had discarded the idea. Your guide makes me wnat to gie it a try anyway.
  13. very interesting indeed. I've been taking my time with my lower level controllers, so my Fire/Storm is only 36.

    I have been toying with the idea of respec'ing out of Hotfeet, although the main drive was because it's "incompatible" with Hurricane (which I ended up taking, I was kind of on the fence there) and it would allow me to take Bonfire, a power I'm still not enemored with but that provide another means of control.

    In the end, more than damage %, the asnwer might be in playstyle. In teams I am primarily a controller, and I don;t really need hotfeet, since I concentrate on holds, disorrients, debuffs and mob positionning with Gale and Hurricane.

    Solo I use hurricane more sparingly, and hotfeet more, even though even on unyeilding the spawn sizes are still pretty small solo.
    The best use I have for Hotfeet in the 30s is street hunting in Brickstown, where I can find large groups of mobs (especially council, crey and prisonners) and melt them down efficiently.

    I think I'll keep with HotFeet for a while longer, but I'll keep monitoring this thread for comparison with what other Fire/Storms think.

    By the way, I still love that toon
  14. With regard to WS: many triform builds may lack human damage to be effective in that form, especially early on. Most WS human damage is AoE and DoT. You are probably better off going at it in Nova form then finish in Dwarf. Double mired dwarf will have sufficient damage to get it done. And since many nicti are going to spawn, you have plenty of targets to buff from.
    Nicti leave no bodies behind, so remember you can't use stygian circle on them.

    regardless of AT, use Hasten if you have it since the Nicti will stack slows on you

    "go in with every shield you got" is wrong. Use a shield only if it protects against energy damage, or lethal (and i think fire) for the final explosion only. Of course if the Cyst is surrounded by enemies with a different damage type you need to use that one too.

    Crystals can't be mezzed or confused. Confusion can be used on mobs surrounding the crystal though (as with the AV mentionned above)

    Crystal sees through invisibility as has been mentionned.

    If you get overwhelmed, especially the the slows, use your phase power (Nebulous form or Quantum Flight), the slows don't last that long and will stop accumulating while phased.

    I think your guide goes a little too far along the lines of "only khelds can deal with it". Plenty of other ATs can. anything that can dish out damage fast and resist the explosion can do it.

    By the way maybe I missed it in your guide, but the crystal explosion will generally take out most of the nicti, which is another reason to only deal with the crystal.

    Generally you can't find the crystal in the see of nictus, so the bind above is really handy. you don't have to have it pre-bound though. I have it on my khelds, but on my other characters I type it on the command line as needed.

    I also find that blaster snipes can be a great help, not sure if they cause more nicti to spawn, but Aim+BU+snipe will take a significant chunk out of it and the blaster is safe from the final explosion.

    I think mostly people need to know that a cyst is not the end of the world, don;t panic, go in with a plan that is NOT everyone rushing in, and you'll be fine.
  15. Lots of good stuff here, especially the complete and updated section on powers and strategies.

    Having played both tanks and Kheldians, I think it should be very clear that the Dwarf's problem in tanking is not surviving aggro, it's getting it in the first place and keeping it. In my opinion this is the single biggest difference. When there is a tank on the team, I let them tank and go into damage mode, unless the tank needs help (unstoppable carsh for example) in which case I can jump in.

    Your builds are good builds, I still prefer mine, both for PB (see sig) and Warshade. In particular I never once wished I had the shields on my Kheldians. I would *mcuh* rather take superspeed+stealth than the shields for example.

    I had to say this because too many people will see a build and copy it blindly, especially for ATs as complex as Kheldians. There probably is not one "best" build, because it depends also on your playstyle, so read up on the powers and make up your own mind about it.
  16. I duoed him with a lvl50 fire/kin/fire and a lvl 24 Illusion/rad that I sidekicked on unyeilding (so he was an AV, not an EB). The siphons and FS kept his damage in check, and AM (+SB on AM caster)+ Hasten + Siphon speed got the imps back often enough since he can one shot all 3 of them with his AoE.
    PA came in handy also to keep him occupied at a few crucial times. We both got in the red a few times, and I was full out of inspirations by the end, but we got him. I have the fire Epic so Fire Shield did cut out a lot of his damage too (I managed to keep all aggro away from the Ill/rad)
    No temp powers, shivans or nukes. The inspirations were whatever I had in my tray at the time, no hand-picked (we originally started the mission to try and level him up to 25 for a TF, then once we got to Infernal we said "why not?")

    The same duo took a Malaise down, but I think we had to try 3 times before we got him: no resitance to Psi and he has holds.
  17. actually hurdle has gret synergy with superspeed, it allwos you to jump higher walls wihtout going into flight.
    I often find superspeed to be too fast in missions when used for stealth, even without swift.
    swift slotted with a flight seepd does help quite a bit the speed of combat flight.


    Edit: I just discovered this guide as I'm playing with yet another build, and decided to make this one human all the way from lvl1.
    I was going to comment on the original post, but Justaris did a great job raising all the points I would have.

    On my build I was considering Acrobatics but it's not worth the 3 power slots IMO. knockback can be mitigated with combat flight.

    I'm a fan of Pulsar, even though it needs slots. yes it's minions only, but there are times where it's nice to have the minions out of the picture while you work on the boss/Lt.

    I'm taking Quantum Flight, it's just a great escape button, can be usedto take alpha, etc...

    I can't imagine not having Hasten. It'll make Light Form come back much faster, and while in LF, with Conserve Power, it increases your damage tremendously (don't get me started at the jab to triforms in LF, my triform has hsaten and that probably more than make up for lighter slotting).

    I'm a fan of invisibility for alpha strikes and to deal with Void/Qs so I'm taking superspeed too.

    Basically the powers end up looking very similar to my triform build, with the slots 6 and 20 being used for stamina instead, and more slots for the human attacks.
  18. [ QUOTE ]
    It makes sense for everyone to set their difficulty to Heroic.

    [/ QUOTE ]

    I don't get it. You state that then go on to demonstrate that only the leader's reputation matters.

    if the leader DC's and the new leader is not Heroic (or whatever) then the new leader can change before the next mission. At worse, everyone can log off, then agreed on who should log back on first to become the new leader because their reputation is set "right".

    why not simply change? because it costs influence to change your reputation. quite a bit of influence in fact. at level 50 it's about 100,000 infl. For those of us that don't leave supergroup mode ever, it's not insignificant.


    you may also want to not that some trial (sewer trial and Eden trial) require the team leader to be a specific level or level tange that is smaller than the range for the TF. For example I was set to invincible but was the only member in the team that could start it. The other members knew I was reluctant to pay the influence to go back to Heroic, but we had not choice (a rich 50 actually chipped in the fee for me, bless his heart)
  19. I only have the Axe on one toon (a tanl mostly for concept) and he's only lvl12. I noticed that it works great against Vahz cadavers and Eidolons. Yes, I guess Eidolons are undead. Not the mortificators and whatnots though.

    Does anyone have a list of all the mobs that get the bonus? I know BP minons, cadavers and eidolons. what about BP shamans, are they undead?

    Also for some reason I see the words "inefffective" when used on Vahz undead, even though you do get the damage bonus
  20. I noticed that in Mind/TA you say you can't light the slick until APPs: this isn't true if you create a character of Magic or Tech origin, both of which get an inherent power that deals energy damage and is sufficient to light Oil Slick.

    Grav/empathy: Sing can't be healed, but regen aura works on it


    FYI, I've almost given up on my Ill/Rad, just like my Necro/Dark MM it's so easy to play it's not interesting to me anymore.
    My Ill/TA feels a little more novel, but does feel overpowered at times.

    My current favorite is my Fire/Storm, one of the "inversely correlated" sets. It has tons of AoE damage and can level super-fast, it's also pretty tricky to play in that if you in over your head, you're going to hit the floor fast. I wouldn;t recommend it for someone new to controlling, but veteran controllers looking for something fun and powerful should give it a try.
  21. I wouldn't say Gravity is rare anymore, at least at low levels. I did an Atta mission where 3 out of 4 controllers were Gravity. 2 out of 4 where storm too, althoguh mine was the only grav/storm.
  22. i use an AHK script to send the settitle commands
  23. I have a Grav/Storm controller and a Fire/Storm controller (and many other controllers, I'm a controller freak).
    Still in the 20s, so still learning how best to use Hurricane which is the main reason why I looked at the guide.
    I like the ideaq of using teleport for placement without scatterring them by running through or jumping/flying over.
  24. Some note, not as much a critic of your build as presenting alternatives:

    My Thugs/Dark skipped Empty Clip, its damage is really minor, and I play my MM as a control freak that micromanages minions, so I'd rather get a utility power.
    Mostly if I had to pick one thing to change in your build, I would drop dual wield and take darkest night at 8. I would move acrobatics to 30 (is that morethan changing one thing? moving DN creted a hole at 30!)

    I took Hasten+superspeed on mine, hasten really helps during setup at the start of a mission and superspeed+shadow full is full invisibility. squeezing in recall friend is team friendly. superspeed only sucks in Grandville though, so either respec, take a 2nd travel pool (I'd go flight) or use temp powers.

    I find hurdle to have a huge synergy with superjump, it doubles the jump distance (not height). Hurdle is also very useful for superspeeders.

    FYI, my MM is stamina-less. that allowed me to take 3 more utility powers (like recall friend). I rarely use the pistols (they work well for pulling) and I have some end reds in more powers.
  25. For people slotting endMods in hte nova form, see the recent research that plasma and I did on that (do search), slotting the blasts is much more endurance efficient.