Jump to content

Tacheyon

Members
  • Posts

    284
  • Joined

  • Last visited

Everything posted by Tacheyon

  1. The role of the Controller is to well, Control. Control the enemy and make the battlefield yours! You don't put up the big numbers, you help set up other to do them. If you are doing your job well, no one really notices (unless you are using Earth control then everyone sees your stuff), you are the one looking for the annoying trash (in this case Tsoo Sorcerers) to lock down before they have a chance to teleport or hurricane your team. Now you do have to be aware of the Magnitude attribute. All CC's have them (and conversely you and enemies have a resistance) the higher the Mag def the more you have to layer your CC's to effect them. Your Gravity Distortion has a Mag 3 hold. This covers LT and lower (LT's have a Mag 3 Def) so that if you hit them, you will hold them right away. A Boss has a Mag 4 def, this means you have to hit your Grav Dist on it twice (while the 1st is still in effect) for him to be held. So this is where trying to find a good balance between recharge and (in this case) hold effects come into play when Enhancing your powers. Now Grav Dist has a base hold time of 22 seconds so you normally will be able to layer a hold 2 before the 1st wears off. One recharge or one hold is enough. Usually, you want to focus on Accuracy as you can't hold something even you can't hit. Now with /Traps you are there to debuff your enemies so that they go down faster. Acid Morter, FFG, Poison Trap are your bread and butter. Acid reduces Defences, Poison has a minor hold buff kills any Regen. FFG helps give protection to your team in +DEF and Mez Def. Don't take Time Bomb. Too many times you'll either die setting it up, or it won't go off when you want. Trip Mine is better. Lay a few of those with a Poison Trap and Wormhole a MOB onto it. Fun Times. Continue to advance your Controller, they are the thinking man (and woman) AT. They may take some time to bloom (usually around 32) but they are not useless. What you want to do is read these forums as well as the archive ones from before the shutdown (https://web.archive.org/web/20121108232155/http://boards.cityofheroes.com/). Lots of build ideas and reading to help with your journey.
  2. What secondary goes well with Thugs? Yes. Ok, long answer. Thugs are not classed as a Tier 1 pet for nothing. They have a lot of tools in of themselves to make them good. Good damage in the T1 pets (especially when you get the arsonist, just keep him away from melee), T2 pets that buff you and your other pets (if you have both out the effects stack), as well as steady DPS, and finally your T3 Brusier that can take a beating (and give it out), just avoid giving him the 1st upgrade (Equip Thugs) as this gives him Hurl and can cause him to stay at range indefinitely. Then you have Gang War...basically it's a way to clog up the battlefield and create some anarchy. What you are doing with your secondary is figuring how you want to help them do their thing. I played a lot of /Thugs ever since they came out. Heck I was iffy on MM's as a whole till then. My most fun character was a Thugs/Traps. Heck I didn't even slot her out that well and I could solo AV's most of the time (AOE sucks). Acid Morter just wreaks defenses (put a -resist Io and then start melting), Poison Trap could make even Wolverine's healing factor pause. FFG stacks with the manueavers of your Enforcers (and you when you take it) to help mezz protect everyone and capp DEF. Triage beacon isn't a heal but more for long fights that keeps everyone topped up, it just doesn't deal well with burst damage. I also got a /Poison to 50. A little more squishy then my /Traps but she could also point to one thing and say DIE. Basically, this set makes everything you hunt weaker than you. And the synergy with Noxious Gas and your Brusier is great. Load him up with that and point him to a group and watch them puke or hit him with Nerf weapons. /Sonic is one I didn't quite get to 50, but was having great success with. The shields give +RES so while it doesn't have synergy with your Enforcer buffs you don't get hit as hard. Disruption Field also had good synergy with your brusier yet again to send him in and weaken everyone's RES. /Storm is just insanity. Ragdoll physics everywhere. Enemies can't hit you if they are not standing up. Steamy mist provides +DEF and Hurricane can at least keep enemies from approaching your Thugs and Enforcers. /FF is great because nothing can hit you. But I didn't take it very far because the whole powerset is BORING (IMO) once you set up your shields the hard part is over. As I said earlier, Thugs work with everything. It just comes down to your playstyle and how much chaos you want to cause!
  3. Actually I am doing something similar with Bots/Storm. Lots of KB, KD, Energy and Fire damage all around.
  4. Tacheyon

    Beam/Traps

    So I have started a Beam/Traps toon and I am having fun with it. I know traps very well due to using them in a lot of my MM's. I am going to take all except Time Bomb. But I am having truble with what to take (and not to) in Beam. I am thinking about dropping the snipe and maybe one other attack. Here is a rough powers outline that i have worked up. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 49 Natural Corruptor Primary Power Set: Beam Rifle Secondary Power Set: Traps Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Power Mastery Villain Profile: Level 1: Single Shot -- Empty(A) Level 1: Web Grenade -- Empty(A) Level 2: Charged Shot -- Empty(A) Level 4: Cutting Beam -- Empty(A) Level 6: Disintegrate -- Empty(A) Level 8: Caltrops -- Empty(A) Level 10: Acid Mortar -- Empty(A) Level 12: Lancer Shot -- Empty(A) Level 14: Super Jump -- Empty(A) Level 16: Force Field Generator -- Empty(A) Level 18: Triage Beacon -- Empty(A) Level 20: Poison Trap -- Empty(A) Level 22: Aim -- Empty(A) Level 24: Penetrating Ray -- Empty(A) Level 26: Piercing Beam -- Empty(A) Level 28: Seeker Drones -- Empty(A) Level 30: Assault -- Empty(A) Level 32: Overcharge -- Empty(A) Level 35: Trip Mine -- Empty(A) Level 38: Tactics -- Empty(A) Level 41: Maneuvers -- Empty(A) Level 44: Power Build Up -- Empty(A) Level 47: Force of Nature -- Empty(A) Level 49: Victory Rush -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------ Any feedback would be useful. Thanks!
  5. Tacheyon

    Earth/(TA)?

    Having gotten a Earth/TA back in the hold days, I can confirm that you lock stuff down. Killing stuff on the other hand is a different story, although your pet does do some nice dps this build is more for group play then anything else. Volcanic Gases is one of the best AOE holds in the game due to it's pulsing nature. Slot it with a Lockdown: chance for +2 Mag Hold you get multiple chance to proc it (where as other AOE holds, you only get one shot at activation). I was able to dig out one of my old builds if you want at least a idea of a build. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Earth Control Secondary Power Set: Trick Arrow Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Fire Mastery Hero Profile: Level 1: Fossilize (A) Basilisk's Gaze - Recharge/Hold (3) Basilisk's Gaze - Accuracy/Hold (3) Basilisk's Gaze - Accuracy/Recharge (5) Basilisk's Gaze - Endurance/Recharge/Hold (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 1: Entangling Arrow (A) Trap of the Hunter - Accuracy/Recharge (48) Trap of the Hunter - Endurance/Immobilize (48) Trap of the Hunter - Accuracy/Endurance (48) Trap of the Hunter - Accuracy/Immobilize/Recharge Level 2: Stone Cages (A) Debilitative Action - Disorient Bonus (7) Trap of the Hunter - Chance of Damage(Lethal) (7) Trap of the Hunter - Accuracy/Endurance (9) Trap of the Hunter - Endurance/Immobilize (9) Trap of the Hunter - Accuracy/Recharge (42) Trap of the Hunter - Accuracy/Immobilize/Recharge Level 4: Glue Arrow (A) Slow IO Level 6: Quicksand (A) Slow IO Level 8: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 10: Ice Arrow (A) Basilisk's Gaze - Accuracy/Hold (11) Basilisk's Gaze - Accuracy/Recharge (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (17) Basilisk's Gaze - Endurance/Recharge/Hold (17) Basilisk's Gaze - Recharge/Hold Level 12: Stalagmites (A) Stupefy - Accuracy/Recharge (13) Stupefy - Accuracy/Stun/Recharge (13) Stupefy - Accuracy/Endurance (15) Stupefy - Endurance/Stun (15) Stupefy - Stun/Range Level 14: Super Jump (A) Unbounded Leap - +Stealth Level 16: Poison Gas Arrow (A) Call of the Sandman - Accuracy/Sleep/Recharge (46) Call of the Sandman - Accuracy/Endurance Level 18: Earthquake (A) Achilles' Heel - Chance for Res Debuff (19) Dark Watcher's Despair - To Hit Debuff (19) Dark Watcher's Despair - To Hit Debuff/Recharge (25) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (40) Dark Watcher's Despair - To Hit Debuff/Endurance (40) Dark Watcher's Despair - Recharge/Endurance Level 20: Acid Arrow (A) Achilles' Heel - Chance for Res Debuff (21) Analyze Weakness - Accuracy/Defense Debuff (21) Analyze Weakness - Accuracy/Endurance/Recharge (23) Analyze Weakness - Defense Debuff/Endurance/Recharge (23) Analyze Weakness - Defense Debuff Level 22: Combat Jumping (A) Karma - Knockback Protection Level 24: Assault (A) Endurance Reduction IO (25) Endurance Reduction IO Level 26: Volcanic Gasses (A) Lockdown - Chance for +2 Mag Hold (27) Lockdown - Accuracy/Endurance/Recharge/Hold (27) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (29) Basilisk's Gaze - Endurance/Recharge/Hold (29) Basilisk's Gaze - Recharge/Hold (34) Basilisk's Gaze - Accuracy/Recharge Level 28: Disruption Arrow (A) Endurance Reduction IO (37) Recharge Reduction IO (40) Recharge Reduction IO Level 30: Tactics (A) Endurance Reduction IO (31) To Hit Buff IO (31) To Hit Buff IO Level 32: Animate Stone (A) Expedient Reinforcement - Resist Bonus Aura for Pets (33) Expedient Reinforcement - Accuracy/Damage (33) Expedient Reinforcement - Accuracy/Damage/Recharge (33) Sovereign Right - Resistance Bonus (34) Expedient Reinforcement - Endurance/Damage/Recharge (34) Sovereign Right - Accuracy/Damage/Endurance Level 35: Oil Slick Arrow (A) Achilles' Heel - Chance for Res Debuff (36) Touch of Lady Grey - Chance for Negative Damage (36) Impeded Swiftness - Chance of Damage(Smashing) (36) Positron's Blast - Damage/Recharge (37) Positron's Blast - Damage/Endurance (37) Positron's Blast - Chance of Damage(Energy) Level 38: Fire Ball (A) Positron's Blast - Damage/Recharge (39) Positron's Blast - Damage/Endurance (39) Positron's Blast - Chance of Damage(Energy) (39) Positron's Blast - Accuracy/Damage/Endurance (42) Positron's Blast - Accuracy/Damage Level 41: EMP Arrow (A) Lockdown - Chance for +2 Mag Hold (42) Lockdown - Accuracy/Endurance/Recharge/Hold (43) Energy Manipulator - Chance to Stun (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (43) Basilisk's Gaze - Endurance/Recharge/Hold (46) Basilisk's Gaze - Accuracy/Recharge Level 44: Fire Shield (A) Impervium Armor - Psionic Resistance (45) Impervium Armor - Resistance (45) Impervium Armor - Resistance/Endurance (45) Impervium Armor - Resistance/Endurance/Recharge (46) Aegis - Psionic/Status Resistance Level 47: Vengeance (A) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Recharge (50) Miracle - Heal (50) Miracle - Heal/Recharge Level 49: Rise of the Phoenix (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Containment Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Empty Level 2: Hurdle (A) Empty Level 2: Stamina (A) Empty ------------ Now the Leadership powers are optional, but seeing as how you most likely would be grouping, they do help. The Fire Mastery Pool is just incase you want to make sure your Oil Slick ignites. If you are looking for something more solo friendly Earth/Storm is quite beastly late game as well.
×
×
  • Create New...