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Controllers are one of the ATs I have the least experience with. I've taken multiple Dominators and Corruptors to 50, so I'm familiar with control primaries and support secondaries, but not so much with how they work together. I've taken a couple Controllers into the 30s but that's as far as I've gotten so far.
With this build I've tried to make it a decent generalist, with enough damage powers to solo effectively but also a good set of team powers. It's not softcapped but has enough S/L defense to get there with the help of Earthquake.
Mostly what I'm looking for is a review by experienced Controller players so I can know if I'm making any newbish mistakes or anything like that. Advice on how to improve the build generally is welcome but not my main goal.
Thanks in advance for any replies.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
EarthSonic: Level 50 Natural Controller
Primary Power Set: Earth Control
Secondary Power Set: Sonic Resonance
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Stone Prison -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 1: Sonic Siphon -- Acc-I(A), RechRdx-I(19)
Level 2: Fossilize -- HO:Nucle(A), HO:Perox(5), Dev'n-Dmg/EndRdx(5), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Hold%(11), Lock-EndRdx/Rchg/Hold(31)
Level 4: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(31)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(43)
Level 10: Stealth -- LkGmblr-Rchg+(A)
Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15)
Level 14: Super Jump -- Empty(A)
Level 16: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Earthquake -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/Rchg(37), DarkWD-ToHitDeb(40)
Level 20: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25), S'fstPrt-ResKB(25), S'fstPrt-ResDam/Def+(29)
Level 22: Stone Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(34), GravAnch-Acc/Immob/Rchg(36), GravAnch-Acc/Rchg(36), GravAnch-Immob/EndRdx(36), EndRdx-I(37)
Level 24: Disruption Field -- EndRdx-I(A), EndRdx-I(34)
Level 26: Quicksand -- Slow-I(A)
Level 28: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(40), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(50)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Animate Stone -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(34)
Level 35: Clarity -- EndRdx-I(A)
Level 38: Liquefy -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(39), DampS-ToHitDeb/Rchg/EndRdx(39), DampS-Rchg(39), DampS-ToHitDeb/EndRdx(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
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It's hard to offer much without knowing why you don't like the character, or why any builds you come up with for it seem unfun. Without that any suggestions will be a shot in the dark.
As to Plant/Earth Dominators, the two sets don't synergize particularly well, but they don't work against each other either, so if that's the combo you want to roll I'd say go for it. Out of curiosity why is Plant/Thorns not up for consideration? It seems like the thematic pick.
The reason I say I don't think Plant/Earth works together all that great are twofold. First is that after using Plant's main group control, Seeds of Confusion, you usually want to follow up with AoE damage, which isn't /Earth's strong suit. Second is that /Earth is one of three Dominator secondaries that gets Power Boost, which does very little for Plant. Seeds has a long enough duration that there is no need for Power Boost. -
It sort of was. Stalkers get Shadow Dweller which is an auto power that grants half the defense bonus that Cloak of Darkness does. It also provides less immob protection at only mag 4. While I wouldn't want to try to get by on so little immob protection, you certainly could.
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Just wondering if everyone is seeing this since the patch or if something is wrong with my system. The bulldozers are solild white. They seem to be missing their textures. Seen in Mercy and Port Oakes.
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I suspect that the difference comes to what one considers a "good" name.
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The immobilize from TT works quite nicely with Storm powers. One thing worth noting is that both Lightning Storm and Tornado have an "avoid" effect, making mobs want to flee from them. Being able to immobilize them to keep them from running is quite valuable. It also helps once you've Galed/Hurricaned them into a corner to keep them from running out.
Once you get all the tools from Storm you will pretty much never have problems with any boss that is not KB resistant. With Hurricane running push/Gale them into a corner, throw up Lightning Storm and throw a Tornado at them. They will spend the rest of the fight bouncing in that corner.
The problem you will run into is primarily with EBs with the PToD. They will resist the KB, but not the avoid effect from LS and 'nado. What that means is that they will run for the hills and you won't be able to stop them. You could spam TT to immobilize them, but that will probably be too endurance intensive to maintain.
My experience was that I had to simply not use LS or 'nado while fighting PToD EBs. It sucked, but waiting a few minutes for an EB to return only to have it run to the *** end of the map again after taking one shot from the LS is worse.
I don't like that the set is designed in such a way that some of its better tools can't be used against harder targets, but IMO this is compensated somewhat by how much the set pwns everywhere else. -
I had the proc slotted in Health on one of my Brutes for a while. Other than occasionally seeing the floating green number, it didn't provide any noticeable effect. That's not surprising considering the relatively low bonuses it provides.
The way I look at it is it's worth using if I already have all the other uniques/procs slotted and want/need more recovery or regen. In practice that never seems to happen. The bonuses are low enough I usually prefer to use that slot elsewhere. That's not factoring in the cost of the proc since I have a few lying around.
So yeah, I have them available for my use and I don't bother. I'd say that pretty well sums it up, though I am considering putting one back in a build. -
I usually pick Brutes because I like the upside potential they have when buffs are available. I'm not a big fan of the fury mechanic, especially after the changes, but I don't dislike it enough to favor Scrappers generally.
Another reason is I hate dealing with runners. While it is "realistic" that a mob might flee when you just pwnt his buddy in the face, it doesn't make encounters more difficult, just more annoying. The mini-gauntlet Brutes get means rarely having to deal with runners. Mobs turn to flee, then turn right back around and run back. If all else was equal this would be enough to make me pick Brutes. -
I don't think you'll have the endurance to run Tough/Weave along with Cloak of Fear and all the other toggles.
Anyway here's the build for my KM/DA. I obviously went a different direction but it may be worth a look. I procced Cloak of Fear to try to squeeze a little more AoE out of the build. The reason I also took OG is just because I like stunning bosses. I usually only run it for boss fights and stick to Cloak of Fear the rest of the time.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Vamp Scout: Level 50 Natural Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
Level 1: Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(46)
Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11)
Level 4: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(17), S'fstPrt-ResDam/Def+(36)
Level 6: Assassin's Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(15), RechRdx-I(37), RechRdx-I(46)
Level 12: Placate -- RechRdx-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(43)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(43)
Level 20: Recall Friend -- Zephyr-ResKB(A)
Level 22: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(27), GA-3defTpProc(36)
Level 24: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(29), Theft-+End%(31), Nictus-Acc/EndRdx/Rchg(34), Nictus-Acc/EndRdx/Heal/HP/Regen(34), HO:Golgi(40)
Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31)
Level 28: Shadow Dweller -- LkGmblr-Rchg+(A)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
Level 35: Cloak of Fear -- HO:Endo(A), HO:Lyso(37), HO:Enzym(37), Abys-Acc/EndRdx(39), Abys-Dam%(39), Cloud-%Dam(39)
Level 38: Soul Transfer -- RechRdx-I(A)
Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Knock%(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Oppressive Gloom -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-ToHitDeb%(48), Amaze-Acc/Rchg(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Assassination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(50)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-End%(50) -
It depends on what you want to do. Elec for more AoE, KM for more...zoom zoom sounds I guess. I like them both. If you don't mind spending on the build you can make WP very tough. I have an Elec/WP that's softcapped to S/L/E/N an has 50% S/L resistance. Add in a decent amount of regen and the nice heal the set has, and you have one tough character. Nin is good for softcapping on a budget and is a fairly loose build as well.
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Thanks for this thread. I have been dealing with this problem for some time now and never knew it was the invisible pophelp window causing it. Now I can finally fix it for good.
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I agree that your secondary shouldn't interfere with your ability to complete combos, with the possible exception of Regeneration if you found yourself needing to use a lot of click powers for mitigation and thus missed the 5 second window to activate the next power in the combo.
The combos are only three powers. You won't be restealthing so often you won't have time to finish a three move combo. Even if you did want to use a power from your secondary mid-combo, that won't break the combo unless it causes you to miss the 5 second window.
So if you want to roll a DB/Nin, I'd say go ahead. There should be no problems created by combining the two sets. -
I'm not a big fan of regen on Stalkers. The fact that Dull Pain is just a heal with a long recharge takes a lot away from the set for me. That said, the -damage effect from KM would work well with regen, helping to lower incoming damage to a point that your regen/heals could compensate.
Of course, you could say the same for Ninjitsu, even softcapped. Lowering incoming damage means the occasional hit that does get through hits for less. Still of the two I'd say regen would benefit a lot more.
Regardless I don't think there's enough synergy to favor one over the other. The -damage from KM helps any secondary.
The only synergy I think is notable is KM/DA with OG. I like stunning bosses. -
I think many of the original powersets will always remain popular simply because many break the balance formulas in one way or another. Depending on the powerset in question that may or may not make them stronger than other powersets. IMO it surely does make them more interesting.
New powersets we get are more "balanced", and as a result they tend to feel somewhat bland and more or less interchangeable to me. I doubt there will ever be another Blaze, Seismic Smash, Dark Regeneration, etc., so the older powersets will always have a place. -
I have a Kin/DA Stalker I took to 50 and I really liked the combo. Having just the one PBAoE isn't so bad since that one has a 100% crit chance from hide, so a BU->Burst from Hide does some decent damage.
If you want to squeeze a little more AoE from /DA you could try proccing up Cloak of Fear. I have two damage procs in mine and while it's not exactly going to wow you, it is a nice source of a little extra passive damage. Every now and then I see a minion I'm not attacking just fall down and I smile. -
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Good info. I did not know that. Now I can stop editing the database for all defense powers with a suppressing portion. I had been deleting all effects which suppressed so that my totals would be accurate.
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Those are some of the cheapest HOs around. It's hard to imagine anyone having problems affording them. Run a few newspaper/scanner missions and you have probably earned enough to buy one.
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Quote:I took Soul Mastery for the second hold. I know most people don't care about that, but I really like being able to hold bosses. I was very tempted to go with Dark Mastery for the shorter recharge on Soul Drain, but wasn't willing to give up the hold to get it.Anyone else able to chime in on what epic they went with for their Fire/Dark and why?
You said you don't solo, so being able to hold bosses would have probably about zero importance for you. I'm a little surprised you don't use Soul Drain though. For a team-only build I'd think you'd have plenty of opportunities to make good use of it. -
You won't want to farm with Stone Melee, but Tremor along with a patron/epic AoE does the job, taking down minions without having to actually target them. The slow animation does suck, but the large area it covers along with the knockdown makes it a potent mitigation power. I find that I rarely need to use Fault due to how much knockdown I'm getting from Tremor.
It's a good candidate for procs. I put the purple fire proc in mine and it's well worth the cost. I highly recommend it. -
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I wouldn't skip it even on my Elec/Regen, which is probably one of the worst combos to try to use Placate with. I'd also take it with primaries with no good attack to use following Placate besides AS, like Spines. It's not something I necessarily use every fight, but it's a useful tool I wouldn't want to be without.
Heck I even take it on my Banes, and they literally have no attack to follow it with that doesn't make it decrease DPS. -
You might also want to double-check against the link MB provided, just in case you might have been using the outdated wikia link. The requirements for BIB changed some issues back and if you're using an old list that could be the source of the problem.