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A potentially awesome post tragically derailed by the mindless masses. I really doubt we will see any more questions answered at this rate.
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Read my sig. People do this for a reason.
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If you've got anything else you want an update on, feel free to post and I'll TRY to answer questions. Please don't ask things about future features...I'll be happy to communicate the status of the "big" questions that appear to come up over and over again.
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OPs set a tone for a thread for a reason, too. Since there's like a million threads with these debates in them, and almost no Statesman Q&A threads, could we limit this one to Q&A and move the debating over there? -
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2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank. Regeneration, though, is a small concern.
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Scrapper Secondary Power Invulnerability.
Unstoppable: base Resist 52.5%
2 SO Damage Resists = 73.5% Resistance to all but Psionic
Resist Physical Damage: base Resist 7.5%
6 SO Damage Resists = 16.5%
Resist Energies/Elements: base Resist 15%
1 SO Damage Resist = 18%
Unstoppable 2 Slots+RPD 6Slots+REn/Rel one slot = 90% Resistance to Smash/Lethal attacks, and 91.5% Resistance to Elemental/Energy attacks, effectively capped at 90%.
Tankers are also capped at 90% damage resistance. Is there something I am missing?
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Perhaps States might encourage Geko to post some numbers on another thread. -
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Why, why, why do you have to look into Regeneration?
I have a 28 DM/Regen myself and I think it needs looking into.
At the higher levels, I saw a (IIRC) 39 BS/Regen taking on a 41 Chief Boss in PI a few days ago (I may have the numbers wrong but it was at least a +2 spread). The Rikti could not win the fight. In the time it took its attack to recycle, all the damage had been healed back. Even if it hit with every shot, it could not win. That's not right. A +2 Boss should be something that puts any soloer, of any AT, any build, to pause at least. It should never be a slam dunk. Nothing justifies that.
And yes, I realise Invulnerability can probably do the same thing. That isn't right either. Reflexes is about where Scrapper defenses ought to be.
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A. - I think you need to watch some of the Vids of people soloing ARCHVILLIANS, which are MUCH more dangerous than a LITTLE +2 boss.
B. - Obviously you haven't seen anyone with Perma-Elude, because the can get easily to 125% DEF or MORE.
Regen is fine; that, or all of the sets need to be nerfed, by your standards.
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Please don't hijack this thread into a debate on the merits of changes or lack of changes to Regen or any other powerset. This is a simple Q&A thread and States is answering some of the questions.
Ask your questions of what he intends to change. Hope he answers. Initiate debates on their in other threads, please.
In short: Please don't kill the Golden Goose. -
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Also, is the rumor true that the SSOCS (or whatever it's called now) system will also be post-update 3 (but pre-Cov)?
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SSOCS delay confirmed in Warcry Article.
When you release SSOCS, will you call it the Super Hero Occupational Education Service (SHOES)? -
Thanks for all the updates today States.
The Blizzard Fix is...
A) ...part of the new Fear fix
B) ...part of the AE fix
C) A & B
D) What Blizzard fix?
The next Epic AT will...
A) ...be unlocked via accolade
B) ...be unlocked via trial
c) ...be in issue 4.
d) ...be a Giant Squid
The Controller tweaks that may or may not come with the Tanker tweaks include
A) ...help for the Mind Controller only
B) ...some End reduction
C) ...something to make Controllers more team attractive
D) ...Mute, Scan and Picture in Picture buttons
(done editing this Statesman, can you let us know about these three things?) -
I feel bad for people who can't enjoy both the book and the movie. I'm a Heinlein fan and a Verhoven fan and I will tell you that I enjoyed both the same way I enjoyed serious tellings of King Arthur's tale and the Monty Python version. Same way I enjoyed Thor comics even though I was a rabid Norse mythos addict.
I wouldn't recommend Python, Thor comics, or Verhoven's movie as serious tales that teach you important lessons on life. That didn't stop me from enjoying them. -
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ive been hearing that on the next update that is due on december 28th???? that max level will be extended to 75. but i can not find anything about it. i would have dismissed it but i've heard it from 3 other people. on 2 different servers..????
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[censored]? What are the devs smoking? Are they cr8zy?
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Guess that explains why there are 16 powers in the Khaladian powersets.
lvl 51 - 3 slots
lvl 52 - powerslot & power #10 available
lvl 53 - 3 slots
lvl 54 - 3 slots
lvl 55 - powerslot & power #11 available
...
lvl 73 - powerslot and power #16 available
lvl 74 - 3 slots
lvl 75 - 3 slots
lvl 75 opens the new UEAT (Ultra Epic AT) Midi-chlorian - you play the virus that gives power to all of the universe's creatures. -
The Paragon Absurdist party offers you the PMCCALL/BEERJITSU ticket.
We are, arguably, the stupidest posters on these boards.
Our platform includes:
<ul type="square">[*]Improved Mind Control and Regen Powersets[*]A new AT - the Togonians[*]MORE LOST IN KING'S ROW![*]PIE! We are the only party offering PIE![/list]
No matter how you vote, your government will be stupid. Shouldn't they be good at it? Vote Stupid in 2004! -
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I am crying FOUL now!!!
Even Statesman has said the Avg. is about 3 to 1 (Minion v/s Hero) If the Villians are scaring up the votes. Think about how skewed this election is going to be!!!!
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Ah, you forget. Felons aren't allowed to vote. -
Polling data shows that the incumbent Statesman/Positron ticket is in a dead heat with the Recluse/Cuppa ticket. As such, campaigning is fierce in the swing zones. Statesman campaigned yesterday in three sections of Kings Row and made a joint appearance with Positron in Blyde Canyon. Positron visited the Land of the Lost and Bronze Way. Lord Recluse also made campaign stops in Kings Row and Steel Canyon, and sent Cuppa to Boomtown where polling is suprisingly close.
Meanwhile zones like Atlas, Galaxy and Peregrine are all but ignored as they are clearly for a single ticket. This is all due to Paragons antiquated Electoral College system that makes focusing time and effort on swing zones the best strategy.
It's gonna be a nailbiter, so do your citizenly duty. Get out, avoid the Vahz, vote early and vote often. -
[edit]NEXT TIME I'll read the whole thread. Nice to know I agree with states[/edit]
I do not think this is an explot. This game is built for teaming, you think the devs expected us to solo the doors? I doubt it.
Would the 8 heroes teamed get any less experience if they moved from door to door? In most zones that time would be ectremely trivial. So maybe a tamp down of 5% of the XP. Meaningless.
Will they change things next year. Probably. It would be more fun if you *had* to run from door to door, liek real trick or treaters. Currently there's a one minute limit on clicks period, adding a 20 minute limit before you can re-do the same door would be more fun. But is this exploitive - no. Is it non-heroic - no.
It would also be more fun if onc in a while the trick was a real trick, spewing +4 spawns you'd have to run from to survive.
But an EXPLOIT? On this one, I don't get you zzMDude. -
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At first thought, the obvious alternative is Dark/Dark. That secondary has 2 ROOTs and 1 KNOCK. Meanwhile MENTAL has 1 HOLD, 2 ROOTs and 2 KNOCKs.
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I just wanted to point out that 1 of Dark Blasts roots is an AOE cone and that Dark Blast also debuffs Acc and Dmg. If a mob is not rooted or held but can swing all day long and not hit you, is that not also a form of control?
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Not to beat on the DDD, which is a very good powerset combo, but debuffs aren't controls. This is a guide for people who love controlling, but want to solo. Not the best overall builds - the best controlling in each AT.
DDD is great for a person who likes control, it just didn't add up to as many controls. Dark owns the primaries for control (storm a close second) and Dark is a great control secondary, but psychic has a bit more control, even if it is a slightly less effective powerset.
People who like control will be quite happy with DDD. -
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First, Transferrence isn't availible until level 35. You have it listed at 28th.
Hot feet is not an immobilization attack. It's a slowing attack, similar to caltrops from the devices set. Villans will try to get out of the hot feet's range, and this can spread them out to the point where the whole spawn can't be caught in a single AoE anymore.
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OOPS. DOH! It's too late to edit. Reversed Transferrence and Density!
Anyhow, you and the others who've mentioned that there are better builds of any specific powersets are probably right. As I state in the Addendum, these are more to show the powersets you'd best play with and give you a *workable* build of each than they are meant to be the absoute best build of their particular type. In some cases I specifically took some oft taken powers (hasten, stamina) in different places in different builds just to show that you can.
If you do go to build from any of these templates, take some time to search the board for other builds for the same powersets. Then remember, Uber Controller, able to Solo. Dump a bit of damage for a bit more control. Then have some fun!
Thanks to everyone who added intelligent commentary to this thread. The more information here the better. -
Great analysis. Based on your post and this
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JIVE: Is there going to be an expansion of the system to allow for more esoteric characters like Mr Fantastic or Aquaman or Green Arrow?
Jack: We will be covering those bases. For instance, archery will probably be in expansion ... in a ... in an expansion coming soon. That'll be available to blasters and defenders, whereas powers like Aquaman will be an epic archetype, which means that you have to do something to earn that slot. My favorite hero is Prince Namor.
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I'm betting the new epic AT is Namor-ish. States made a "uncommon" superman reference. Was there an underwater supes? -
Funny you should mention that. I've been working this up!
Let's expand this as appropriate, the best Non-Controller AT Contollers (basics only)
CONTENDER (Controlling Defender)
Dark/Psychic
See above
Storm/Dark
Someone reminded me of storm today. It is very knock heavy, but there's a lot of them.
<ul type="square">[*]Must Haves, Storm: Gale (Cone, Knock), Snow Storm (AE, Slow), Steamy Mist (AE, Stealth), Freezing Rain (AE, SLOW/KNOCK), Hurricane (PBAE, Knock), Thunder Clap (PBAE, Disorient), Tornado (AE,Knock), Lightning Storm (AE, Knock/Fear)[*]Must Haves, Dark: Dark Pit (AE, Disorient), Tentacles (Cone, Immobilize), Torrent (Cone, Knock) [*]Don't Forget: Hasten, [Travel Power], Health, Hurdle, Stamina[*]Slots Left: 4, so you could get Hover & Fly and leave 3 slots for Dark Blasts to round out the build for soloing or get super-speed and take a 4th offense[*]Results: 10 controls, 2 MEZ, 1 ROOT, 2 SLOW, 5 KNOCK, 7 AE, 3 CONE +3-4 offense[*]Analysis: Too many knocks to be the BEST contender, but very, very nice[/list]
CONTRASTER (Controlling Blaster)
Ice/Ice Blaster
See Above
Ice/Dev Blaster
See above
CONTRANKER (Controlling Tanker)
Ice/Ice Tanker
<ul type="square">[*]Must Haves, Primary: Chilling Embrace (AE, slow), Energy Absorbption (AE buff/debuff), Frozen Armor, Hoarfrost, Wet Ice, Glacial Armor[*]Must Haves, Secondary: Taunt, Ice Patch (AE, Knock), Freezing Touch (Single, Hold), Frozen Aura (AE, Hold), Ice Sword, Frost, Greater Ice sword[*]Don't Forget: Provoke, Hasten, [Travel Power], Health, Hurdle, Stamina[*]Slots Left: 4, so you could get the one fear powers you have access to in the Preence Pool, but do it for fun, they CAUSE runners and melee-ers ain't too fond of runners. Icicles and Hibernate ain't bad either.[*]Results: 4 Controls, 2 MEZ, 1 Immobilize, 1 Knock, 3 AE + 3 offense[*]Analysis: I knew it, you want more control than this. Still, pretty good for a melee-er.[/list]
Invulnerability/Super Strength Tanker
<ul type="square">[*]Must Haves, Primary: Temp Invulnerability, Resist Physical, Resist Elements, Resist Energy, Unyielding Stance (no real losers in this pool though)[*]Must Haves, Secondary: Taunt, Hand Clap (PBAE, Disorient), Knockout Blow (single, Knock) Foot Stomp (PBAE, Knock), Jab (may disorient), Haymaker (may knock), Hurl (range!)[*]Don't Forget: Provoke, Hasten, [Travel Power], Health, Hurdle, Stamina[*]Slots Left: 2, so you could get the two fear powers you have access to in the Preence Pool, but do it for fun, they CAUSE runners and melee-ers ain't too fond of runners. Plenty of good stuff left in Invuln for you, so limit yourself to just one more attack from Super Strength, if any.[*]Results: 3 Controls, 1 MEZ, 2 Knock, 2 AE[*]Analysis: This is considered one of the best primaries and one of the WORST secondaries. But the Devs have said SS will get some love soon. And meanwhile you have some fun controls![/list]
CONTRAPPER (Controlling Scrapper)
Martial Arts/Dark Armor Scrapper
<ul type="square">[*]Must Haves, Primary: Cobra Strike (single, disorient), Crane Kick (single knock), Axe Kick (single, slow), Dragon Kick (AE, Knock), Thunder Kick (poss disorient), eagles claw (possible disorient)[*]Must Haves, Secondary: Dark Embrace, Murky Cloud, Obsidian Shield, Oppressive Gloom (PBAE, Disorient)[*]Don't Forget: Provoke, Hasten, [Travel Power], Health, Hurdle, Stamina[*]Slots Left: 2, how can you resist the cloaks. They're so controller-y. (But fear is bad for melee-ers)[*]Results: 5 Controls, 2 MEZ, 2 Knock, 1 Slow, 2 AE[*]Analysis: Better than the Ice Ice tanker! OK, maybe this is the right build if you want to solo - it is a scrapper after all! Still most scrappers would call you gimp-city.[/list]
SCRAPTROLLER (Scrapping Controller)
Illusion/Kinetics
<ul type="square">[*]Must Haves, Primary: Spectral Wounds, Blind, Flash, Group Invisibility, Phantom Army, Phantasm[*]Must Haves, Secondary: Transfusion (think of it as regen), Siphon Power, Repel, Transferrence, Fulcrum Shift[*]Don't Forget: Flurry, Hasten, Super Speed, Manuvers, Assault, Tactics[*]Slots Left: 1, Stealth or combat jumpingwill stack with GI and Manuvers for more defense - you'll need it! But don't buy them too soon. If using brawl drives you nuts you'll use this for boxing instead.[*]Results: 2 Mez, 2 Pets, 1 Knock, Lots of buffs and debuff which you'll need to survive being in melee range and flurry to supplement brawl[*]Analysis: Peole will say you are a total gimp, my friend. But you're soloing, Who cares what they say![/list] -
I have an illusion kinetics I really like, but he duos a lot. Rad draws less aggro, which is why I gave it to the less "controll-y" illusionist in my samples.
Still, Kinetics is just so much fun and will serve you well. Good luck. -
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ummm... i thought this was about "controllers"
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Knew I'd see this sooner or later. The Controller AT is the WORST soloing AT. Some other ATs that are better at soloing hav some lesser, but still decent controls.
So, if you really want a solo controller, you shuold consider two paths - the path of AT Controllers with OK soloing powers and the path of AT non-controllers with OK controlling powers.
Both types are in here. In the controller AT, I chose fire because of it's DoT and illusion because of it's "solo-focus". While RAD is a great solo secondary, grav doesn't compare to Fire or Ill for a pure soloer.
Now, if you want to make a Controller that CAN solo, but would like to group, too. GRAV starts to look a lot better. -
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you forgot fire/rad, which many would say is the top combo, and as a fire/rad I can tell you I can still solo through anything. 2 debuffs, a slow, smoke, three aoe holds (ff+fc is aoe hold), accel metab, group heal for imps etc etc
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Didn't forget it, I simply put it in the addendum. Fire/rad and ill/kin are both good builds as well. -
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I have gone through the books (manual & Prima Game Guide) and I have been trying different ideas. I like this one with the Fire/Kin controller. One questions, why the super speed powers and not the fly powers? It makes him harder to control and gives very little ability for roof top missions until Hurdle at lvl 22? Thanks for the insight !
PS, Ice/Ice is working great ! I had already used the exact same setup. "Great minds think alike !"
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I went with SS as the movement power because I had to choose between getting hasten/super speed and hover/fly. Fire and rad have so much good stuff, you hate to surrender more than the minimum possible slots to the shared pools.
If you're going all the way to 50 you get 3-4 more power slots (reports differ and I don't havea post 40 guy yet), so by all means do both in that case. -
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I like your suggestions, though. I wish I'd known you could attack out of Group Invisibility. I almost got it, but went with Superior Invisibility instead. Now I regret that I did.
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Ah....Respec. It will be great once they finish it. -
(Got this feedback in another forum)
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Funny you should ask, I added this guide today: 5 best Solo Controller builds
Let me know what you think.
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I thought your Ill/Rad build was...well...kind of bizarre. Hasten appears far later in the build than it ought to, IMO, particularly for solo purposes. The omission of Accelerate Metabolism strikes me as quite peculiar to say the least. In fact, if you don't use AM, I'd go with Storm instead ( I see AM as one of the two major advantages of rad over that set, the other being EMP).
One other note: You list radiation infection as an offense: damage ability. I suppose this is on the basis of debuffing defense. Still this seems like an odd classification.
Just my 2 inf.
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Thanks for your input.
I'm really suprised at the reactions I got. I expected to get haymakered for having non-controller ATs in the list, and instead people are focuses on the details about the builds. Pleasant suprise that.
The builds themselves are meant to be viewed in totem rather than as individual builds, with each person kind of picking their favorite part of the spectrum from most controller-y to least. As I noted in the addendum, these are meant to be tweaked for individual taste. So I put hasten really late in one build to make it clear that you "could" do that. As you can see from the other builds I put up, I usually like it earlier.
What I hope people get out of the FAQ is that, regardless of the manual's gladhanding that controllers are the only ones who get to control, control is found throughout the ATs (with the possible exception of Scrappers). So, for those that want to solo and prefer control, there are ways to make it happen. You can be a happy, rapidly advancing Pre-32 Solo Controller, if you're willing to ignore the label that will appear next to your name and look at the actual powers.
Anyhow, some people really like Accelerate Metabolism, others really like Trip Mine, some feel they don't need Hasten or Stimina. The addendum was meant to show these alternatives if people want to use them.
The FAQ is more about educating people about things they don't know than about making the perfect ILL/RAD or FIRE/KIN build (there are other posts for that). It's about making sure people know about to Group vs. Superior Invisibility even solo, how leadership is good for DEF/CONT and bad for Blasters, etc. But most of all about looking outside the Controller AT to find a really good Controller to Solo with.
Hopefully as I level these toons up I'll learn more and update the FAQ. (Lord knows it will have scrolled off these boards by then.)
(off to post a copy of this in the FAQ). -
Thanks for the input. Some good points. Here are my replies:
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ILL/RAD controller
For one, opting for group invis over superior invis in a solo build doesn't make sense to me. I do not know the specific numbers on the Defense bonus from each, but i would assume superior invis would be much more useful on a solo level.
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They both offer the same defense numbers. Superior invisibility has a longer "distance" to it, which means you're hard to detect, but once detected you are equally shielded.
I choose Group Invisibility over Superior Invisibility because you CANNOT USE ANY POWERS EXCEPT THOSE THAT EFFECT YOURELF on Superior Invisibility. Meanwhile Group Invisibility offers you defense WHILE YOU ATTACK.
Hope that clarifies why I chose as I did, but let me know if you think I have a fact wrong.
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Second Going for the hover-Fly path in a pet controller build is do-able, but pet builds are always dramatically better with hasten.
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Hasten is in the build
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Also i noticed Accelerate Metabolism is missing. While it is not as good as Stamina in end recovery, and hasten beats it by far in recharge reduction, Acc Metab gives a decent bonus to both. You can increase the effectiveness of both stamina and hasten with one power, always felt that wasa pretty good deal. Not to mention, 6 slotted, the difference is quite noticable. Especially when you are trying to pump out as many pets as you can.
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You make a good case for trading Hover for Acc Metabolism given that pets are on the way. I felt we had shown a "defenseless" Controller with the FIRE build and that it was important to show a Controller with some defense. Your build is covered in my tweaks page, but I see why you prefer it
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ICE/DEV blaster
Already, the absence of trip mine, the second most prized posession of the device set, already hinders this builds soloability. Especially picking up Auto Turret. Even 6 slotted with dmg SOs, auto turret isn't that useful compared to trip mine. Trip Mine is a massive AE attack that any device build, no matter what style yur going for, should pick up.
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Prized by people who primarily want to do damage, this is a control focused build. I dropped trip mine because Smoke Grenade is now much less effective, so dropping trip mines is much more dangerous. Still, with cloaking device you have a good tactic available in trip mines. Users might want to trade in AIM to free up a slot for trip mine, but surrendering the "pet" isn't a good option in a control focused build.
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Dark/Psy Defender
While i don't doubt their control potential, I heavily doubt their soloability. Psy blast is hands down the worse defender secondary, and i can vouch for that as i play a defender with a psy secondary. It does absolute minimal damage. And when i make that statement i don't look at per hit, i look at damage per second (DPS). Reason why DPS is so horrible is for the fact that everything in the psy blasts set takes a really long time to execute, all really long recharges, and cost alot of endurance. While the powerset offers several control type powers, none are effective enough to consider a control power, with the exception of scramble thoughts. That is still however, single target mez, with again minimal dmg. This build could probably group well with the control powers it has, however soloing would be painfully slow, and not worth it at all. It could be my huge bias against psy blasts, but in all honesty, the powerset is horrible, I wish I never picked it.
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Well, nice to see a vet's opinion on the set. Perhaps the "in the field" issues like animation times gimp it. Still there is a strong set in the controller community that thinks of their character as a MENTALIST. Here's a way to scratch that itch and get some damage. Even gimped defender damage is HEAVEN to a Controller - just as any non-controller would kill for any of the Controller Pets, even Jack Frost.
At first thought, the obvious alternative is Dark/Dark. That secondary has 2 ROOTs and 1 KNOCK. Meanwhile MENTAL has 1 HOLD, 2 ROOTs and 2 KNOCKs. That's 2 CONTROLS you're throwing away to get away from PSYCHIC, which gives you 1 LESS CONTROL than the ICE/ICE Blaster. So, if you think PSYCHIC stinks for damage reasons, why not just make the leap to ICE/ICE Blaster instead of picking up DARK/DARK?
Again, the goal here isn't to maximize damage. It's to maximize control while offering enough damage to solo. If you want to do more damage, but still control - move towards the blaster end of the spectrum, and maybe even dump a control or two for a few more offenses.
But the focus of this list is to give people who like CONTROL powers the ability to CONTROL a lot, while being better able to solo than most CONTROLLER AT builds are able to.
Not UBER soloers. UBER controllers, who can solo well. -
Philosophy
[EDIT] The builds themselves are meant to be viewed in totem rather than as individual builds, with each person kind of picking their favorite part of the spectrum from most controller-y to least. FIRE/RAD is a good build, so is ILL/KIN. The idea is to expose you to the best powersets, (and some of their quirks) for Solo Controlling. These are meant to be tweaked for individual taste. For example, I put hasten really late in one build to make it clear that you "could" do that. As you can see from the other builds I put up, I usually like it earlier.
What I hope people get out of the FAQ is that, regardless of the manual's gladhanding that controllers are the only ones who get to control, control is found throughout the ATs (with the possible exception of Scrappers). So, for those that want to solo and like to control, there are ways to make it happen. You can be a happy, rapidly advancing Pre-32 Solo Controller, if you're willing to ignore the label that will appear next to your name and look at the actual powers.
The FAQ is more about educating people about things they don't know than about making the perfect ILL/RAD or FIRE/KIN build (there are other posts for that). It's about giving you a running start on your build, sure. But most of all about looking both inside and outside the Controller AT to find a really good Controller to Solo with.
[/EDIT]
Tweaking
For starters, you might want to collect powers in different orders. I like to get Hasten and Stamina early on and took some of my lower level primary/secondary powers later to make that happen.
Solo-able, not solo
If you truly intend to solo, these builds are great. But if you just want to be soloable but still attractive to groups, you might want to look at a couple of things.
<ul type="square">[*]#1) The Not Taken powers: These may be less useful solo, but many are a big draw in a group. Good example: Rez powers. You can't rez yourself, but teams love a person who can Rez. [*]#2) Supplement via pool powers: Sometimes the pool powers are BETTER than the primary/secondary. A good example of this for CONTROLLER/DEFENDER types is the Leadership Pool. Why buy Shadow Fall or Group Invisibility when you can get the defense buff from the leadership pool. Or get both for a double defense buff on your team. This is a BAD idea for the two Blaster builds - who will suffer from weaker leadership (Defenders get 10% buff, Controller 8%, others 5%). Perhaps the medicine pool will work better for Blaster types since it gives you the missing HEAL and REZ that so many teams want in their "support" characters.[*]#3) Consider Switching Secondaries: Rad and Kin are the best two for Pet folk, but why not a Fire/rad. Just avoid empathy - nothing good for a control minded person there. [/list]
Other Tweaks
<ul type="square">[*]#1) I want MORE control: Want to trade Hasten/Stamina for even MORE control. Don't forget the two fear powers in the Presence Pool! Whirlwind and Air superiority give you some extra KNOCK powers, too.[*]#2) DEFENSE! DEFENSE! DEFENSE!: I tried to gice all the builds a little defense. Hasten and Health help, of course, as do stealth powers and accuracy deBuffs. But if you need more, trade some powers for any of the following from the shared pools: Hover, Combat Jumping, Tough, Weave, Acrobatics and Stealth. For the first three builds remember that the leadership buffs apply to you, too. So Manuvers is a doubly good choice.[/list]
One Final Note
Like control, but also like melee? Look at an Ice/Ice tanker. Not terribly solo-able, but it might fit your character concept. -
ICE/DEV BLASTER
CONTROLS: 5 of 5 possibles w/3 AEs
BUFFS/DeBUFFS: 7 of 7 possibles w/1 AEs
OFFENSE: 6 of 9 possibles w/2 AEs
OTHER: 2
NOTES: I knew it! Another blaster! This one is the mirror image of the ICE/ICE. We traded 2 controls for 2 buffs. Both have the same number of "support" powers. This one is just heavier in the Controller Secondary.
<ul type="square">
lvl 1a) Ice Bolt OFFENSEAMAGE (single,slow)
lvl 1b) Web Grenade CONTROL:ROOT (single,immob)
lvl 2) Frost Breath OFFENSEAMAGE (cone,slow)
lvl 4) Caltrops CONTROL:SLOW (ae,)
lvl 6) [pool] Hurdle MOVE (self,jump)
lvl 8) Freeze Ray CONTROL:MEZ (single,hold)
lvl 10) [pool] Hasten (de)BUFF:BUFF (self,speed)
lvl 12) Ice Storm OFFENSEAMAGE (ae,slow)
lvl 14) [pool] Super Speed MOVE (self,run)
lvl 16) [pool] Health (de)BUFF:HEAL (self,hp)
lvl 18) Bitter Ice Blast OFFENSEAMAGE (single,slow)
lvl 20) Cloaking Device (de)BUFF:BUFF (self,def(invis))
lvl 22) [pool] Stamina (de)BUFF:HEAL (self,end)
lvl 24) Targeting Drone (de)BUFF:BUFF (self,acc)
lvl 26) Bitter Freeze ray OFFENSEAMAGE (single,slow)
lvl 28) Smoke Grenade (de)BUFFEBUFF (ae,acc)
lvl 30) Aim (de)BUFF:BUFF (self,acc/dmg)
lvl 32) Blizzard OFFENSEAMAGE (ae,slow)
lvl 35) [pool] Whirlwind CONTROL:KNOCK (ae,)
lvl 38) Auto Turret CONTROL:PET (ae,dmg)
Not Taken) Ice Blast OFFENSEAMAGE (single,)
Not Taken) Trip Mine OFFENSEAMAGE (ae,)
Not Taken) Time Bomb OFFENSEAMAGE (ae,)
[/list]
EDIT: Just wanted to say about this build, look at all the offense we left on the table for control. Trip Mine is a Mainstay of the */DEV set and Ice Blast ain't bad. Now that we can level to 50 and get 4 more power slots - this set has lots of depth left for you to play with. Most other builds would have to go to the pools after 40. If you're in for the long haul, give this one special consideration. -
ICE/ICE BLASTER
CONTROLS: 7 of 7 possibles w/3 AEs
BUFFS/DeBUFFS: 5 of 5 possibles w/0 AEs
OFFENSE: 7 of 9 possibles w/2 AEs
OTHER: 1
NOTES: A BLASTER! Now I know you've lost it! Really? We downshift from 8 CONTROL powers to 7 and look what we get in return: 7 damage focused powers. AND we get a pet (at level 38).
<ul type="square">
lvl 1a) Ice Blast OFFENSEAMAGE (single,)
lvl 1b) Chilblain CONTROL:ROOT (single,immob)
lvl 2) Frost Breath OFFENSEAMAGE (cone,slow)
lvl 4) Ice Bolt OFFENSEAMAGE (single,slow)
lvl 6) [pool] Hover (de)BUFF:BUFF (self,move)
lvl 8) [pool] Stealth (de)BUFF:BUFF (self,def(invis))
lvl 10) Chilling Embrace CONTROL:SLOW (ae,)
lvl 12) Ice Storm OFFENSEAMAGE (ae,slow)
lvl 14) [pool] Fly MOVE (self,fly)
lvl 16) Aim (de)BUFF:BUFF (self,acc/dmg)
lvl 18) Bitter Ice Blast OFFENSEAMAGE (single,slow)
lvl 20) [pool] Hasten (de)BUFF:BUFF (self,speed)
lvl 22) Build Up (de)BUFF:BUFF (self,dmg)
lvl 24) Ice Patch CONTROL:KNOCK (ae,)
lvl 26) Bitter Freeze ray OFFENSEAMAGE (single,slow)
lvl 28) Shiver CONTROL:SLOW (cone,)
lvl 30) Freeze Ray CONTROL:MEZ (single,hold)
lvl 32) Blizzard OFFENSEAMAGE (ae,slow)
lvl 35) Freezing Touch CONTROL:MEZ (single,hold)
lvl 38) Frozen Aura CONTROL:MEZ (ae,hold)
Not Taken) Frozen Fists OFFENSEAMAGE (single,melee)
Not Taken) FrozenSword OFFENSEAMAGE (single,melee)
[/list]