StratoNexus

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  1. Can I get auto-firing Fireballs so I can stop pressing that annoying button every spawn. You think shielding people every 4 minutes is a pain, people expect me to be attacking and using Fire Sword Circle every 10-12 SECONDS! Buff bots have it easy.

    I'd also like the game to auto-target the most dangerous non-boss/EB/AV mob and then mez it for me for an hour after I activate Char when I log in.
  2. Quote:
    Originally Posted by Fulmens View Post
    Instead of Swift/Hurdle, Health, Stamina you take Assault, Maneuvers,Hasten and (eventually) Tactics and you let the RA's handle your endurance needs. I imagine there will be slow patches until Adrenaline Boost- hasten will not be perma yet, so there may be times with no RA. On the other hand, +70% damage (Fort + 2xAssault) will speed things up in the DO levels quite some, I would think.

    I haven't done this as an organized, dedicated pair yet. I should.
    That pretty much sums up how I designed the builds the wife and I are using. I put Assault off until the early 20s, since the lower level spawns died plenty fast (not sure how it would have worked out in the late teens though, the Posi TF leveled us to 20, so we had blaster damage to pull us along through those tougher teen levels).

    I am wondering about the wisdom of Tactics. With CM, we have +perception, with Fort we have to-hit. We have Tactics, but I am thinking it is uneeded (although maybe later it would be a better choice, as you indicated, I probably just took it too early).

    Jump in and do it. The low levels fly by anymore, a good night or two of fun and you can be 20.
  3. Quote:
    Originally Posted by tarrantm View Post
    If that's the case, shouldn't there be equivalence in balancing endurance per defense as well? Controller/Corr/MM toggles (and powers) should cost less than Defender ones due to being less powerful. Right now MM toggle costs are higher than those for Defs and do less. Ooh, and Controller primaries would get a huge end discount over the Dominator primaries too right?
    Possibly. Scrapper and brute defense powers, corruptor and controller buff/debuff powers probably had no intent to cost more.

    MM buffs/debuffs, OTOH, were purposely increased; the design intent seems to clearly indicate that they were meant to spend more for less.
  4. Quote:
    Originally Posted by BlackBellatrix View Post
    I think I'd better just rope a third in and do two Emps and a Blaster. :P
    Might as well go with a Sonic defender at that point. 1 Emp, 1 Sonic, 1 Fire. Burn it all. Of course, at 3 people, now the force multiplication really starts to kick in and dropping the blaster becomes more desirable.

    It will be interesting to see if perma-AB and rotating RAs will make the Emp-Emp duo better than the Emp-Blaster duo.
  5. Quote:
    Originally Posted by Doomguide View Post
    Will the emp+blaster pair be close enough often enough to overcome that deficit in strong bursts of performance *shrug* honestly I'm not nearly enough of a number cruncher to know. All I can say is I feel that is a lot of ground to make up for the lack of mutual support at all levels and builds the emp+blaster duo is facing in comparison. I see the blaster+emp duo as higher peaks and lower valleys. The emp+emp duo meanwhile is essentially a plateau who's height is somewhat less than the others peaks but higher than their valleys.
    I am interested enough in this question that I have started an Emp/Sonic duo with the wife to compare. Its possible we should have gone Emp/Rifle or Archery, but I wanted to go Sonic for the value vs. hard targets. The wife and I both enjoy playing Empathy anyway, so it will be a fun learning process (we have run multiple emp teams before, just never together and never on purpose).

    Its hard for me to imagine outdoing a Fire/Fire (or /Elec or /MM) blaster. Against an AV, the stacking Sonic blasts might overcome the better base damage, but vs. anything else, I think the AoE of the blaster, combined with a ridiculous single target capability will be hard for a defender duo to beat.

    Conveniently, we got to team with some blasters while on our duo. We were joined by one SG mate on their AR/Dev; we leveled from 9-14. While we could both Howl, Scream, and Shriek, we could not draw aggro from the blaster (a straggler here and there, of course, but generally the blaster got it all), even when we attacked first, after Buckshot or M30, they would all switch off of us. Once we hit 12, everyone had Fort, of course, and the blaster got the double; spawn melty goodness.

    Another SG mate logged in with a level 12 blaster and we ran Posi. We found it was much better to double Fort both blasters, and forgo it on ourselves.

    At low levels, on a small team, IME, the emp-blaster duo performs "better" than an emp-emp duo, defeating enemies more quickly and moving through missions faster.
  6. Quote:
    Originally Posted by Rush_Bolt View Post
    For the sake of conversation, I'm using made up values.

    Currently, a Blaster spends 1 END for 10 Damage. A Defender spends 1 END for 6 Damage.

    Under your system, a Blaster would spend 1 END for 10 Damage and a Defender would spend 1 END for 10 Damage.

    Am I understanding you correctly?
    Yeah, that is a general proposal that would seem to fall in line with keeping ATs separate. Tankers and defenders would still take longer to kill spawns than blasters and scrappers, but they would not also take (significantly) more endurance. It removes a double penalty (currently they spend more time to kill spawns and must spend more endurance to kill the same amount of enemies, taking longer would seem to be a main part of the design intent, taking more endurance seems to just be a side effect of how things were designed).
  7. Hover is viable (although it can take some practice), but I would try to max its flyspeed. If you do not mind dropping Blizzard, the following is an idea. Personally, I'd get Build Up sooner, but I exemplar a fair amount.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(21)
    Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(23)
    Level 4: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(45)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(7), LkGmblr-Rchg+(39), LkGmblr-Def(40)
    Level 8: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9)
    Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg(19)
    Level 12: Hover -- Zephyr-Travel(A), Flight-I(34), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37), LkGmblr-Rchg+(37)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A)
    Level 22: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(48)
    Level 24: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(39), RctvArm-EndRdx(46)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
    Level 32: Acrobatics -- EndRdx-I(A)
    Level 35: Power Sink -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(40)
    Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(50)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(46), LgcRps-Acc/EndRdx(48), LgcRps-Acc/Sleep/Rchg(48)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hoarfrost -- RechRdx-I(A)
    Level 49: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
  8. Quote:
    Originally Posted by MentalMaden View Post
    Now, I didn't get the impression they were working on it. I just took it as "here's why it won't work the way things are now."
    You are probably right, but I am trying to hold onto my delusions until after I17 is released live.
  9. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    A stealthable nuke with no end crash that can be used strategically is the worst Tier 9 in the game...?
    Time Bomb makes you invisible? 23 seconds is a lot of punishment for strategy (a number which is similar to a nukes activation + -recovery timer).
  10. Quote:
    Originally Posted by MentalMaden View Post
    There was a dev post pretty much saying it wasn't going to happen without major reworking. (can't remember the specifics)
    Yeah, that was the discussion I was referring to. It seems like they were doing the rework (or more accurately discussing the preliminaries).
  11. Quote:
    Originally Posted by Sailboat View Post
    Which is more fun, saying "I win!" and instantly winning, or a two-hour movie where the hero perseveres through various trials and reverses, and finally rises, battered, and barely triumphs?
    Sometimes I want to watch Saving Private Ryan and sometimes I want to watch Stripes and sometimes I want to watch The Remains of the Day and still other times I want to watch Ultraviolet and on another day Crouching Tiger, Hidden Dragon.

    CoX lets me enjoy all those styles. Which is more fun? All of them.
  12. I am hoping that the discussion of Dark prior to I16 indicates they will have all the Dark proliferation (blast, control, buff/debuff, manipulation, assault) in for I17 (if such an issue is going to exist; I thought I saw a reference to I17 in a redname post).
  13. Quote:
    Originally Posted by IanTheM1 View Post
    (ie, there's no major advantage of it being ally toggled versus enemy toggled).
    I find it advantageous to not have to re-toggle it every spawn (which means it actually uses more endurance than EF, since EF shuts off a lot, whereas SD (hopefully) does not).
  14. Here is a start. The following build is not meant to be used, but just as food for thought, a starting point. If I get more time, I might work on it some myself.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(17)
    Level 2: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
    Level 4: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/Rng(19), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/EndRdx(21)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(23), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(27)
    Level 10: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(29)
    Level 14: Health -- Heal-I(A)
    Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 18: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
    Level 20: Stamina -- EndMod-I(A)
    Level 22: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 28: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 32: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(48)
    Level 38: Shocking Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(50), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 41: Flash Freeze -- Acc-I(A)
    Level 44: Frozen Armor -- DefBuff-I(A)
    Level 47: Hoarfrost -- RechRdx-I(A)
    Level 49: Aim -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



    Code:
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  15. Quote:
    Originally Posted by Seldom View Post
    Hate to say it, it's a limitation I doubt will be overcome. The way much of the game seems to work is around flat surfaces, vertical surfaces seem to function as nothing more than barriers. (And not so much an intractable surface.)

    But that's just my assumption from watching the game do its thing
    With CJ, even the slightest of degree off 90 seems to allow one to "climb" walls. On a true 90, even the small window ledges allow one to scale a wall quickly, as if climbing. One would think they could do something with that mechanic, but they have a tendency to prefer to do things the "right" way or not at all (a good thing, IMO, despite the fact that I think they err that way when they do not need to on rare occasions).
  16. Quote:
    Originally Posted by Postagulous View Post
    Bottlenecking them, pulling, or making them come around a corner into an ambush aren't valid strategies? I think they are. Maybe I'm wrong.
    They are fine strategies on a normal team. On a team of all AR blasters you really just need to run up to spawn, activate AoE, run to next spawn, activate AoE, repeat.
  17. Quote:
    Originally Posted by Rigel_Kent View Post
    Freezing Rain or Super Jump at level 14? Ouch. Close call, but my vote's on Freezing Rain.
    Freezing Rain. They should have picked it up at level 8 (as a wise man once said).
  18. Quote:
    Originally Posted by Kitsune9tails View Post
    While I plan on making new characters with the new powersets, what I will really be glad to do is to make an AE mission featuring a psuedo-religious Elite Boss wearing a trenchcoat and using Dual Pistols/Martial Arts.

    So going there. *innocent whistle*
    If they proliferate /MA as a blaster secondary, I'd be there.
  19. Quote:
    Originally Posted by Postagulous View Post
    Planned positioning and taking it slow would help.
    I doubt that is needed. The simple AoE carnage that AR puts out is all you need vs. all but the AVs. The AVs drop very fast to 6+ blasters in any case.
  20. These are my two speedster scrappers (one is SR though). Both threads are discussions of making speedy characters, so they may have more helpful information as well.

    Katana / Regen

    DM / SR
  21. Quote:
    Originally Posted by Xalus View Post
    *shrug* ran a tankless STF, had PA on team, it helped for the most part. having 2 force field defs and a sonic def helped even more. team tanked LR as we attacked the towers, yellow tower can be cagged to nerf his ACC buff.
    The Blue tower buffs Recluse's to-hit, not the yellow (not that it matters with two FF defenders).
  22. Since I can't be a DP / Inv scrapper (sigh), I will probably end make an Emp/DP defender or maybe a Sonic/DP defender.
  23. Quote:
    Originally Posted by Redlynne View Post
    The only problem I can see with the +Rech route is going to be your endurance usage. Yeah, it may sound great on paper ... but having your end bar continually bouncing to zero makes for a lousy tanker.

    If you can't sustain your attacks with all that +Rech over a nigh indefinite period (think steamroller team or mothership raid) then you're a lot better off going with the soft capped DEF build.
    With a high recharge build, I can CHOOSE to slow down attacking and use less end. Without a high recharge build, I cannot CHOOSE to speed up attacking.

    Making the build high recharge does not mean you must run out of endurance, but it does give you the option (for as long as the end lasts). I'd rather have options, personally.
  24. The looks pretty good to me. You could take the Adj. Targeting in Fort and make it a To-hit/Rech or just use a Rech common IO.

    You could slide the Triple LotG out of Weave (you only lose 0.2% defense and stay range capped) and into Adrenalin Boost as the Miracle End/Rech (which is pretty cheap) to get some more HPs (or into Ball Lightning to get more recharge).

    There are a fair number of mez effects that are not typed Ranged, so this will help, but not eliminate mezzing.
  25. Solo Build - It would be nice to supplement with a pool attack, but melee attacks are out of concept I guess.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Doctor Solomon: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Concealment
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Crush -- EndRdx-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), Range-I(43)
    Level 1: Radiant Aura -- RechRdx-I(A), RechRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(46), Heal-I(46)
    Level 2: Gravity Distortion -- EndRdx-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Hold-I(13), RechRdx-I(45)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), EndMod-I(15), EndMod-I(17)
    Level 6: Radiation Infection -- EndRdx-I(A), ToHitDeb-I(19), ToHitDeb-I(19), ToHitDeb-I(21)
    Level 8: Crushing Field -- EndRdx-I(A), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25), Range-I(46)
    Level 10: Recall Friend -- RechRdx-I(A)
    Level 12: Hover -- Flight-I(A), Flight-I(17), Flight-I(25)
    Level 14: Teleport -- EndRdx-I(A), EndRdx-I(27), Range-I(36)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Gravity Distortion Field -- RechRdx-I(A), RechRdx-I(31), Acc-I(33), Hold-I(33), Hold-I(33), Hold-I(34)
    Level 24: Grant Invisibility -- DefBuff-I(A)
    Level 26: Wormhole -- Acc-I(A), Acc-I(27), Dsrnt-I(34), Dsrnt-I(34), RechRdx-I(36), RechRdx-I(36)
    Level 28: Invisibility -- DefBuff-I(A)
    Level 30: Phase Shift -- RechRdx-I(A)
    Level 32: Singularity -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(39), Dmg-I(39), Dmg-I(39)
    Level 35: Dimension Shift -- Acc-I(A), Acc-I(37)
    Level 38: EM Pulse -- Acc-I(A), Hold-I(40), Hold-I(40), Hold-I(40), RechRdx-I(43)
    Level 41: Power Blast -- EndRdx-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Energy Torrent -- EndRdx-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
    Level 49: Temp Invulnerability -- ResDam-I(A), ResDam-I(50), ResDam-I(50)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment


    Team Build - You want your single target hold. Taking out a sapper, a sorcerer, and bosses with hard control is a big part of the job. AoE immobs on a team draw more aggro than you need to deal with, are of limited benefit, and often prevent your team from whatever positioning of enemies they want to do. I moved it to late in the build, because they aren't bad, used wisely, but you could replace it with Fallout or Mutation or Lift, IMO. You are mostly designed to work from range. World of Confusion is of dubious use for someone who lives in melee. It's wholly non-useful for this character.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dr. Solomon: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Crush -- Acc-I(A), Range-I(3), Range-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(7)
    Level 1: Radiant Aura -- EndRdx-I(A), RechRdx-I(7), RechRdx-I(9), Heal-I(9), Heal-I(11), Heal-I(11)
    Level 2: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(13), ToHitDeb-I(13)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), EndMod-I(17), EndMod-I(19), EndMod-I(19)
    Level 6: Recall Friend -- EndRdx-I(A)
    Level 8: Gravity Distortion -- RechRdx-I(A), Acc-I(15), EndRdx-I(21), Hold-I(21), Hold-I(23), RechRdx-I(25)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
    Level 12: Swift -- Flight-I(A), Flight-I(25), Flight-I(27)
    Level 14: Teleport -- EndRdx-I(A), EndRdx-I(27), Range-I(46)
    Level 16: Hover -- Flight-I(A), Flight-I(17), Flight-I(29)
    Level 18: Health -- Heal-I(A), Heal-I(31), Heal-I(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
    Level 22: Lingering Radiation -- EndRdx-I(A), Acc-I(23), Slow-I(33), Slow-I(33), RechRdx-I(34), RechRdx-I(34)
    Level 24: Gravity Distortion Field -- RechRdx-I(A), Acc-I(34), Hold-I(36), Hold-I(36), Hold-I(36)
    Level 26: Wormhole -- EndRdx-I(A), Acc-I(29), Dsrnt-I(37), Dsrnt-I(37), RechRdx-I(37), RechRdx-I(39)
    Level 28: Grant Invisibility -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
    Level 30: Invisibility -- DefBuff-I(A)
    Level 32: Singularity -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(40), Hold-I(42), Hold-I(42)
    Level 35: Phase Shift -- RechRdx-I(A), RechRdx-I(46)
    Level 38: EM Pulse -- RechRdx-I(A), RechRdx-I(42), Acc-I(43), Hold-I(43), Hold-I(43)
    Level 41: Mental Blast -- EndRdx-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
    Level 44: Indomitable Will -- RechRdx-I(A)
    Level 47: Crushing Field -- EndRdx-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
    Level 49: Psionic Tornado -- Acc-I(A), Dmg-I(50), Dmg-I(50)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    ------------
    Set Bonus Totals: