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Mercurias

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Everything posted by Mercurias

  1. No, Combat Jumping wasn’t a mistake. It isn’t the strongest source of defense, but it gives you some added mobility while having a low endurance cost. Getting Tough and Weave will do more in raw numbers to protect you than Leadership, but Leadership is still a good choice for team buffing and iO slotting.
  2. Huh. This is not a problem I ever had on my old Ill/Rad. I just made sure to stay far away from AVs and largely let my Phantom Army do the work while I watched and maintained Blind and my toggles. The Lockdown proc might help you in Blind. Adding in the extra odd Mag 2 Hold makes locking AVs down a little more feasible in a drawn out fight.
  3. I’ve got an Elec/Kin that I’m extremely fond of. It isn’t a very good solo character due to its lack of damage, but in exchange it is EXTREMELY STRONG in teams due to its multiple AoE control skills, ally buffs, and sapping.
  4. I found an old build a friend made for me for a Fire/Dark Controller back on live (Hi Riora!). What do you all think about how it stands up to the test of time? I'm not sure on the Alpha whether I used Clarion or the one that recovers Endurance. Even IO'd out, this guy was always a thirsty boy. Pardon the plain text. I couldn't make Pine's export something the forums used for formatting. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Umbral Flame: Level 50 Magic Controller Primary Power Set: Fire Control Secondary Power Set: Darkness Affinity Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Fire Mastery Hero Profile: ------------ Level 1: Char (A) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge (3) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized (3) Superior Will of the Controller - Endurance/Recharge (5) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance (5) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge (7) Superior Will of the Controller - Recharge/Chance for Psionic Damage Level 1: Twilight Grasp (A) Touch of the Nictus - Healing (34) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge (34) Touch of the Nictus - Accuracy/Healing (36) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration (36) Touch of the Nictus - Accuracy/Endurance/Recharge Level 2: Fire Cages (A) Positron's Blast - Accuracy/Damage (33) Positron's Blast - Damage/Endurance (33) Positron's Blast - Damage/Recharge (33) Positron's Blast - Damage/Range (34) Positron's Blast - Accuracy/Damage/Endurance (46) Gravitational Anchor - Chance for Hold Level 4: Tar Patch (A) Recharge Reduction IO (31) Recharge Reduction IO Level 6: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 8: Hot Feet (A) Obliteration - Chance for Smashing Damage (11) Obliteration - Accuracy/Damage/Endurance/Recharge (13) Obliteration - Damage (13) Obliteration - Accuracy/Recharge (15) Obliteration - Damage/Recharge (27) Obliteration - Accuracy/Damage/Recharge Level 10: Howling Twilight (A) Recharge Reduction IO (31) Recharge Reduction IO Level 12: Flashfire (A) Absolute Amazement - Stun (27) Absolute Amazement - Stun/Recharge (29) Absolute Amazement - Accuracy/Stun/Recharge (29) Absolute Amazement - Accuracy/Recharge (31) Absolute Amazement - Endurance/Stun Level 14: Hasten (A) Recharge Reduction IO (15) Recharge Reduction IO Level 16: Shadow Fall (A) Luck of the Gambler - Recharge Speed (17) Luck of the Gambler - Defense (17) Luck of the Gambler - Defense/Endurance (23) Titanium Coating - Resistance (25) Titanium Coating - Resistance/Endurance (25) Titanium Coating - Resistance/Endurance/Recharge Level 18: Cinders (A) Basilisk's Gaze - Accuracy/Hold (19) Basilisk's Gaze - Accuracy/Recharge (19) Basilisk's Gaze - Endurance/Recharge/Hold (23) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 20: Fade (A) Luck of the Gambler - Recharge Speed (21) Luck of the Gambler - Defense (21) Luck of the Gambler - Defense/Recharge (42) Luck of the Gambler - Defense/Endurance/Recharge Level 22: Combat Jumping (A) Luck of the Gambler - Recharge Speed (36) Kismet - Accuracy +6% Level 24: Boxing (A) Damage Increase IO Level 26: Tough (A) Titanium Coating - Resistance (37) Titanium Coating - Resistance/Endurance (39) Titanium Coating - Resistance/Endurance/Recharge Level 28: Soul Absorption (A) Efficacy Adaptor - EndMod/Recharge (39) Efficacy Adaptor - EndMod/Accuracy/Recharge (39) Performance Shifter - EndMod/Recharge Level 30: Weave (A) Luck of the Gambler - Recharge Speed (37) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense/Endurance/Recharge Level 32: Fire Imps (A) Sovereign Right - Resistance Bonus (40) Sovereign Right - Accuracy (40) Sovereign Right - Accuracy/Damage (40) Sovereign Right - Damage/Endurance (50) Sovereign Right - Accuracy/Endurance (50) Sovereign Right - Accuracy/Damage/Endurance Level 35: Fire Ball (A) Positron's Blast - Chance of Damage(Energy) (42) Positron's Blast - Accuracy/Damage (43) Positron's Blast - Damage/Endurance (43) Positron's Blast - Damage/Recharge (43) Positron's Blast - Accuracy/Damage/Endurance Level 38: Dark Servant (A) Cloud Senses - ToHit Debuff (42) Cloud Senses - ToHit Debuff/Endurance/Recharge (48) Cloud Senses - Accuracy/ToHitDebuff (50) Cloud Senses - Accuracy/Recharge Level 41: Fire Blast (A) Devastation - Accuracy/Damage (46) Devastation - Damage/Endurance (46) Devastation - Damage/Recharge (48) Devastation - Accuracy/Damage/Recharge (48) Devastation - Accuracy/Damage/Endurance/Recharge Level 44: Fire Shield (A) Steadfast Protection - Resistance/+Def 3% (45) Gladiator's Armor - TP Protection +3% Def (All) (45) Impervium Armor - Resistance (45) Impervium Armor - Resistance/Endurance Level 47: Rise of the Phoenix (A) Damage Increase IO Level 49: Grant Invisibility (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Damage Increase IO Level 1: Containment Level 1: Prestige Power Dash (A) Run Speed IO Level 1: Prestige Power Slide (A) Run Speed IO Level 1: Prestige Power Quick (A) Run Speed IO Level 1: Prestige Power Rush (A) Run Speed IO Level 1: Prestige Power Surge (A) Run Speed IO Level 1: Sprint (A) Run Speed IO Level 2: Rest (A) Recharge Reduction IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Miracle - +Recovery (11) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (7) Performance Shifter - EndMod (9) Performance Shifter - EndMod/Recharge (9) Performance Shifter - EndMod/Accuracy Level 50: Agility Core Paragon Level 50: Pyronic Radial Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Phantom Core Superior Ally Level 50: Clarion Partial Core Invocation Level 50: Assault Radial Embodiment ------------
  5. There’s a lot of truth to this. At level 2 I was pretty worried I’d want to dump my Elec/Min due to the lack of damage. At 26 I find that I don’t care overmuch compared to how much I add to the teams I join. AoE Sleep, Knockdown, Immobilization, an AoE Hold, sapped enemies, buffed allies, healing, and bonus travel speeds to make your entire team zip around the map while running into walls. By level 40 I’ll be able to solo a little better due to Gremlins and Fulcrum Shift. Transference will let me sap things even harder. I’ll also be on the road towards my Ancillary/Patron set to round out my damage and resistances. Good stuff.
  6. KM isn’t the strongest offensive set, but it’s style is A+. Due to the long attack animations and lack of AoE, I tend to think of this as a set that it stronger for Scrappers. I have more success with Brutes that have a strong AoE element and/or faster attacks. You can still play it, but I would personally see the Fury bar as a point of frustration for KM than a mechanic to rely on.
  7. Time Manipulation is one of the strongest support sets in the game. Electrical Blast is, as I recall, fairly often seen as one of the weaker blast sets due to middling single target damage, low AoE damage, and the Voltaic Sentinel Pet’s usefulness. Ek g a frequent source of debate (my opinion, it’s fine fir giving a few extra attacks, it you have to watch it to keep it from pulling aggro). The two would certainly look cool, and if you want to be team viable then you can try to use electric blast to sap enemies with some decent success on top of your time powers. If you want to deal direct DPS then you may want to change sets,
  8. As I recall, Kheldian arcs were originally designed with players who already had level 50 characters in mind, and because of that the devs wanted to give a challenge. Khelds were also designed to play heavily in teams for part of their core mechanics, which would have made a mission with extra enemies merely feel like a good time rather than an agonizing slog. Isn’t it weird how many solo players are drawn towards Kheldians? I’m in the same boat. I do it too.
  9. Imps are vicious little damage pets made out of tissue paper. I usually slot them for damage and recharge. Given the control already in Fire/Dark, I tend to value Imp damage over enhancing control further. Both pets are very good, however.
  10. I’ve played both sets, but not together. On the whole, it isn’t a bad combo. Neither set does loads for the other, but both are strong individually, and together you have some strong versatility as well as two pets that increase your control. As I recall, I slotted Roots until it turned into my main attack with procs. Seeds of Confusion, Tar Patch, and Roots along will do plenty of damage and control.
  11. I used it for leveling. The attacks are solid, and can be slotted to be effective for builds low on damage.
  12. I’ve only been back in the game a couple of days. Has anyone played a /Martial Blaster or seen it played? I’m curious at to how it performs. Edit: I typed “Scrapper” instead of “Blaster”. Some of us, it saying who, needs to learn to proofread his posts before publishing them.
  13. I personally like Psychic Blast with Energy as a secondary. Psychic Blast has a lot of Single Target Damage and benefits more from a long range playstyle, while Mental Mastery is kind of an up close and personal set. Both of them are really good, individually, but they don’t benefit the other very much. A couple of hard-hitting melee attacks and Build Up/Aim are really all a long range blaster set needs, which frees you up for grabbing Tough, Weave, Maneuvers, Assault, and other pool powers that improve damage and survivability.
  14. Nice! I’m playing an Elec/Kin too! Elec has a lot of really nice control options to keep things locked down, and Kin is one of the better team support sets. They both sap enemy endurance, which helps limit their actions when they get the occasional shot off. They both also have reasons to be in melee with Transference, Conductive Aura, and Transfusion. Its only real weak point is the damage thing, but you buff the damage of everyone you team with so THEY hit things FOR you. At level 22, I’d start slotting in IOs with emphasis on Accuracy, End Redux, and Recharge. There’s nothing worse that missing a cast of Siphon Speed, Transference, or Fulcrum Shift. Likewise, some of your powers are really thirsty and can flatten your Endurance bar if you don’t slot in some End Reduction. Adding Recharge isn’t QUITE as important for a /Kin using Siphon speed, but it’s good to have for making sure you can Fulcrum Shift most pulls even on a steamroller team.
  15. I’ve been playing an Electric/Kin troller alongside my Fire/Dark troller. The Elec/Kin is extremely team-friendly and allows you to flatline enemy endurance, which limits their actions. It’s main drawback is a major lack of damage.
  16. I know I used to solo AVs all the time on my Fire/Time Corr. Time can nosedive enemy regeneration, which helps kill AVs,
  17. Hey folks! So now that I'm back in the game, I'm in full-on controller mode. I tried out an Elec/Kin troller purely on concept, and I found enough synergy between them that I decided he's my first toon to head for 50+. From what I can tell, this won't ever be a controller who can solo AVs, and that's fine. My main question is on how to build it in a way that I can: 1) Reach defense softcaps, or close enough to it that I can use a single purple insp to get me there. 2) Maintain heavy recharge and recovery, which likely will happen while trying to reach the softcaps. 3) Get some sort of mez protection along the way. It likely won't be perfect, but all I need is some. Is that something that can be built?
  18. I ended up deciding on Fire/Dark. I probably won't be soloing GMs with it, but honestly that was more for bragging than fun. I have him at level 8 now, and he's a really solid little dude. I like the Sorcerous Flight/Teleport combo for him at the moment, but eventually I'll probably phase it out in favor of super speed.
  19. Hi guys! I'm installing the game now, and I can't wait to get in and be entirely too enthusiastic for most people in every channel available to me! So I was wanting to make a Controller who is effective in a team setting, but primarily effective going solo from 1-50. There are some new archetypes I'm unfamiliar with that have been added, and I was wondering which fit the criteria. To the best of my knowledge, the three best Primaries for this kind of setup are Fire, Illusion, and Mind. Likewise, to the best of my knowledge the strongest solo Secondaries are Radiation, Time, and maybe Dark? For the record, my old main was an Illusion/Radiation Giant Monster slayer. I loved him like a son.
  20. First post ever for me since joining! It's good to be back, baby. If it were my own character, I'd just embrace the lack of Psionic resistance as a character weakness. Using psychic power requires you to open a door in your mind through which your awareness and concentration flow. Unfortunately, it's a door that someone with the right skill set can walk through. Or perhaps the clash of psychic energy against yours makes you recoil, like a massive feedfback loop in your brain?
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