Jump to content

5099y_74c05

Members
  • Content Count

    653
  • Joined

  • Last visited

Community Reputation

226 Excellent

About 5099y_74c05

Recent Profile Visitors

1201 profile views
  1. The set doesn't need a huge overhaul nor a pet but I wouldn't be opposed to a "pet". My apprehension with the pet idea presented is that it will be abused or difficult to balance. TK and Mass Confusion are classic Mind Control IMO so I consider these "signature powers", even if Plant/ SoC steps on MCs toes. Also adjustments should consider the impact to one of Controller's least played sets with one of Dom's most played sets. I would focus on tweaking Mass Hypnosis (I would actually look at improving Sleeps in general but the suggestions offered so far don't appeal to m
  2. Disagree with the aggro cap. Increasing pets for some of the sets makes sense to me. Ice/ makes sense to me. Two Stonies for Earth/ would be interesting but could require additional rebalancing. Incarnates made everyone support and pet wranglers so Controllers aren't going to get a buff when everyone else is ok with the status quo.
  3. /Rad is still a good all around hybrid set, mostly Debuff and Control. It is very straight forward to use with no gimmicks or mechanics to worry about and does so with a few core powers. Buff up with AM, Debuff hard targets with your clouds, Control and Mend. If I were to rank the three for my personal playstyle I would say Grav/Kin > Grav/Time > Grav/Rad. The few times I reach for /Rad in a build is for the ability to double stack control Auras with Elec/, Fire/, and Ice/. Otherwise the set usually sits on a shelf next to my favorite least used sets of /Emp, /FF, /Pain and /
  4. Feel free to ignore any comments that don't gel with you concept build. Concept is important and it looks like you have experience with some of the powers and IO sets. I really like how you are using the Force of Will Pool in this build. Nothing looks severely over or under slotted. On a Dom I could understand skipping Living Shadows, Haunt and Umbra Beast, on a Controller I wouldn't skip any of these powers. Living Shadows will help you consistently set up Containment. If your damage is coming mainly from PROCs it won't matter too much but you are leaving some damage on the table
  5. @oedipus_tex was exploiting this by Wormholing enemies onto Singy. From what was described it sounded like they get perm KDed.
  6. Nah, Ice Control could use a buff...but that is just my opinion.
  7. I'm surprised you posted here again considering how poorly you've been treated:
  8. That is a valid interpretation of the OPs request. Going down this route DEF based sets deserve endorsement for their ability to slot Luck of the Gambler +Global Recharge.
  9. Draft with /Ice: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Controller Primary Power Set: Fire Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- (A)(3)(3)(5)(46)(46) Level 1: Radiant Aura -- (A)(5)(7)(7)(9) Level 2: Fire Cages -- (A)(9) Level 4: Accelerate Metabolism -- (A)(17)(17)(19)(19) Level 6: Radiation Infection -- (A)
  10. Another draft build with lite PROCs and S/L DEF; you could easily swap /Stone for /Ice or /Mace to play at range instead of melee: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Controller Primary Power Set: Fire Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Stone Mastery Hero Profile: Level 1: Char -- (A)(3)(3)(5) Level 1: Radiant Aura -- (A)(5)(7)(7)(9) Level 2: Fi
  11. If it is a fixed team, I would start with "what is the planned composition of your team?" Does your team have a /Kin already? If so you really only need one /Kin in the late game. If your team doesn't have a /Kin, having a /Kin is a must for steamrolling. Both sets overlap in the following areas: healing, end management, +Rech. /Kin is focused on +DMG as its main draw. /Time brings several other Buffs and Debuff to the table, it does a little bit of everything** but not strong in any one area (Slow and -ToHit seem to be common in a few powers). Grav/Kin will be a very active playst
  12. Here is a draft Ranged DEF version I've been tinkering with. Note ** S/L DEF is the better way to go IMO specifically because it opens slots to focus on PROCs: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Controller Primary Power Set: Fire Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Fire Mastery Hero Profile: Level 1: Char -- (A)(3)(3)(5) Level 1: Radiant Aura --
  13. Look at the Tanktroller build.
  14. Dark/Time goes well together but /Time, /Kin, or /Rad are the only three sets that have +Rech Powers.
×
×
  • Create New...