StrykerX

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  1. I don't like pure psi characters... things that resist psychic damage tend to resist the heck out of it. /Mental is a great Blaster set, but I wouldn't pair it with Psychic Blast unless it was a theme character (in which case effectiveness isn't the main goal)... Fire / Mental is probably one of the most powerful Blasters out there and Ice / Mental keeps Ice's great single target damage and control while adding AoEs. Sonic / Mental is also interesting... you can have an all-cone attack chain with -resist effects.

    For Controllers... well, most Controllers are fairly painful to solo at the best of times so does it matter? On a team you're there to provide buffs or debuffs and keep enemies from attacking, not to do damage. Solo... you're still there to do buffs / debuffs and contain enemies rather than to do damage. (Obviously there are exceptions, usually involving /Kin and Fire or Plant)

    Of course if you really want to make things die with your mind, go with a /Psi Dominator. Again, avoid Mind / Psi unless your concept demands it... go with something like Fire / Psi (the redside Fire / Kin) or Plant (good damage for a control set, and Smashing damage which wrecks bots) / Psi.

    And if you do go for an all-psi character, make it a Psi / Mental Blaster. The best way to overcome heavy resistances is to debuff them (which requires a non-psychic set) or just do so much damage that things still die fairly quick. That's pretty much a Blaster's sole function... and they do it very well.
  2. Quote:
    Originally Posted by SuperSilver View Post
    So the defender is getting a good deal then.
    Considering how many Defenders would probably swap Vigilance for an inherent that did nothing but provide a 10% damage buff to Brawl... I'd say so.
  3. I have an Archery / Energy Blaster that I use a lot of Vanguard costume pieces on (I love the Vanguard bow) and it's a very fun character. I go with hover blasting (via Rocket Boots) and using perma-Boost Range and pretty much ignore the Energy melee attacks.

    Non-Hero / AV level Vanguard NPCs generally use guns, claws, or (in the case of the magicians) ice and electric blasts. They also have grenades and such that aren't available in a player power set. The closest I can think of would be:

    Assault Rifle / Devices Blaster or Assault Rifle / Traps Corruptor or Traps / AR Defender for a standard soldier

    Ice / Electric or Electric / Ice Blaster for a magician

    Claws / Invulnerability (they use Impervium armor) Scrapper or Brute for a Sword agent

    Of course the whole point to Vanguard is that they accept anyone willing to fight the Rikti, so pretty much anything you can toss a Vanguard costum on works... bonus points if it has a Talsorian weapon.

    One interesting idea would be a Bots / Traps Mastermind... the bots aren't "standard" Vanguard units but they're not too far off, and you can unlock a Rikti blaster... the character could be a scientist who specializes in reverse engineering Rikti technology and turning it against them.
  4. Energy Melee has Boost Range and stuns (with Power Boost to extend them), plus very good single target melee damage to complement AR's heavy AoE focus. It also has Conserve Power if you need it.

    Mental Manipulation has more AoEs to stack with the ones you already have (including one with a stun), an immobilize to use with Ignite, a single target Fear, a PBAoE set mule... er, confuse, and a significant regen / recovery buff.

    Both have a version of Build Up.

    I'd suggest Mental if you want mitigation and even more AoE goodness, or Energy if you want to maximize your existing cones and need more single target damage for bosses. Energy can keep a single boss stunned pretty much forever (especially with Beanbag added in) while delivering high melee damage to him, while Mental deals well with large numbers of minions but doesn't have much single target damage. If you have a high recharge build I'd definitely suggest Mental since you can keep Drain Psyche up most of the time for some serious regen and frequent use of PSW.

    Though if you want something really funny, get Boost Range and slot some Range/Damage Hami-Os in Full Auto... nothing like a 170+ foot range Full Auto.
  5. My dream secondary would be another "natural-friendly" set like Devices, but focusing more on a mix of gadgets and martial arts attacks. Something like:

    Dragon's Tail
    Storm Kick
    Caltrops
    Build Up
    Crane Kick
    Acid Mortar
    Smoke Flash
    Eagle's Claw
    Poison Trap


    (Ok, I know that set would probably be overpowered as hell, but I did say it was my dream set... )

    But seriously, I really want a secondary with some non-glowing, non-elemental melee attacks. With Dual Pistols being such a gun foo inspired set it's almost unthinkable not to have punches and kicks to complete the picture.
  6. StrykerX

    New Set: DP

    Dual Blades is pretty middle of the road as far as DPA goes... it's not a bad set but it can be outclassed (significantly in some cases) by others. Dual Pistols is much the same... it has around the same DPA as Energy Blast when using incendiary ammo and slightly more than Sonic (but without as much -resist) when using other ammo types. The selectable secondary effects are nice, but since they're weaker than other sets' secondary effects they aren't that big a deal, and only 30% of the damage is selectable. The good news is that once the set is finalized you will probably be able to slot Achilles' Heel -resist and Kinetic Crash +recharge procs in many of the powers, and procs do go off even if you aren't using ammunition that causes that effect. That makes the set a little more flexible for IO slotting.

    In general, I'd rate Dual Pistols as being about equal to Energy Blast for single targets and slightly better than Energy Blast for AoEs with a moderate IO build. If using only SOs it's better than Energy Blast for both, but for high end builds it's close to (if not at) the bottom. All the DP attacks tend to have longish (but very cool) animations, so the DPA just isn't high enough once you start piling on the +recharge bonuses.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    No, both of them are GR the expansion. But the Complete Collection is not available for pre-order, and thus does not have access to sets early.

    I still do not understand the logic behind it, myself...
    The logic seems simple enough to me... since the complete collection has more goodies and a free month of game time for only $10 more (which makes it effectively $5 cheaper than the basic version), if it was available for preorder everyone would just get that version. By requiring you to buy the stripped down version if you want early access to Dual Pistols and Demon Summoning they can then sell you the extra goodies later for 10 bucks and you'll have paid the same amount for the whole package but you won't have a free month's game time. Bam... $15 profit they'd have lost out on if you'd bought the complete package.

    In other words, early access to the new powersets effectively costs $15, or $5 if you don't want the emotes and costume pieces later.
  8. It's not the safest Blaster set, but the one I've had the most fun with is Archery. I went Archery / Energy and took Hover to avoid melee range, only getting Boost Range and Build Up from /Energy. Well, I also took Stun to stack with Stunning Shot on bosses but I almost never use it. Archery is fast and has good AoE damage (especially after Rain of Arrows) and if you stay at range you get stunned a lot less and take considerably less damage.

    For a more defensive build you might try Ice/Energy. You get two holds, several stuns, good melee damage, and -recharge for even more mitigation. Your AoE potential is almost zero, but you can take down hard targets easily. Sonic / Electric is another good single target choice... use your AoE sleep and then pulverize targets one at a time with Electric's extremely powerful melee attacks. Sonic / Energy works similarly.

    Finally, if you want to be totally different than your Tankers, try Fire / Mental. You'll have absolutely insane damage output and can often survive simply by ensuring that nothing lives long enough to attack you more than once. However, you will have a steady diet of pavement learning to play that combo, and getting good just means fewer faceplants, not none. There's a good reason Blasters are called squishy.

    Oh, if you are feeling somewhat suicidal you can also try Fire / Electric. Get some serious recharge and nothing in the game will match your damage... not even a Fire/Kin or a SS/Shield Brute. I'm talking over 300 DPS here... and about as much mitigation as a level one Hellion in Eden. But hey, did I mention more damage than a Fire/Kin?
  9. Quote:
    Originally Posted by ZanderCross View Post
    Notice how he says there are no new Epics planned for "50". Why would he say that? Because they are planning them for a different lvl ... maybe! Just a thought... I wonder what the "End-Game" system will be all about. Soundc intriguing!
    I remember there have been previous dev posts saying that if they added new epics they would likely be unlocked through some other means than level... maybe we'll finally be getting those.
  10. Quote:
    Originally Posted by Rodion View Post
    The OP is complaining mostly about how much endurance it takes to defeat mobs before getting Stamina. Are you seriously suggesting taking Hot Feet before Stamina? Seems like you'd have a rough go of it before Transference.
    There are a couple schools of thought on this one. Hot Feet does take a lot of endurance, but if you fight a lot of weak enemies (like -1 / x4 / no bosses) you can just use Cages + Hot Feet to do damage and rely on heals to stay alive, skipping the single target controls entirely except on annoying Lts like Spectrals. Alternately, you can use Char and Ring of Fire as damage dealers and skip Hot Feet, fighting smaller groups but being able to handle tougher individual enemies. Honestly, both methods are slow and endurance heavy and I'm not sure which is better... just don't try to use both Hot Feet and Char / Ring of Fire until you get stamina and SOs.

    Better yet, don't use SOs at all. Frankenslot as soon as you hit the low 20s. Controllers solo slowly enough that you can use all the help you can get.
  11. Ice / Energy is a good "safe" Blapper build. You get very good single target damage plus two holds and multiple stuns. And remember, just because you're a Blapper doesn't mean you should never use ranged attacks... you just don't focus on them. If you have an insanely high DPA ranged attack like Blaze or Bitter Ice Blast, you darn well want to use it.

    /Electric is the highest damage melee secondary, but /Energy is safer and still good damage. Which one to pick depends on what you value more, damage or staying alive. As for primaries, Fire is the highest damage, Ice is the safest, and Electric is great if paired with /Electric for endurance drain. /Fire has great AoE but it's not really a conventional Blapper set as such.

    Of course, Fire / Fire Blasters can wipe out whole spawns faster than pretty much anything else in the game (including SS / Shield Brutes)... they just die really easily. It's not so much Blapping as unleashing pure AoE destruction... Build Up + Fire Breath + Fireball + Fire Sword Circle, then follow up with Blaze and Fire Sword on anything left standing. You'll either flatten the whole spawn in seconds or eat pavement. And hey, if you play a Blaster long enough you'll definitely get used to the taste of pavement...
  12. Energy / Energy is fun, though not that great from a powergaming perspective. It was a lot more fun when Total Focus could one-shot stun bosses and Power Boost affected knockback though.

    I'd definitely recommend /Mental since it adds AoEs and boosts survivability. /Fire and /Ice tend to work best against clustered enemies, and Energy focuses on un-clustering enemies, so they don't fit well. /Electric could be handy for blapping, though again, blapping + knockback is annoying.

    Really, I'd say /Mental fits best. /Devices could also work if you like /Devices... I'm not fond of it myself because I miss Build Up too much and don't have the patience to use mines.
  13. StrykerX

    Archery/?

    I really like my Archery / Energy Blaster. I play him as a natural origin pure ranged hover Blaster, using rocket boots to explain the flight. I only took a few /Energy powers, skipping the melee attacks and Conserve Power (I never drop below around 90% endurance unless debuffed so don't need it). The big advantage to /Energy is Boost Range, and getting Build Up really early is also nice. Archery lends itself well to hover blasting, and Boost Range is a hover blaster's best friend.

    Devices would also work well, but I absolutely love Build Up + Aim + Rain of Arrows (do it in that order since Aim draws the bow). If you're going to be ground based then Trip Mine might make up for it, but the whole point of hovering is that you won't need Caltrops and won't be low enough to plant mines...

    /Mental is a really nice secondary but it depends on being up close to the enemy and will cause redraw, so I'm not sure Archery is the best set to pair it with. Archery is quick enough that you really don't need any additional attacks to fill out a chain and it already has very good AoEs so Mental isn't going to add as much to it. Of course if you don't plan to go pure ranged then it will be very handy.
  14. StrykerX

    Knockback Build

    I'd go with a Storm/Energy Defender. 6-slot Gale and four of your Energy Blast attacks with Kinetic Crash and you'll have good KB protection and a fair bit of global recharge, plus insane knockback and even decent damage. Add in Hurricane, Lightning Storm, and Tornado (and the fact that Defenders have higher KB than Blasters) and you'll have bad guys flying all over the place.

    Energy/Energy is good too, but Energy Manipulation only has one KB power (Power Push)... the rest are stuns. Storm offers significantly more KB than Energy Manipulation does. You can even go Storm/Energy/Psychic and pick up Telekinesis if you want even more Repel to go with your Hurricane.
  15. Quote:
    Originally Posted by JuliusSeizure View Post
    Health has 45% regeneration. Numina's and Regenerative Tissue offer 45% combined. Place both into Health then add 3 level 50 Heal IOs, and you get 180% regeneration rather than 135%.

    The two procs have their regeneration multiplied by the Heal IOs associated with the skill.
    Also, if you have Physical Perfection or some other power that allows both health and endurance sets, the recovery bonuses from a Numina's or Miracle are multiplied by any endmod slotting, so Miracle, Numina, and 3x endmod in PP is better than a Miracle and Numina in Health plus 3 endmod in PP.
  16. Quote:
    Originally Posted by BCastro View Post
    Hi everyone,

    I was wondering how people went about developing their attack chains? Do they just kind of play around and see what works for them? Do some people just not develop attack chains?

    Thanks!
    For me, a lot of it depends on how well I plan to develop a given character. If I'm just playing around with a concept and using cheap SOs / frankenslotting I'll probably just play around with the powers and see what works best with the resources I have. If I'm serious about a character, I break out my spreadsheets and come up with the best chain I can based on the rough level of recharge I'm going to have, then use Mids and create a build based around that recharge plus whatever defense, regen, etc... I'm shooting for. Alternately, if I'm working on a particular budget I'll make the best build I can afford, then calculate the best attack chain that build can generate (and possible tweak the build a bit as needed).

    I don't get near as in-depth as Umbral, though I probably would if I was anywhere near as good with spreadsheets as he is. (I don't have the slightest clue how to do a recursive function in OpenOffice, for instance.) I find "pretty close" plenty good enough though, it's not like a 0.1 second gap is really noticeable.

    Speaking of gaps, if you're wondering why it might be better to have one, look at it this way... adding another attack that takes longer to animate than the existing gap adds damage, but also extends the length of the attack chain. For instance, if you had a high recharge Fire Blaster that used Blaze -> Flares -> Fire Blast with a slight gap, you could eliminate that gap by adding another Flares. However, that would also push the next Blaze back, and Blaze has such insane DPA that you're better off doing nothing for a short time and getting off the Blaze sooner than using a lower DPA filler (I'm too tired to calculate that exact time). The key is that you always add a filler if it's shorter than the gap (unless doing so causes endurance problems or requires running into melee or something) but if the filler is longer than the gap you have to compare total damage / time with and without the filler to see if it's worth it.

    One thing to remember though.... be flexible when actually using attack chains. If your target is at 1% health and your next attack is Headsplitter, either switch targets or toss in something fast and weak. If you start robotically following a specific pattern you can end up wasting a lot of damage doing overkill.
  17. StrykerX

    Kamikaze

    Fire/Fire/Fire Blaster with Self Destruct and Rise of the Phoenix...

    But for the "Divine Wave" concept you could go with a Storm/Energy Defender... Energy Blast is the closest to a Water (as opposed to Ice) based set and of course Storm is full of wind and rain powers.
  18. Yes, temp powers have exactly the same stats for all ATs.
  19. Quote:
    Originally Posted by Local_Man View Post
    I don't have access to Mids at the moment, so I can't check the stats, but I saw one or two things.

    Super Speed -- why a Zephyr? A single one one-aspect IO from the set is no different than a common Run Speed. I like EndRdx myself, as then I can run both SS and Steamy most of the time for full invisibility. You could put a Travel/End in it if you want.
    Because I'm blind. I originally had a pair of Zephyrs in it and when I pulled the second slot I forgot to swap it to a runspeed.

    Quote:
    How often do you use Vines? I find that I rarely use it, mostly as a "panic button" power or to fill in when Seeds was just used. Do you need six slots in it, or can you reduce that to 5 with an Acc/Mez Hami-O?
    Good call. I was planning to use it as an emergency power so I only slotted it fully for set bonuses.

    Quote:
    Spore Burst: Do you really use this power? Or is it just a mule for the Sleep set? Would you be willing to give up a little bit of Rech to change this to Seismic Smash? I find the biggest weakness for a Plant Controller is the lack of single target damage. You have Entangle, but Seismic would add a lot to this build.
    I was planning it as a team build so I figured an AoE sleep would be a useful enough panic button for excess aggro to justify using it as a set mule. I have three veteran attacks and the 15% accuracy bonus in the purple Sleep set goes a long way toward making them useful against bosses... with 33% accuracy and 6% to-hit total I think I can hit +2s often enough to use them, and I won't be fighting +3s solo. Plus I believe stacked Tornadoes do pretty good damage to immobilized targets...

    Quote:
    Tornado: Why use the Call to Arms set rather than Expediant Reinforcement? 4 of the ER set plus the Soulbound Dam/Rech caps Damage and Recharge, allowing you to free a slot or add the Soulbound Chance for Build Up proc. (I would rather have the Proc in Twoey, though, to give you more use and the Regen bonus.)
    For the recovery and +HP set bonuses. This build is extremely endurance heavy so I was looking for places to snag a bit more recovery. I may not need the +HP bonus with Earth's Embrace and accolades though, so I'll look at moving that slot elsewhere.

    Quote:
    Doctored Wounds in O2 is giving you 5% Recharge. You could get that same 5% from 4 Dark Watcher in Hurricane. Then you could slot 3 Golgi (Heal/End) in O2, which is better slotting for that power.
    Nice catch, thanks. I guess I'm just used to slapping 5 Doctored Wounds in every heal I get...

    As far as endurance goes, I've tweaked the build a bit thanks to you guys' suggestions and now have a little more end reduction in things like Roots and Strangler, plus I picked up a bit more +recovery. I've pretty much get all the recovery I can get without sacrificing recharge so I figure if it's not enough I'll just have to carry blues. 3.48 endurance / second recovery is pretty good, and I won't be using Seeds as soon as it's up most of the time or using both Roots and Entangle. I figure I'll be losing about 1.25 - 1.5 endurance per second during heavy fighting but if I get low I can stop spamming Roots and I'll start regaining endurance even keeping the Tornadoes and Lightning Storms out. Should be managable, I just won't be able to go max DPS + max controls indefinitely. Then again, what Controller can?

    Revised build:

    Code:
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  20. Hmmm... you're right, the datalink isn't working. I have no idea why not, I'm entering it into the post as a hyperlink. I added the data chunk.

    As far as travel powers go, I have Super Speed plus a jetpack and the Good vs Evil jump pack for vertical mobility. Blueside that should be fine (no Grandville). Hurricane appears to be autohit (it can't take accuracy IOs at any rate, and when I use it everything always seems to get pushed back) so I'm not really sure what else it needs... a bit more to-hit debuff could be nice but I'm not sure where I'd get the extra slot.

    As for it being a "throw money at it" build, I'm actually trying to throw as little as possible while still getting enough recharge. That's why no purples except the cheap sets (well, cheap for purples).
  21. The grenade is about 1/3 Smashing and 2/3 Lethal. It's also pretty weak, doing less damage than your tier one single target blast. Robots will be annoying until you get Flamethrower and Ignite, though not that bad. The good news is that the things that are highly resistant (50% or more) to Lethal tend to be found at higher levels where you'll have some fire based damage. Clockwork aren't as resistant as true robots, so by the time you are likely to run into 50% resists (Council bots at 25+) you'll be able to burn them. Those annoying Crey Tanks are resistant to both lethal and fire, but they resist almost everything so most people hate them.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    Remember, this is the game where someone can get hit by a truck and then you set them on fire and they are completely healed, and where you can microwave people back to life. I don't think an argument about "concept" really works here.
    Look at it this way... Containment is essentially the ability to place our attacks for maximum effect when a target is not able to dodge properly due to being held or immobilized or whatever. It's probably hard to do that against someone who is bouncing around on the floor...
  23. I've been absolutely loving my Plant/Storm Controller and I'm considering going (almost) all out on an endgame build for him... it's one of the few characters I can see myself playing enough after 50 to do so on. Right now he's level 33 but I want to plan ahead because it can take quite a while to collect high-end sets at a reasonable price. My main goal is high recharge... I plan to rely on Seeds of Confusion and Hurricane for protection and focus on getting as many Tornadoes and Lightning Storms out as I can. I also refuse to spend over 200 mil on one IO... so no PvP IOs or high-value purples. I'll be using the cheap(ish) Sleep and Confuse purple sets and one single Soulbound Allegiance IO but no Ragnaroks, Armageddons, or such. I can IO out two more alts for what those blasted sets would cost...

    This is what I came up with so far:

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

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (3) Basilisk's Gaze - Accuracy/Recharge
    • (3) Basilisk's Gaze - Recharge/Hold
    • (5) Basilisk's Gaze - Endurance/Recharge/Hold
    • (5) HamiO:Peroxisome Exposure
    • (25) Ruin - Damage/Endurance
    Level 1: Gale
    • (A) Accuracy IO
    Level 2: Entangle
    • (A) Decimation - Accuracy/Damage
    • (7) Decimation - Damage/Endurance
    • (7) Decimation - Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Accuracy/Damage/Recharge
    • (23) HamiO:Peroxisome Exposure
    Level 4: Roots
    • (A) Positron's Blast - Accuracy/Damage
    • (11) Positron's Blast - Damage/Endurance
    • (11) Positron's Blast - Damage/Recharge
    • (13) Positron's Blast - Damage/Range
    • (13) Positron's Blast - Accuracy/Damage/Endurance
    • (25) HamiO:Endoplasm Exposure
    Level 6: O2 Boost
    • (A) Doctored Wounds - Heal/Endurance
    • (15) Doctored Wounds - Endurance/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal
    Level 8: Seeds of Confusion
    • (A) Coercive Persuasion - Accuracy/Confused/Recharge
    • (19) Coercive Persuasion - Confused/Recharge
    • (19) Coercive Persuasion - Accuracy/Recharge
    • (21) Coercive Persuasion - Contagious Confusion
    • (21) Coercive Persuasion - Confused
    Level 10: Steamy Mist
    • (A) Endurance Reduction IO
    • (23) Luck of the Gambler - Defense/Endurance
    • (27) Luck of the Gambler - Recharge Speed
    • (34) Karma - Knockback Protection
    • (37) Kismet - Accuracy +6%
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 16: Freezing Rain
    • (A) Recharge Reduction IO
    • (37) Achilles' Heel - Chance for Res Debuff
    Level 18: Health
    • (A) Miracle - +Recovery
    • (31) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (33) Performance Shifter - EndMod
    • (33) Endurance Modification IO
    • (33) Endurance Modification IO
    Level 22: Hurricane
    • (A) HamiO:Enzyme Exposure
    • (50) HamiO:Enzyme Exposure
    Level 24: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 26: Carrion Creepers
    • (A) Positron's Blast - Damage/Recharge
    • (34) Detonation - Damage/Recharge
    • (34) Air Burst - Damage/Recharge
    • (36) Enfeebled Operation - Accuracy/Recharge
    • (36) HamiO:Nucleolus Exposure
    • (39) Positron's Blast - Chance of Damage(Energy)
    Level 28: Vines
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (29) Basilisk's Gaze - Accuracy/Recharge
    • (29) Basilisk's Gaze - Recharge/Hold
    • (31) Basilisk's Gaze - Endurance/Recharge/Hold
    • (31) Essence of Curare - Accuracy/Recharge
    • (39) Essence of Curare - Accuracy/Hold/Recharge
    Level 30: Spirit Tree
    • (A) Healing IO
    Level 32: Fly Trap
    • (A) Blood Mandate - Accuracy/Damage
    • (36) Brilliant Leadership - Accuracy/Damage
    • (37) Soulbound Allegiance - Damage
    Level 35: Tornado
    • (A) Call to Arms - Accuracy/Recharge
    • (43) Call to Arms - Accuracy/Damage
    • (43) Call to Arms - Accuracy/Damage/Recharge
    • (45) Call to Arms - Endurance/Damage/Recharge
    • (46) Soulbound Allegiance - Damage/Recharge
    • (46) Soulbound Allegiance - Accuracy/Damage/Recharge
    Level 38: Lightning Storm
    • (A) Decimation - Accuracy/Damage
    • (39) Decimation - Damage/Endurance
    • (40) Decimation - Damage/Recharge
    • (40) Decimation - Accuracy/Endurance/Recharge
    • (40) Decimation - Accuracy/Damage/Recharge
    • (46) Ruin - Damage/Recharge
    Level 41: Fissure
    • (A) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    Level 44: Rock Armor
    • (A) Red Fortune - Defense/Endurance
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Recharge Speed
    Level 47: Spore Burst
    • (A) Fortunata Hypnosis - Sleep
    • (48) Fortunata Hypnosis - Sleep/Recharge
    • (48) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (48) Fortunata Hypnosis - Accuracy/Recharge
    • (50) Fortunata Hypnosis - Sleep/Endurance
    Level 49: Earth's Embrace
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment



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    Expensive, but I do Hami raids regularly so I should be able to get the hami-os myself and I plan to pretty much live in task forces from 35-50 so merits for the LotGs and uniques shouldn't be a problem. I'm building the character primarily for teaming, but with enough damage to solo decently.

    Any suggestions for improving the build? Oh, before you point it out, Spirit Tree is in there purely for concept. The character is a farmer (as in an actual person who owns a farm, not a Fire/Kin wannabe ) and I couldn't pass up a power that grows a tree. I don't have any slots to spare so even if I pulled it about all I could do is toss in Hover or Combat Jumping for one more LotG (which I don't really need) or take Super Jump (I just hit the 5 year vet reward). If someone can point out something that will really help a lot with only one slot that I'm overlooking I might drop Spirit Tree, but honestly I can't think of anything.

    Thanks for any help... this is the first high end build I'm actually likely to make so I don't have much experience with optimizing them, and this is also my first Plant or Storm character to get out of the low 20s.
  24. I've played a Fire/Kin and a Plant/Storm to moderately high levels (neither is 50 yet) and I'd suggest Plant. Fire/Kins get good when they get Fire Imps, great when they get Fulcrum Shift, and ungodly when they get Fire Ball or Fissure... but that leaves 31 levels of "suck" and 7 levels of "so-so" before the real fun starts at 38. Plant is a lot stronger early on, and also a lot safer... get decent accuracy and max recharge on Seeds of Confusion and you'll have most enemies shooting each other instead of you, which not only protects you but also boosts soloing speed considerably. /Storm, /Kin, or /Rad are all good solo, with /Storm probably giving the largest damage boost pre-38, /Kin giving the most late-game damage, and /Rad giving the most safety.

    Fair warning though... even the best Controllers solo slowly until high levels. Once you get your pet(s) and especially once you can get a decent attack or two from your ancillary pool they start to pick up, but things like Fire/Kin that can hit Scrapper level speed are the exception rather than the rule. Controllers are a lot more fun on teams. If you want to get on teams very easily make a /Kin, though a /Rad will be better against AVs if you like fighting those.

    And if you are rich and really want to be able to solo anything but don't care how long it takes, make an Illusion / Rad and get perma-PA. I'm pretty sure a good player with a fully purpled out Ill/Rad can defeat any non-timed encounter in the game except Hamidon and possibly Lord Recluse in the STF. They've soloed pretty much every other AV and giant monster around, though some of the fights take several hours (I think the guy who soloed Lusca took over 5 hours to do it).
  25. Not really. I have an Archery Blaster, which is even more Lethal focused than AR, and it still does fine. Robots are a bit of a pain, but it's kind of like a sword Scrapper... your damage output is so high that even resisting half of it won't stop you from demolishing most enemies. Plus AR has a fair amount of Fire damage too (unlike Archery).

    Also, Full Auto is usable every spawn... that more than makes up for doing Lethal damage.