Psiphon

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  1. Change DS to a toggle.

    Take the KB out of Wormhole.
    Change the range of Wormhole so that it has a maximum distance between the entry and exit points but no max range to target as long as it doesn't exceed that of entry and exit points.
    Wormhole could then also be used tactically to bring distant targets to the team rather than sending them away.
  2. Psiphon

    ill/kin

    Quote:
    Originally Posted by SteelB View Post
    hello i was wondering if ill/kin would be a good farmer?
    Not really.

    I've got an Ill/Kin/Stone that can farm at about the same rate as a Fire/Rad - as a very rough estimate based on playing with and alongside FRads.

    It's a nice combination of survivabilty and damage but wont get close to a Fire/Kin or Plant/Kin. The main issue is setting up containment - the damage is done via FS, Fissure and high recharge. Illusion adds to the survivabilty through PA and Spectral Terror.

    Ill/Kin is a nice well rounded PVE controller that IMO is vastly under estimated by most but if your after a dedicated farmer I'd look at Fire/Kin or if you want something a bit different Plant/Kin.
  3. Quote:
    Originally Posted by Weatherby Goode View Post
    It is possible to perma hold an AV, but it takes a while to stack up >54 mag, and you need some pretty high recharge to do it.
    I've never seen or heard of any single alt perma holding an AV - is this theoretically possible or has some one actully done it?

    If it has been done is there a vid?
  4. Quote:
    Originally Posted by ArcticFahx View Post
    Hmmm..... I wonder if Grav/Rad/Stone could come close on a mega-recharge build. GDF up frequently, GD, Choking Cloud, Seismic Smash, and Singie spamming GD/Crush/Lift while you're at it.....
    You'd need to do some major spamming

    http://cityofheroes.wikia.com/wiki/Purple_Triangles
  5. Quote:
    Originally Posted by SoulSpark View Post
    Just like the title says..I'd like to know if perma holding AVs is possible or not.. I have an Earth/Rad that I would like to IO the hell out of, and I want to know if perma holding AVs is possible or not because that would affect a couple sets and slots in my build.

    I know from reading and asking around that's REALLY hard to perma hold an AV, even when downgraded to an EB via the slider system..so, if it's possible, I'd like to know if there are any specific builds that can do it or details like that. Thanks!
    It's not possibel to perma hold AV's or EB's.

    People use Illusion/Rad primarliy to take down AV's.

    Phantom Army are used to distract the

    AV while the AV is ground down using the Rad debuffs.

    Here's a link

    http://www.youtube.com/watch?v=1CgbPMI7a00


    This will give you a good idea how it's done.

    Other builds can do it too but as above not by holding the AV.
  6. Quote:
    Originally Posted by EmperorSteele View Post
    Okay, but you don't NEED 3 recharge in FS with my build. It's ALREADY double-stacked (and you're at the damage cap) 90% of the time. That's 2 or 3 slots that can be used to enhance other powers.

    Also, there's this thing called ED that makes more and more recharge more and more useless. For example, after re-tweaking my build, I'm looking at 87.5% global recharge. Fulcrum Shift's BASE recharge, without ANY enhancements, is already 32 seconds.

    Add ONE recharge redux, and it's down to 21.6. It's already perma-doubled. Turn on Hasten and one application of siphon speed and it's down to 18.8 seconds. Right now, i can ALREADY tripple-stack it. Adding another recharge redux enhancements only takes two seconds off the recharge time. The third one takes off LESS THAN ONE SECOND.

    Reducing one power's effectiveness by 30% is NOT worth a half a second of recharge in a power when my damage is already capped!

    See where I'm going with this? Sure, ONE more recharge redux might help a little, but the third is completely, 100% wasted.
    This is one of those on paper versus real life or at least virtual life scenarios.

    What you've said makes perfect sense, however a few points:

    You assume Perma Haste but it isn't permanent until you start stacking Siphon Speed.
    Siphon Speed takes a while to get cranked up and falls away quickly.
    Siphon Speed has a to hit check so you can miss.
    While in combat you might need to prioritise a heal or control over a Siphon Speed.

    All of the above will happen over the course of a mission and have an effect on the availability of FS and so your damage output.

    I ran some tests while I was at about 40% Global recharge with FS 2 and 3 slotted and found enough difference to merit the slot.

    Being able to take a slot from FS would be useful so I'll run the tests again now that I'm at 90% Global - for the above reasons though I doubt I'll be able to.
  7. I haven't got my Plant/Kin to the epics yet but the plan is to go for Fire or Psi - on the basis that you can cap ranged def - I've heard that you can but not tried it in mids.

    Capped ranged def with a resistance shield underlying it.

    I wouldn't go Stone simply because Siesmic Smash is a hold and Fissure has a stun in it so would actually diminsh some of the damage from Seeds.
  8. Quote:
    Originally Posted by EmperorSteele View Post
    Actually, Fulcrum Shift is kinda over-slotted; My BASE accuracy is already +95% and base recharge is +77.5% (right now i'm in the process of evening out those bonuses so I have more recharge at the expense of some accuracy). Throw in Siphon Speedx2, Hasten, and the occasional recharge bonus from Levitate and Psinado (Force Feedback procs), AND the slots I already have, and it's up at least twice a fight as it is and never misses. Why would I need to slot it more?

    Indom wil has the LotG set in it for the bonuses. Removing the end redux one would deprive me of my 9% acc bonus, so, NO.

    Flight is slotted as is for the bonuses from the Zephyr set. And i hate flying slow, so those enhancements stay in there.

    The extra end mod in speed boost actually helps a great deal. When I actually DO remember to SB my team, they never run out of end. Ever. It is one of the places I could fudge a slot from if I needed to, however.

    Sorry Psiphon, but since this isn't a farming build, i don't need fulcrum shift to be up every 10 seconds. And since it lasts for 60 seconds, and only takes 2 applications (or sometimes just 1 in a good sized mob) to reach the damage cap... it's already over-kill. No need to gimp half my powers. =)

    As for Local_Man's suggestion on the CP proc, I don't think it's worth pulling a slot from anywhere else, but it IS a valid tactic. I persoanaly wouldn't use it, because there'll be those 5% of times where i only want to confuse one foe (for purely fun or strategic reasons), but that's just me.
    Horses for courses I guess but I have to disagree, the reason to play a Kin it the self buffs - high recharge and high damage - IMO the build posted doesn't quite deliver.

    The changes I would make to your build to optimize it - IMO of course

    Siphon Speed - this is a cornerstone power - slot 1 or 2 Acc and 3 recharge. With Hasten you will be able to have it stacked 3 to 4 times (roughly 50% at x4) for 60 to 80% recharge.

    Transfusion - slot 1 Acc and 5 Doctored Wounds for the 5% recharge. I hardly ever miss.

    Transferance - Eff Adaptors for the recharge.

    Fulcram Shift - 1 or 2 Acc (dependant on bonuses) and 3 recharge. As you said it's not a farming build but the OP want more damage output and this is the best damage buff in the game. Between FS and SP it's still impossible to maintain the damage cap all the time even with high recharge and x8 missions so the more often this is up to try to maintain the cap the better.

    SB - even with one slot I've never not been able to keep some ones End boosted and you have transference - if it did happen I'd say that person needed a respec.


    Overall I think that you've spent too much effort on set bonuses when the powers that you're putting them in if properly slotted would offer more benefit.

    Again all in my opinion.
  9. Quote:
    Originally Posted by mintmiki View Post
    I like emperor's suggested build. As it's going now, i'm happy with the trollery results i'm getting now, but yeah the damage could use some help.

    I've also decided to go with what seems the mutual consensus to get levitate. I respecced out of it somewhere around lvl20 because i was going for the more trollery aspects, but i think it would serve me better now to get the additional damage/single target mit. Yeah, i've been having a terrible time of it with robot-type bosses. Levitate would certainly help.

    thanks all!
    IMO Fulcram Shift is underslotted.
    I'd pull an End mod from Speed boost - 1 End mod works fine.
    An End Red from Indom Will - you have Transference
    I'd also pull a slot from flight.

    Slot FS with 2 Acc and 3 Recharge.
  10. Psiphon

    Deciding is Hard

    Quote:
    Originally Posted by Desitre View Post
    A lot of good points, but from a lot of people I talk to, say that invulnerability is easy to soft cap. Now it's impossible for me to back this up with numbers because I don't use hero builder, but Invulernability is said to be easy to soft cap and while you soft cap it the other set bonuses will help with end. And almost everybody gets stamina these days.

    They are very similar builds though, I just think Invulnerability would be stronger and easier.

    EDIT: not saying Ice is a bad choice, any tank these days can be built into a farming tank, I just think Invulnerability will be easier to work with.
    The reason that people say this is that they don't understand the mechanics of Ice - they see it as a pure defensive set when in reality it's not.

    The factor that people don't take into account is Chilling Embrace - IMO this is the gem in the Ice Armour set.
    Chilling Embrace has -32% recharge and -14% damage to mobs in melee. This translates to -46% damage to mobs on melee which egain equates to 46% resistance to all damage types from mobs in melee including psi and toxic.

    Apart from the unique +3% def IO I haven't really bothered slotting any sets yet but it still has roughly (not in front of mids or CoH at the moment):
    43% def to all but fire, cold and psi - this will be capped with one application of Energy Absorption.

    Psi, Cold and Fire def is what ever Weave, CJ and Unuque IO give.

    CE gives the equivelant of 46% resistance to all damage types from mobs in melee.

    Tough gives an extra 26% to S/L so 72% Resist to S/L in melee.
    Cold resist is capped irespective of CE
    Ice give an extra 26% resist to Fire (off the top of my head), so 72% resist to fire damage in melee.

    On top of this you get a self heal (as does invuln) but you also get Hibernate which is is a complete self heal, complete End refill and it makes you completely invulnerable while the toggles is on (max 30 seconds I believe but could be wrong) and it allows you to maintain aggro during that time.
    You get a damage aura.
    You get Energy Absorption that allows you to refill your End bar with a few mobs and stack additional defence (usefull if mobs are debuffing). This also allows you to drain the mobs of End - more damage mitigation.

    I've played alongside various IO'd tankers on my Ice and I've never felt inferior in any way.
    I've got my settings at +4 x8 and have no trouble against most mobs - Carnies and Arachnos are the only ones that make me shiver (pun intended).

    I'm not going to get into a debate about Ice being better than Invuln or any other tank as they all have their pros and cons - all I'm saying don't underestimate how good other tanks can be if built and played well.
  11. Quote:
    Originally Posted by Ultimo_ View Post
    Ah, finally, the discussion moves to the actual thread. THIS is why I fight the rep system here, "derailing" the thread.

    I've actually not used a debuffing set to any great extent, though I have a Rad/Rad that's around L20.

    The thing I see with Defenders is that they have rather poor offensive ability which is exacerbated by the fact that they use the same amount of endurance for that lesser ability. This leads to poor offensive performance.

    Defensively, there's a kind of mixed bag. Debuffers fare better comparitively as their debuffs are universally useful. That is, debuffing a foe is as helpful to the Defender as it is to his team. Buffing Defenders fare rather poorly, as they can't buff themselves. The result is poor offense AND poor defense. Add to this the lower health, and they are often hamstrung.

    This is somewhat general, but you get the idea.
    I agree that generally Defenders don't solo as well as some other AT's but they can still solo pretty well.
    In the mid 20's I was able to solo mobs of 8 -10 even con warriors etc on FF/Dark, Dark/Rad and Rad/Sonic which I would say is acceptable.

    In regards to the self buffs that isn't strictly true for example:

    FF - Dispersion bubble - mez protection and defence to all. Stack this with Tough and weave and you can have a decent defence even without IO's. Add IO's and you can cap melee and ranged.

    Kinetics - Siphon Speed - +recharge and speed. Sipon Power - +damage. Fulcram Shift - massive +damage. Transfusion - massive heal. Transfurance - +Endurance.

    As I said these are just examples, other sets also offer good self buffs.
  12. Quote:
    Originally Posted by Local_Man View Post
    I don't know that I'd suggest a Plant/Storm over an Earth/Storm, but I agree that the Plant/Storm will do more damage. Earth is a superior AoE control set lacking in damage. It has three ranged AoE controls, and you can have two usually up for every group. At least one of those three will work in almost every situation. Two of the three (Earthquake and Volcanic Gasses) provide continuing control, while the third (Stalagmites+Stone Cages) is a partial one-shot (Stalagmites in one-shot, but Stone Cages can be applied over and over again.) Plus, it provides massive Defense debuffs to make it much easier for teammates to hit the foes. Earth is the best team controller, but it really needs a team until the upper levels. Once you get Rocky and the Storm damage powers, you can solo at a not-too-slow speed.

    Fortunately, the new Power Customization/Colorizing options have made the Earth graphics easier to deal with for those who didn't like them. The Lava mode looks pretty nice, and the Crystal mode seems less intrusive than the old Earth graphics. Personally, I never had a problem with the Earth graphics -- everyone on the team could easily see my contributions.

    Plant is more of a one-trick pony, but it does its one trick very well. Seed+Roots can be supplemented by Carrion Creepers. Both of its AoE controls (Seeds+Roots and Vines) are One-shot type controls, but with Roots used over and over again mostly for damage. Once you have fired off Seeds and Creepers, you only have Vines as a panic button until Seeds recharges. With a Plant Controller, I often have to wait around for Seeds to recharge, or I may forgo using Seeds on smaller groups to save it for the next larger group. Yes, Plant does a lot more damage and is better solo.
    I agree with all that you've said.

    The reason for my comment was that Plant backed up by the Storm secondary has more than enough control to play the lone controller on an 8 man team and it has enough damage to allow it to solo well.

    IMO the Plant/Storm is the more balanced combination for team and solo play.
  13. Psiphon

    Grav Troller?

    Quote:
    Originally Posted by Carnifax View Post
    ^ This.

    Grav/TA is a very interesting and tactic style of play, especially solo or on smaller teams. You actually feel like a proper controller.
    LOL - Gravity in a nutshell; add controll from the secondary and be a proper controller!!
  14. Quote:
    Originally Posted by Dinlek View Post
    Thank-you for the advice, both of you. I'm thinking of just leveling up two controllers, a Ill/Rad designed for a bit of a "Jack of all Trades" approach, and an Earth/Storm for "team-based over-control".
    I'd recommend that you swap out the Earth/Storm for a Plant/Storm.

    Both Plant/Storm and Earth/Storm will be great on teams but for the times when you can't find a team - with a Plant/storm you wont care with the Earth/storm you will.
  15. Quote:
    Originally Posted by dave_p View Post
    Totally disagree with the last few responses. My Fire/EM is S/L softcapped and he's so much better than before (when I was building for +rech and offense), it's not even funny. Recovery's no problem even w/o Consume. My offensive output has gone down a bit (not a lot though), but then EM's been gutted anyway and my abilities as a "tank" has skyrocketed. It might not be for everyone, but I'd at least recommend the OP give it a shot, maybe on test (can "dupe" whatever IOs he needs, esp the Kin Combats), and see what it feels like.

    BTW, I'm doing the same for my Fire/Fire scrapper (really, pretty much all my resist-based melee are being built towards softcapped defenses--DA w/softcapped S/L is a freakin' beast!), and he's also doing great w/almost no sacrifices to his offenses either.
    Agreed, defence is the way to go.

    A decent amount of Defence backed up by high resistance and a quick recharging self heal will make a pretty resiliant tank.
    I'd try to go for capped melee.
  16. A more reasonable solution might be to treat the selection of an additional buff as a upgrade.

    So in the case of FF selecting Insultation Shield adds those benefits to the existing Deflection Shiled - 2 bubbles in one.

    Obviously you would need to double the End per application.

    This would halve the buffing.
  17. Quote:
    Originally Posted by Weatherby Goode View Post
    The -recharge on Siphon Speed is unresistable, and stackable. It can make a huuuuuge dent in AV/GM damage output. Combine with excessive -dam, +dam, and good healing and /Kin makes a really good (and underrated) AV/GM soloer.
    I've taken down a couple of AV's with my Ill/Kin.

    The problem I have with /Kin as an AV soloer is the frenetic nature of the set; you are continually spamming the debuffs over such a long period of time; I'd rather remove my eyes with a rusty spoon than go through that again!!

    I'll be using my Ill/Storm next time.
  18. Quote:
    Originally Posted by Ultimo_ View Post
    I had considered making him something more blasty (as I mentioned, I was considering making him a Defender), but Dr. Strange is also known for using controls and such (eg. Crimson Bands of Cyttorak). The Dominator might work, but he gives up the ability to boost his teammates, something else Strange is known for.

    On the other hand, I'm not making Dr. Strange, just a character based loosely on him (in fact, he actually resembles the Phantom Stranger in appearance, now that I think of it...).

    As I say, I've started raather enjoying him as a Grav/Rad, and I like the look of the Grav effects. Some good ideas here though.
    FF/Dark Defender might work.

    You can form protective barriers for your team mates and yourself as well as caging individuals(Detention Field), hurling balls of Force (Repulsion Bomb) Pushing mobs around Force bolt and Force Bubble.

    Dark Blast gives you quite a bit of control in Tenebrous Tenacles (mass immob), Dark Pit (Stun). the whole feel of Dark Blast is very wispy so less blasterish than other sets.

    With the right colouring this combo could work quite well; the -to hit of /Dark is nice with the defence of bubbles too.
  19. Quote:
    Originally Posted by Nemu_ View Post
    Ill/Emp is easier than Mind/Emp to play. Drop pets, buff, heal, done.

    You don't need perma PA on an Ill/Emp, spectral terror works well as an opener 90% of the time and lets not kid ourselves here, you are not going to be an AV soloing champ even with perma PA. But if you do end up getting perma PA that means you can also rotate your buffs faster. With that level of recharge you can probably put fort on at least 5 people at any given time.
    I agree with this, the main reason to take Ill over Mind would be that it's a more passive set - you simply drop the pets and then get on with using your EMP powers. Playing this way you wouldn't reduce your effectiveness, with Mind/EMP concentrating on your secondary potentialy you could.
  20. Quote:
    Originally Posted by Mercuryflux View Post
    I'm going to attempt to bring this up without starting world war 3.
    Looking at the tier 9s for defenders and one thing jumps out, the recharge timers

    how can anyone not come to one of two conclusions either
    A) Fulcrum Shift recharges way too fast ------OR
    B) all the other powers Recharge way too slow or just don't do enough

    Now , before this starts to look like a nurf FS thread id like to ask, why is it that kinetics get this power basicaly perma out of the box (with siphon speed in the the same set), and others that have grossly less going for them with 300 sec recharges?

    that being said, if Fulcrum was set to 300 seconds it might still be the best power in the game

    i think making the other tier 9s better is the only way to fix this at this point in the games run. nurfing FS now would be a big mistake. even if the devs put a 90 sec timer on it there would be massive complaints

    some ideas-
    Sonic - Liquefy reduce recharge to 90 secs add resistance debuff of 50%

    Emp - reduce AB to 90 secs

    Dark - Fluffy is fine, instead change Howling Twilight's recharge to 90sec and triple the damage , move it up some tiers if needed

    FF- reduce the size of force bubble( its my opinion that its just too big to be useful)and reduce the cost by half (this still may need more to bring it in line)

    Rad-EM pulse remove the end recovery component and reduce recharge to 120 secs

    TA- see above for EMP arrow

    Ice- Heat Loss, change recharge to 90 sec

    Storm and Traps im not sure what would make them up to par with being abile to cap you teams damage perma, mabye change time bomb to Triggered Bomb and let you click once to set and once more to detonate, open for suggestions for storm, its the only set of these i have not played

    anyway, how do you feel about the tier 9s? good the way they are, or like me , think they are mostly puny in comparison to Fulcrum shift?
    The problem that I have with this thread is that the Tier 9's are being analysed in isolation of the rest of the set.

    Fulcram Shift is the defining power of Kinetics pretty much the only reason people take the set, if it was nerfed what would be the point?
    You need to play in melee to get the majority of the benefits at high risk with a set that offers little mitigation.

    Rad on the other hand is full of useful powers, EM Pulse is a bonus as are many tier 9's of other sets.

    IMO FS and Kinetecs are fine when compared to other sets and what they offer as a whole.
  21. Quote:
    Originally Posted by Heraclea View Post
    In that case, Inv/SS is the classic, high concept combination, and works quite well as a lead tank for a team. Invulnerability can be built to be close to Stone in toughness, without any of its aesthetic or playstyle annoyances, nor dependence on certain otherwise highly overrated powersets in your teammates. It has no problems holding aggro at all.

    If you want a punching set that makes you even tougher, Inv/Dark Melee is the way to go. Having a fast if small self-heal in your attack set is going to make you quite hard to defeat.

    For all around functionality, Shield/Electric is flavor of the month with good reason. This won't make you as tough as Invulnerability, but Shield is quite adequately tough, and has more layering than the other defense based set (Ice). And fewer aesthetic annoyances, since concept seems to be important to you. Where this shines is on teams that want to steamroll or that are being led by controller pets. You get two big, targeted AoEs to help take charge of multiple spawn aggro. And your aura is quite adequate as well. You will solo well, do more damage than most tankers, and be an asset to your team as well with this combo.

    Those are my three current favorites for team utility tanking. I am also a big fan of Willpower, which is also very concept friendly, and a lot more fun to level. But it is somewhat harder to play well, and requires a lot more pro-activity; its usefulness is contingent on not only your own play style but your teammates' as well. The chief difficulty is that its taunt aura does not last very long, so you need to be very busy with taunt, and it favors AoE based sets. If every time you play your tanker you will have the backup of a full team, you'll find Invulnerability gives you an easier time.
    I agree with most of this - the major differance between Shield and Invuln IMO is that Inv is tougher against most damage types but has a psi hole. Shields isn't quite as tough as Invuln in most cirmumstance but is still very durable and has no weakness to any damage type including psi.

    In the case of Ice - Chilling Embrace more than makes up for a lack of resistance, the -recharge and -damage equates to 46% resist to all damage from mobs in melee.
  22. Quote:
    Originally Posted by Mirage_Mage View Post
    I think grav is awful. Why not go plant/kin ? There isnt as many as fire/kin and it is still very good.
    If you want to go /kin I'd agree with this.

    If you want a decent damage build other than Fire/Kin and you're not set on /Kin secondary, any of the following would work:

    Fire/Storm
    Fire/Rad
    Plant/Kin
    Plant/Storm
    Illusion/Storm
    Ill/Kin

    I'm sure that others will add to these.

    IMO Grav needs some buffing, damage is OK but the powers can be difficult to use effectively.

    To sum up Gravity - it's quirky with some fun powers but can be frustrating when you actully try to use it as an effective controller.
  23. Quote:
    Originally Posted by Celestial_Lord View Post
    How does this Force Field / Dark Blast Defender build look, using all level 50 common IO enhancements?

    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Defender
    Primary: Force Field
    Secondary: Dark Blast
    +----------------------------------------------------------------

    01: Personal Force Field => Buff_Defense(1), Recharge(3)
    01: Dark Blast => Accuracy(1), Damage(3), Damage(7), Damage(33), EnduranceDiscount(40), Recharge(46)
    02: Gloom => Accuracy(2), Damage(5), Damage(7), Damage(33), EnduranceDiscount(40), Recharge(48)
    04: Deflection Shield => EnduranceDiscount(4), Buff_Defense(5), Buff_Defense(9), Buff_Defense(34)
    06: Swift => SpeedRunning(6)
    08: Insulation Shield => EnduranceDiscount(8), Buff_Defense(9), Buff_Defense(11), Buff_Defense(34)
    10: Hover => SpeedFlying(10), SpeedFlying(11), SpeedFlying(31)
    12: Dispersion Bubble => EnduranceDiscount(12), EnduranceDiscount(13), Buff_Defense(13), Buff_Defense(34), Buff_Defense(42)
    14: Fly => SpeedFlying(14), SpeedFlying(15), SpeedFlying(15)
    16: Tenebrous Tentacles => Accuracy(16), Damage(17), Immobilized(17), Range(36), EnduranceDiscount(43), Recharge(48)
    18: Health => Heal(18), Heal(19), Heal(19)
    20: Stamina => Recovery(20), Recovery(21), Recovery(21)
    22: Night Fall => Accuracy(22), Damage(23), Damage(23), Range(37), EnduranceDiscount(43), Recharge(48)
    24: Force Bolt => Accuracy(24), Knockback(25), Recharge(25)
    26: Repulsion Bomb => Accuracy(26), Damage(27), Stunned(27), EnduranceDiscount(37), Recharge(43), Recharge(50)
    28: Moonbeam => Interrupt(28), Accuracy(29), Recharge(29)
    30: Maneuvers => EnduranceDiscount(30), Buff_Defense(31), Buff_Defense(31), Buff_Defense(37)
    32: Force Bubble => EnduranceDiscount(32), EnduranceDiscount(33)
    35: Life Drain => Accuracy(35), Damage(36), Heal(36), Heal(39), EnduranceDiscount(46), Recharge(50)
    38: Tactics => EnduranceDiscount(38), Buff_ToHit(39), Buff_ToHit(39), Buff_ToHit(40)
    41: Power Build Up => Recharge(41), Recharge(42), Recharge(42)
    44: Temp Invulnerability => EnduranceDiscount(44), EnduranceDiscount(45), Res_Damage(45), Res_Damage(45), Res_Damage(46)
    47: Assault => EnduranceDiscount(47)
    49: Recall Friend => Interrupt(49), Recharge(50)

    +----------------------------------------------------------------
    + Inherent Powers
    +----------------------------------------------------------------

    01: Brawl => Empty(1)
    01: Sprint => Empty(1)
    02: Rest => Empty(2)
    Obviously its a matter of choice but with mine I've gone for the fighting pool to make the build more survivable.
    With the two team bubbles, Dispersion bubble and Maneuvers the team is capped to most damage types, adding the fighting pool increases my own survivability - I've not put a build into Mids but should easily be able cap def to Ranged and Melee.

    As I said a matter of choice.
  24. Quote:
    Originally Posted by perwira View Post
    Call it a "balanced" solo and team build (no second build, at least not yet). This character plays a fair amount of solo, but also duo/trio with friends, as well as missions with full-sized pick-up groups. Playing solo at +1 or +2 (with Boss) hasn't been much trouble. In a trio with a PB and scrapper last night we rocked even at +2/2.

    Thanks for your comments, which give some clarity into how the powers interact together. You're right, I'm leaning towards SM, although I wonder how the visual effects affect other players. I recall being on one team with a poorly-played constantly-toggled hurricaner and I couldn't hardly see a thing, including the floor I was moving around on - something I'd like to avoid for the sake of the group. Hopefully, SM doesn't affect the other team members' visibility, as it's the kind of power that I'd want up as often as possible.

    From reading your comments, I may have 'wasted' a power with superior invisibility, yet it's also one reason why I've gotten this far in the earlier levels as easily as I have. I may re-spec it out upon taking Steamy Mist (SM), considering that SS and SM together already provide more than enough cover for a controller. Again thanks for your comments! I appreciate your knowledge and understanding of the difficulty in mid-level ill/storm power selections.

    (p.s. After reading your comments and careful consideration, this character took Steamy Mist at 24.)
    As you had SI already I'd have recommended O2 Boost as a heal for your team and Phantasm at L32.

    As you've taken Steamy Mist then yes you should to respec SI out.

    The Super Speed / Steamy Mist combo is very good as Local Man said - personally I specced out of it and into Group invisibility and Hover; not that I didn't want the SS/SM combo I just couldn't handle the End drain.

    P.S Another option is to pick up Aid other and Aid self, Storm has no self heal so while levelling I used that combo and then replaced them with O2 and Hibernate late game.