What should I "shoot for" with these builds?
Controller Fire/Rad, I'd aim for +recharge for faster controls and debuffs and the ever popular permanant AM. Either Fire or Ice mastery would be my suggestions. Fire for the quick and easy Fire Ball and Rise of the Phoenix can be a life saver (..Okay, bad choice of words?). Ice Mastery for the glory of the Hibernate and damage from Frost Breath and Ice Storm, which will feed greatly off the +recharge.
Scrapper Kat/Regen would be for +hp and +recharge at first glance, but more defense wouldn't also go amiss. I can suggest the PPP Soul Mastery for Shadow Meld which is yet another clickie near-god-mode but it's something else (roughly 30% defense every 45 seconds with a 15 second duration). Also, Snipes can come in handy.
Defender Dark/Dark can go for +defense and +recharge. You wont need much defense because of the -tohit, so that would be easy (aim for around 20-25% I'd say) then enough recharge for Howling Twilight's AoE stun portion to become a regular thing. You're looking at roughly 80% global recharge if Howling Twilight is three slotted for recharge for it to be at about 1 minute recharge. Also, slotting Fearsome Stare for tohit debuff is awesome. I would suggest either Power Mastery for Power Build Up effecting your -tohit and controls (especially useful with a +recharge build), but the PPP Mace Mastery could be a good choice for helping the +def route.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Controller Fire/Rad, I'd aim for +recharge for faster controls and debuffs and the ever popular permanant AM. Either Fire or Ice mastery would be my suggestions. Fire for the quick and easy Fire Ball and Rise of the Phoenix can be a life saver (..Okay, bad choice of words?). Ice Mastery for the glory of the Hibernate and damage from Frost Breath and Ice Storm, which will feed greatly off the +recharge.
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-Fissure: An AoE that will hit as many targets as Fireball, and will deal similar damage with Containment. It also has a chance to stun, so if you drop Fire Cages and hit the mob with Fissure, you might be able to save Flashfire for the next mob if enough of them are stunned by it.
-Rock Armor: Pretty basic Smashing/Lethal defense shield. It's ugly, but if you want to shoot for significant levels of defense, it's indispensable. Many Fire/ Controllers go with Stone Mastery for this power alone, since so many of the attacks in the game have a smashing or lethal component this will defend against.
-Hurl Boulder: Same as the Stone Melee power. As a Fire/Rad controller, this will probably be the power in the APP that you skip, since a single target ranged attack isn't the most useful thing for you.
-Seismic Smash: Absolutely AWESOME power. It is an Extreme damage attack, and Mids' lists it as dealing nearly 700 points of damage with Containment and slotting. But it gets better still. It is ALSO a Mag FOUR hold, meaning it will hold a boss in one application (and it's a guaranteed hold, not a chance to hold, if it hits they're held)
-Earth's Embrace: Dull Pain clone. A huge heal and max HP boost. It can save your life if you slot it decently, and if you get enough recharge from the rest of your build, you can potentially make it perma (I think, I'm not sure if the recharge is the same as tanker/scrapper/brute/stalker Dull Pain clones. If it IS the same recharge you can have it perma with just 55% global recharge, which you should easily top)
I put together a Fire/Rad build a while back that was softcapped to S/L defense and had enough recharge that AM had maybe a 10 second downtime.
I would actually focus on Endurance reduction just as much as recharge. You really want to be able to run both Hot Feet and Choking Cloud and still use your powers. (The Chance for +2 mag hold from the Lockdown set is a godsend in Choking Cloud). Hot Feet, Choking Cloud, Radiation Infection and Enervating Field, plus your APP armor, and any other toggles you may want to run will burn a metric crapton of endurance, so if you don't focus on end reduction/recovery you're going to find your end bar running dry in any fight that lasts longer than a minute or two.
For the kat/regen you want recharge, recharge, recharge, defense, and some more recharge.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Thanks for the ideas guys! They all sound quite tasty
Fire/Rad, hmm yeah it will definitely spend the time in melee so /Stone sounds good for that.
Kat/Regen, after thinking about it it's pretty clear that +recharge is necessary to keep those heals up
Dark/Dark, yes I currently slot Fearsome Stare for -to hit and not for +fear, it has the same base -to hit as Darkest Night (!) I use it constantly.
Thanks again and I will keep it in mind when rebuilding these guys...so much respec'ing to do haha
Best,
-MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
I have quite a clear idea what to shoot for with certain builds (e.g. Ill/Rad = perma PA). I'm looking for some input (not necessarily a build) on a few combinations, was hoping you all could help. If you choose any specific APP/PPP, please say why, thanks
Controller, Fire/Rad
Scrapper, Kat/Regen
Defender, Dark/Dark
Best,
MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."