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  1. Depends on the the type of hero you want to build. Personally I think Earth/ goes well with just about every secondary. Earth Control on its own is capable of controlling 3 different mobs. A few of its main effects are persistent AoE Controls which will leave you open to utilizing your secondary more.
  2. Controllers are generally a low damage AT, especially at lower levels. Players can offset this by dipping into damaging power pools early on and leveraging procs later on. Controllers bloom late and really come together post 35. Stick it out. Once you get Carrion Creepers and Tornado, gameplay will change dramatically. Make sure you are grabbing your XP booster from the P2W Vendor. Leveling up I typically burn through DFB/DIBs followed by TFs which gets you to 30ish fairly quickly. Radio teams can help fill in some gaps. Once you get to 35 you can run ITFs and join MSRs for your last few levels.
  3. Dark/Time/Primal is very strong defensively (Power Boosted -ToHit and +DEF) and you get a mix of PBAoE and Ranged AoE effects. Lots of proccing opportunities. Fire/Time is a combo I considered to stack Slow (-Speed) Auras. It works well with Ice/Time I imagine its great with Fire/. You get some +End and +Recovery in Chrono Shift
  4. Animal based mutant perhaps based on aquatic or reptile animal genetics. Tech or alchemist based using cryotech and chemical knowledge. For a dark hero/villian using magic Ice and Poison remind me of things related to harshness and death but can also share elements of water as well.
  5. Yes on the PvE numbers. You may want to consider evaluating these on a Damage per Animation (as named in Mids). This is the Activation Damage/Cast (or Animation) Time. Gives you a more accurate read of the Damage Per Sec contribution. Seismic Smash is also very popular because of its effectiveness in leveraging procs, both in procs available and chance to proc.
  6. Since Homecoming has been back on there have only been two or three guides (if I recall correctly). This recent guide was pretty good and had more engagement: You may find other relevant guides here: https://forums.homecomingservers.com/search/?q=fire/kin&type=forums_topic&nodes=16
  7. If it does affect any of these I suspect it would only be for the duration of the boost and not the duration of the summons.
  8. and NeuroToxin Breath. This combo can meet the OPs needs. Its a late blooming combo and could offset the low damage with procs.
  9. I'm of the same opinion. I think slows shine when stacked heavily, however I think slows could use some sort of buff if they are to stay as they exist. -Recharge only "works" after enemies expend their attack, unfortunately most mobs have multiple attacks available. -Movement helps when there is some type of Terror/Fear effect that forces mob displacement. I like the idea of having a new effect where enemy timers could be reset or possibly a reverse Absorb that eats the alpha (basically enemies must break though this barrier before being able to damage foes). These could be a few ways to make slows more effective but probably too complicated and OP to implement. In context of Controllers I've always considered Slows as a secondary effect on Ice/, even in powers like Arctic Air. For me AA has always been a Terror + Confuse powers with a Slow secondary effect; you can build around Slow but the AA power holds up on its own. Its just a bonus that helps but if you can hit the -Rech and -Mov caps its godly IMO. -End in Elec/ was the same for me. Investing in more of these effects made a significant difference in gameplay with these sets. I've seen a few Earth/Traps and Earth/Time builds that capitalize on -Movement with hilarious results. Note** by -Movement I mean -Speed.
  10. 😜"Your" old guide covers this in more detail: https://web.archive.org/web/20120904104908/http://boards.cityofheroes.com/showthread.php?t=218111
  11. I had this combo as my main on live. IMO The two sets complement each other well; Illusion tends to cause enemies to cluster up, /TA applies area debuffs and brings extra controls.
  12. If you intend to build around slows I think Ice/Time is what you are looking for. You get two Slow Auras by level 8, both of the same radius. You end up being a walking slow field. /Time also gives you some great buffs to survive being in melee range. With this combo you will need to focus on managing your endurance. I suggest using the base empowerment station to craft the recovery buff. You can also purchase a recovery buff from the P2W vendor. Ice/Cold is probably your next best pick. Generally speaking I think build around slows work best when you stack as much -Recharge and -Movement as possible. The slowed power recharge and movements seems to screw with the AI forcing them to reposition and toggle between melee and ranged. For this reason I think both TA and DA are weaker choices.
  13. /Nature is Heal over Time based set with some Absorb mechanics. Absorb grants a temporary shield of extra hit points depicted as a gray bar in team window. These temporary hit points are used first in damage calculations (vs normal hit points). In addition to HoTs and Absorb Nature has a Bloom mechanic that boosts the benefits of heals, I think its 4% per stack, up to a maximum of 5 stacks total from all sources. IMO unlike other heal based set that typically end up being a reactionary playstyle, the HoT + Bloom + Absorb mechanics of Nature make it an excellent set. Much of what changed has been covered: I believe Propel animation time and DPA was improved. IMPACT was added (more damage to targets held by Grav). An additional AoE KB Effect was added to it as well. Wormhole was changed from an ST TP Stun KB power to an AoE version of that. Well worth taking now. Dimension Shift is no longer ST and is an AoE intangibility toggle. Most team mates may not understand the power so it tends to be skipped. Its an optional situational power but has some utility when used properly used. While leveling I usually recommend taking all the powers and respeccing along the way, you may find utility in powers that others recommend skipping. You get free respecs every 10 levels anyway. For Gravity: Crush - Skip but can be taken to fill out/tighten up attack chains while leveling Lift - Optional Same as above. Grav. Dis. - Take Propel - Personally this is optional and predicated on your attack chain needs. Crush. Field - Take for AoE containment Dimension Shift - Optional GDF - Optional but I can see a place for it on some builds. Wormhole - Take. Allows you to reposition enemies. Singularity - A pet that has a repel field and spams Lift, Crush and GD (I may be missing an attack). It cannot be healed outside of regen effects but has fairly high resists and tends to stay at range. As a result it is highly survivable. For Nature: Cor Enz - No choice Regrowth - Take. Grants Bloom Stack. Its a Cone Hot that can heal you too. W. Growth - Must Take. Key power Grants +2 Bloom Regen and Resisits Spore Cloud - Optional IMO. Its a -To Hit. -Dmg and -Regen. Early on its useful. later on it loses utility (with exception of the -Regen) Looks great and causes mushrooms to grow from those effected. Lifegiving Spores - Practically a no cost HoT field. Also give +End Wild Bastion - Must Take. Key power Grants +3 Bloom Absorb and HoT. Rebirth - Skip. It doubles as a heal to living targets but its mediocre at best (with minimal slots). So many sources of Rez I would skip it to free a slot. Entangling Aura - Optional. Has a place in some builds and depends on your play-style. Its seems like a better version of /Rad's Choking Cloud. I take it on all of my /Nature builds. Overgrowth - Must Take. +DMG +ToHit +EndRedux. Grants 5 Stacks of Bloom. Covered in the above.
  14. Yes but I would only slot the non-EndMod IOs in it. I think the End Mod proc only activates on the first but I could be wrong. Note*: I've had issues with IOs only proccing the first target using the prestige IOs (or whatever they are called) but don't let that discourage you from slotting Procs in JC for your final build. All of this is discussed in the threads below; Main thing is @Sir Myshkin posted a few Elec/ builds you can uses as an example for slotting.: Chain powers have their own formula for proc chance; formula in the thread below: Further exploration: https://forums.homecomingservers.com/search/?q=jolting&type=forums_topic&nodes=16
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