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  1. Pulled from my other thread regarding DEF bonuses: Set types supporting S/L DEF (in descending order of buff magnitude): Melee Acc To Hit Debuff Taunt ** (Presents low opportunity and/or +RECH) Immob ** (Presents +Rech and DEF) Sleep To Hit Buff ** ( Presents low opportunity for small bonus) Resist Damage Slow ** (Presents some what low opportunity for small DEF and small +RECH) To Hit Debuff Set types supporting Melee DEF (in descending order of buff magnitude): PBAoE ** (Presents +Rech an
  2. I think @Miss Magical 's solution is an excellent option if you don't want to dip into to many DEF pools or set bonuses to achieve DEF softcap. TLDR: Other options are to "Tough" with Ranged DEF + RES or to go "Offensive" with S/L Capped DEF and PROCs. The build posted in OP will have Recovery issues. Recommend dropping Crush and Dimension Shift Looking at IO set bonuses and Epic Pools the two easiest forms of DEF to cap are Ranged and/or S/L. Ranged is noteworthy because Controllers have access to several sets that offer +RECH bonuses (typically at 5 set sl
  3. /NA does a great job with skippables, there is only one power I consider a hard skip. On a team support build I wouldn't skip any of the powers listed but I could see a case for skipping Lifegiving Spores even though I personally don't recommend skipping it. If you want to skip powers the better question is what are you taking in their place in context of a build. For skippables the following are usually on the list: Spore Cloud (highly resisted when needed), Rebirth (ST REZ/ST Heal - REZ is easily gotten, the heal aspect is fairly low for being on such a long timer), E
  4. It has a chance to PROC every jump. It it very good in this power.
  5. Controllers usually lack AoE damage so depending on what you mean by "soloing" and at what levels, Plant/ and Fire/ are your stronger AoE damage options. For solo play all of your Primaries can get good results with a supplemental Sorcery pool dip. Its not a go to on all of my builds but you may get good mileage out of the pool depending on your needs. For ST, Gravity/ is your best pick out of the box followed by Mind/. The main difference become apparent later in the game where Mind is more reliant on Sleep for AoE control. Using your list I would go:
  6. No they are unique. You can only slot one +Stealth PROC total in your build even if you take multiple travel powers.
  7. I suspect at some point in the game's design there may have been some corollary with -Threat reduction and other forms of mitigation but I don't think it was ever fleshed out in the combat mechanics to be effective for actual gameplay. I would be surprised if this power were to get changed at all. Illusion is considered a top performer by many especially when built for PermaPA. The "cottage rule" is also a consideration.
  8. Anything but Mind/ or Ice/ would be my advice. I don't see /Emp as having very strong synergy with any particular sets besides what was mentioned. It can get cast time hungry when your team is getting battered so from this perspective a Primary Control set with fire and forget persistent powers would be ideal. You eliminated Earth/ in your OP where Earth/ would have been a top pick. The advice to go with Dark/ is a very good choice. Applying controls also applies -ToHit. Early game, this debuff is protective when /Emp is weaker. Dark/ is also a near peer to Earth/ in some ways, ove
  9. Yes. Even with the second hold it will be teetering on the line of held/not held, with the deciding factor coming down to the build. Powerboost will certainly close the gap as will Nerve or Intuition Alpha Incarnates. All things being equal, Earth/ and Gravity/ have a slight advantage over other primaries. They both have access to a pseudopet/pet capable of stacking two holds for their duration. VG can be made permanent or slightly overlap on higher end builds.
  10. The older the guide the more likely it contains outdated information It depends on your overall goals. These present a second MAG 3 Hold, good IO set opportunities. and good PROC opportunities. At least the first case matters if your goal is to stack as much Hold MAG as possible to overcome AV hold resistance. There are only so many ways a Controller can do it and some paths are more efficient than others.
  11. Great points. PermaDom would be required. On the Controller side secondaries like /Poison, /Time, and /TA have ST Holds available to them. These same combos offer some type of AoE Hold too.
  12. Earth/TA is a good Control focused pick. A few combos are worth exploring on the Controller side but I think it will be hard to beat Doms. Gravity + Singy is something I would consider; not necessarily a Dom but Dom will make it easier.
  13. Concur. If you want to be more specific I would go Gravity since Singy is a control spammer itself. Mind/ Doms are also capable of putting AVs to sleep, not sure that fits within what is being asked. Earth/TA/Primal would be good for general gameplay but I think @Scarlet Shocker will be disappointed with its potential vs AV. It is one of the better Controller candidates for the tasks. The Experimentation Tier 5 also has minor power boosting effects if I'm reading it correctly.
  14. I recommend asking on the Controller subforum, you'll get more specialized eyeballs there. Ask the Doms too; I think you have some strong candidates there too.
  15. That was my point of illustrating Strongest to Weakest mitigation options. For mitigation KD/KB is the most abundant option for Earth/Storm. Disagree with PROCing FR. It used to be a great power to PROC. The toggle/patch/rain rules killed its potential. OP is better off putting their slots elsewhere if he has somewhere to put them. If you go back and read the OPs (recent) request he is wanting to play Earth/Storm in melee range or at least finish off enemies in melee, safely.
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