ketch

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  1. ketch

    Grav farmer

    You've heard wrong. Gravity is a solid single damage set with Propel and Lift, but what you need for farming is AoE.

    Fire dishes it out with Hotfeet and Fire Cages. After fire, plant comes in with the next best AoE. It's AoE immobilize deals more damage than the others and Creepers contributes a good deal of damage. You also have the enemies damaging themselves due to Seeds of Confusion.
  2. Quote:
    Originally Posted by Madam_Enigma View Post

    Stuff about stacking... stuff about stacking
    You realize, don't you, that the -recharge, -resistance, and even -defense from individual powers within TA don't stack on themselves? So even if I kick out Entangling Arrow each time it's recharged, it will still only provides -12.5% recharge. So TA can only output -45% recharge on a single target.

    Correction: With some recharge, you could maybe put -45% on two to three targets.
  3. Here's a guide to Powerboost that I have found very useful and accurate. It contradicts a good bit of what people commonly believe about the power.
  4. Quote:
    Originally Posted by GreenFIame View Post
    I rather just come up with my own build, then to use mids or any other type of build and i do just fine. However if you being kick off teams, maybe there something you doing wrong here what i do.

    (1) always get health a and Stamina.

    (2) Turn on your Toggles and Shields before you enter a mish.

    (3) Bring Inspiration that can help you on a boss fight or to help with major problems
    Healing, End recovery and Purples always come in handy.

    (4) Never get ahead of the tank, let him take the Aggro.

    (5) If you playing a tanker, make sure you get Taunt.

    (6) Never get more then one Travel power, Sometime two is need, but i think you should get Just one, flight, Super Jump or Super Speed.Getting more then one power take up power Slots that might come in handy for better powers in you Secondly, Primary and Power Pool.
    1. Mostly. Though you can do without on some builds. Transference and Drain Psyche make it quite easy for some to avoid.
    2. I concur.
    3. I concur.
    4. Nope. Tanks aren't the only people that can take an alpha. Heck, a good controller or dom can often keep the alpha from being fired.
    5. Taunt is useful, but not every tank needs it to keep aggro.
    6. Some builds don't have room; some builds do. A lot of people like to take Superspeed and Superjump, both of which have useful prerequisites.
  5. People can currently grief people with ID if they choose too. Surprisingly, you just don't see it happen.
  6. Quote:
    Originally Posted by je_saist View Post
    Second, now for your overall build.

    Speedboost? One Slot? Run?

    ... ... respec. put 6 slots in it. Efficacy Adapter, full set.

    Also, drop the fighting pool. Here's a key fact about Kinetics that isn't really taught much these days.
    I disagree on both points. Six-slotting Speedboost with Efficacy Adaptor is a terrible, terrible idea. The bonuses to accuracy and recharge are essentially wasted. In return, you garner 5% more recharge. I highly recommend two slots with generic end modification IO's.

    Also, the Fighting pool is used here to soft-cap against lethal/smashing. Loosing that makes the OP more prone to squishiness and being struck with a mez.

    Edit: I noticed that you are actually over the soft-cap. You could easily drop two slots from Tough and relocate them to the Imps. Then use the two defense aura IO's to give them a bit more survivability.

    Addressing the OP's original question of how to avoid mez, there's little you can do build-wise. However, you can do two things. Combine inspirations and carry break frees. Since a mez can mean the difference between life and death, I find it worthwhile to always have one on hand. The second thing is to mez the mezzers. Be selective with who you initially target. Target mezzers even when you use your AoE controls to reduce the risk of them remaining free.
  7. I often play a plant/ff controller without the ally shields. So far, it hasn't been kicked from any teams. I only recall one instance where someone asked for shields. I stated that I did not have them and the response was a simple "oh".

    As for why people gravitate towards certain sets, I think some very good reasons have been put forth already. There are obviously some powerful combinations that min/maxers and/or farmers favor. There are new sets that attract attention by virtue of being new. There are some combinations that combine effectively for concept. There are even some sets people favor because the powers can be rp'ed as a variety of different things.

    Also, to address the specific example, you've given of Sonic/Ice controller. I assume you're referring to this thread here, in which only one person suggests anything other than Ice/Sonic. In fact, one person expresses a great deal of enthusiasm for the combo. I'm not sure where the skewed perspective is coming from.
  8. Quote:
    Originally Posted by Heraclea View Post
    If I am playing a tanker there's at least something I can do without being in melee range. On a scrapper, there is nothing. At least, no one here has been able to come up with any plausible suggestions, even if pointing this out is not taken well.

    Bear in mind that not every player is even going to have access to a Nemesis staff. Again, what exactly is a scrapper to do in a situation where being in melee range is counterproductive? It seems blindingly obvious to me, even if it's not to anyone else, that in a situation like that any other teammate rather than a scrapper would be preferable.
    Wait for the controller to lock things down or defenders to debuff their tohit and damage then move into melee.

    Looking back at this thread, I'd like to suggest a bit of perspective. For a very specific example, imagine what a grav/ff'er can do on an ITF. Shout of Command has neutered their control. They have no debuffs for the AV's. Every four minutes they can reshield the team. Otherwise, they plink away with sub-par damage. Consider the things that other AT's can't do. Controllers, for example, have their entire primary essentially negated by the PToD. A level 50 AV will resist over 80% of a defender's debuff. A blaster can easily be one or two-shotted. These are all situations that occur much more often than facing off against Vanguard.

    I personally think it's great that everyone has a foil at some point. This is, after all, a team oriented game. What you see as a unfair gimmick to a particular AT can just as easily be viewed as a mechanic intended to reinforce teaming.
  9. Quote:
    Originally Posted by TrueDarkLord View Post
    isn't it true that with perma Dmg cap slotting for dmg is pointless?
    I was buildin for a bit of ranged def (25% makin me twice as hard to hit from a range) since as I mentioned I will be doing the demon farm with his toon where the demons do mostly ranged Atks..and i won't be using bonfire and repel they are there for the 7.5% recharge bonus that is nice and cheap...the reason I posted this is because my build is a little exotic and different from the other builds on the forum that I was gandering at...
    If you hit 10 targets with Fulcrum Shift, you only add 200% to your damage. Controllers' damage cap is 400%. Granted you can stack FS, but you need to be well within melee range and have sufficient accuracy. There's still an additional 100% (beginning from a 100% base) to achieve. A bit of damage slotting will help keep you closer to the cap. Also, note that Hotfeet can accept damage proc's from the slow sets, which are reasonably attainable.

    Consider this as well. Demon's resist your fire damage. If you run the BM map, you can deal more damage and will have an easier time capping for smashing/lethal. If you plan to remain on the demons, then consider smoke. Out of the box it will essentially be an extra 5% defense. Slot it with 4 from the Darker Watcher's set and it'll give an extra 5% recharge too.

    Basically, you've picked a very odd way to farm.
  10. Don't expect much. As you could tell from a brief scan of this forum, fire/kin threads are a dime a dozen. Click the tag for fire/kin and you'll get three pages of results. It's nothing against you, but it seems lazy when people post a build that ignores the same basic information given time and time again. That said, I'll give you a few tips anyway.

    Hotfeet is your source for damage and it needs more than 3 slots. Damage procs, and a moderate amount of dam/end will greatly increase your kill speed. You'll also want to slot Fire Cages for Dam/end with a side of accuracy and recharge. Immobilize and move in with Hotfeet. Keep spamming Fire Cages. With that in mind, repel will be very counter-productive.

    You've wasted a lot of slots in Siphon Speed. It needs accuracy and recharge. Most slow sets don't provide what you'll want in slow powers.

    You've underslotted Fulcrum Shift. Another accuracy and a recharge are needed.

    You have a less than significant amount of defense. You'll find it much easier to build for smashing/lethal which will deal with most melee attacks (which is where a fire/kin will be). You have poor endurance recovery for the number of toggles you will be running. You've underslotted a number of key powers and over slotted others.

    Really, the build is a mess. A few minutes looking at other's builds and reading the advice given would have avoided many of the problems present.
  11. I fear these shennigans have set back development.

    DOOOOOOOOOOOOOOOM!!!!!!!!!!!!
  12. Quote:
    Originally Posted by DR_EVIL_NA View Post
    Yes it can proc when you cast Phantasm
    Yes it increases his recharge. If it happens enough during an AV fight, he'll start casting multiple decoys on a single target.
    Unless this was changed on a recent update. A damage proc can go off when he attacks or his decoy as well.
    Castle details the change to pet recharge here. It's pretty clear that pets ignore all recharge.

    I personally have never seen Phantasm cast more than one decoy, and I've spent a bit of time solo'ing some GM's with my ill/kin.
  13. Quote:
    Originally Posted by Torrynt View Post
    On my Earth/Storm I have neither. I don't want a slow toggle, and I don't need the -DEF in quicksand. If you are going to make even the cheapest attempt at IOing your character, you'll be at 95% for just about everything anyway.

    If you want a slow patch, which Earth only really needs at lower levels, then take it. However, I'd rather go for pool powers that give my character some added versatility.
    Quicksand isn't for the controller alone. Anyone that's not swinging at 95% will appreciate it and it does make it easier when tackling higher level foes.
  14. You'll have a 10% chance for it to activate on yourself when you cast Phantasm. After that, the Phantasm will have a 10% to activate it on itself with each target hit by Energy Torrent. Unfortunately, pets ignore recharge buffs and enhancements so it will effectively do nothing when it activates.
  15. Quote:
    Originally Posted by Carnifax_NA View Post
    I'm pretty sure that Singularity needs to be summoned on a bit of ground, as does Traps FFG. Which is bizarre as both float around happily.

    Phantom Army can and should always be summoned in the air so that they end up on each others shoulders like some circus act.
    Singularity can be cast in the air. I have no experience with Traps to say about FFG though.

    Also, Spectral Terror can be cast in the air. A few times I've accidentally dropped it into the void in the Shard.
  16. In my experience, bosses will still be standing in most situations even if you focus a bit of fire on them. Not so much in the early levels, but later on when they boast more than twice the health of a lieutenant, they'll be hard to put down with everyone else. If you're running +2/x8, you're bound to hit a multi-boss spawn as well.

    Anyway, I assume, given the OP's original build, that he intends to only use SO's or generics. Personally, I love to frankenslot and use sets, but it doesn't seem like that's quite what he's after.
  17. If you do this on Virtue, I'd gladly tag along though I'm set with my current SG. I've tossed together a few all controller pugs in the past, but it's not something that happens regularly.
  18. I agree with what Max has said about Roots. It is definitely a damage source, and given that you'll be spamming it immobilize duration isn't as important. I like your original slotting of 3 damage, 2 accuracy, 1 end reduction though you might find it efficient to reverse your accuracy and end reduction. Roots and Seeds will definitely be your AoE damage until you get Creepers at 26.

    Also, as Local noted, plant is pretty weak for single target damage. Taking Entangle and slotting it for damage isn't a bad idea. It'll also be more endurance efficient to spam if there's only one target left and you want to root it in place for Tornado or Lightning Storm. I also tend to take it because of skipping either Snow Storm or O2 boost (a fine power, it just doesn't suit my playstyle). The single target blast from your epic will also help to finish off stragglers without burning through a lot of endurance.
  19. Looking at your build, I'd say you haven't quite broke away from you Scrapper ways. There's still some slotting here that you may find useful on a scrapper, but it doesn't offer much for a controller. For example, slotting Health gives you one more hit point per second. With controllers' low health cap, that won't help much. There's a bit too much focus on damage as well. Anyway, let's get on to the power-by-power rundown.

    Strangler: 2 hold, 2 accuracy, 2 recharge.
    You want this up often and you want it to hit and hold.

    Seeds of Confusion: 2 confuse, 2 accuracy, 2 recharge.
    You gain 13 seconds of duration, and lose 6 seconds of recharge outside of hasten. With hasten up, the difference is only 3 seconds. Go with the mez duration.

    Vines: 2 hold, 2 recharge, 2 accuracy.
    Because of Seeds, Vines may not seem overly important. However, it is an important emergency power and deserves more than 2 slots.

    Carrion Creepers: You've got the right idea there.

    Fly Trap: 2 accuracy, 3 damage.
    There's no need for recharge on most controller pets, especially since the zone with the caster now. The Fly Trap is a bit soft, but it will generally last long enough to be resummoned should it fall.

    Snow Storm: 2 end reduction.
    Carrion Creeper's pack enough recharge to floor most enemies. Snow Storm carries the benefit of grounding fliers. I can't say I use it often on my plant/storm, but I did miss it occasionally when I rolled a plant/ff'er.

    Freezing Rain: 2 recharge, 2 defense debuff, 2 end. reduction or 3 recharge, 2 defense debuff, 1 end reduction.
    Thirty per cent defense debuff is good without a doubt, but it can be better. More defense debuff here means you can go lighter on accuracy in some other powers.

    Hurricane: 2 end reduction, 2 tohit debuff.
    This is a phenomenal power. With two SO's you're delivering a 42% tohit debuff. With the defense from Steamy Mists, you've essentially softcapped the team. However, it can be tricky to use. It works best indoors, especially on office maps with nice tight corners to jam the enemy into. If you use it poorly, people will complain. If you use it constructively, some people will still complain. Others will sing your praises and you'll all have a good laugh that you don't need a tank.

    Tornado: You're slotting here is fine.
    I personally find Tornado more disruptive than Hurricane. Once you let it go, you've got to spam your AoE immobilize or face mobs randomly flying around the room. It can be handy to toss out when you've got to beat a retreat though.

    Lightning Storm: 3 damage, 2 end reduction, 1 recharge.
    Nice for a single tough single target like an AV or EB. Outside of that, you'll find it doesn't have enough of a chance to contribute to most fights unless you're solo. It does bring a lot of damage when it's allowed to punch the same target over and over. The endurance cost is quite hefty.

    There are other changes I would suggest as well, but I've already tossed out a lot to consider. Bear in mind, that controllers tend to defeat the enemy comparatively slowly. You'll need to focus on your controls and debuffs to keep you safe while you get that job done.
  20. I'm with DrMike. I'd like to see electric control become the de facto sapping set. I tried an Ele/Ele blaster once, because I had heard that it could offer very strong control for a team. It did but, as others have commented, it was hit or miss. There was also no mitigation until the mobs were completely drained and hit with -recovery. Often I didn't survive to that point.

    I would trade off damage for the safety of mezzing a mob then draining their endurance while they're unable fire back. I also like the appeal of end drain working in situations where normal controls fail, the ITF for example.
  21. I wouldn't be surprised to see a single target or AoE sleep in the set. There are a few sleeps present in the electric melee attacks already, and given the added control from endurance drain soft controls could help balance things out.

    I also hope the Lightning Field is a part of the set. A source of constant end drain is almost necessary for sapping PVE enemies.
  22. Perfect team? Eight controllers.
  23. Quote:
    Originally Posted by Sigium View Post
    But I think that it's fair to call this exactly what it is; progress beyond 50 that will make content 50 and below easier than it currently is for those advanced levels. You can call that however you'd like: Incarnate Level X, Level 60, whatever. The final idea is that it will be raising the 'Level Cap' in some form. Just because your enhancements still fit and your contacts still call you doesn't change this.
    IO's also let people make advancements beyond level 50, and made content below level 50 easier. As do some accolades to a certain degree. Not that I disagree with you, I just wanted to point that out before someone else jumped on it.

    I think the most indicative thing is that they do refer to these as levels, inferring that there will be some leveling system rather than a single objective that delivers an Incarnate level.
  24. Quote:
    Originally Posted by Castle View Post
    Be sure to check out the info coming out of PAX East this weekend. I think you might be pleasantly surprised.
    I'd like my tears back please.
  25. It depends on what you're pairing with it. Since the controller damage cap is 400%, you only need to slot what will reliably get you that cap. The proc's are gravy after that. A fire/kin with good recharge can do that fairly well without throwing a lot of damage enhancement into Hot Feet. Using other sets without such a massive damage buff, you may want to slot Hot Feet for more reliable damage.