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  1. Most of my builds do not take Hasten... You usually do not need it to solidify your attack chain on DPS toons.
  2. Just thought I'd add some suggestions and combine them with a compilation of previous suggestions. Cold Domination: Buff: +Defense, +End, +HP, +Res (F/C) Debuff: -Spd, -Rech, -Def, -Dmg, -Res, -Reg Damage: None Assessment: No major issues. This is a classical support set and works as intended. It is a Jack-of-All-Tradesish set, and there are some minor tweaks that could make it better, particularly regarding personal protections. Compiled Comments: Dark Miasma: Buff: Rez, +Def, +Res(E/N/P) Debuff: -Dmg, -ToHit, Hold, Fear Damage: Moderate via pet Assessment: This is a survivability set that has a good combination of debuffs and buffs focused on those ends. The primary concern with this set is Black Hole, which needs to be addressed with a broader range of intangibility related adjustments. Compiled Comments: Empathy: Buff: Heal, Rez, MezRes Debuff: None Damage: only to self Assessment: This set is from an era pre-inherent fitness and lacks general utility. In order to maintain its character as the heal set and be more useful, it could use some adjustments to key mechanics. It needs to add +HP and +Absorb effects in some powers. It also has high personal cost and no personal support. Recovery Aura and Regeneration Aura could be converted to AoE Team toggles (Recovery with no end cost, and regeneration with .3-.4 end/s cost), possibly adding +HP to Regeneration Aura. Some debuff or damage could be added to help as well. Compiled Comments: Force Fields: Buff: +Def, MezRes Debuff: KD, KB, Stun, Isolate Damage: Low Assessment: This set is largely unnecessary because of a combination of Pool Powers, IOs, and Incarnate abilities. In addition, the Homecoming cultural predilection towards fits of anti-KB rage, this set is not in a happy place. It is a really good set for pre-50 toons, but endgame it is largely useless. Detention Field is an isolation power that does not use the intangible mechanic. This is an unpopular mechanic, but could be useful if changed into a toggle. Repulsion Field and Force Bubble together are less useful than Hurricane alone. Repulsion Bomb is a great candidate for KB-Vector experimentation. In particular, having an implosion following the repulsion would make this power much more popular. Compiled Comments: Kinetics: Buff: +Dmg, +Spd, +Rech, +Rec Debuff: -Dmg, -Spd, -Rech, -End, KB Damage: None Assessment: A very popular set for good reason. It helps with speeding up combat and mobility. Repel (because of anti-KB bias and high End cost) and Inertial Reduction (because, while fun, it is not that useful in combat) seem to be the less popular powers. The only weakness of the set is a lack of good IOs. It would also be nice if Speed Boost were a Team AoE... Compiled Comments: Nature Affinity: Buff: Heal, Absorb, Rez, +Reg, +Res, +End, +Dmg, +ToHit Debuff: -Res, -Dmg, -ToHit, -Regen, Hold Damage: None Assessment: This set combines the best aspects of Dark Miasma and Empathy for a set that is fundamentally really good. Compiled Comments: Pain Domination: Buff: Heal, +Dmg, +ToHit, +Res, +Per, +Rech, +Spd, +Regen, +Rec Debuff: -Res, -Def Damage: only to self Assessment: The redside version of Empathy. It is in a better spot than Empathy atm, but could use some more debuffs, a touch of absorb, and +HP. Compiled Comments: Poison: Buff: Heal, Rez, +Res(C,T), Mez Res Debuff: -Res, -Def, -Regen, -Heal, -Dmg, -ToHit, -Spd, -Rech, -End, -Rec, Hold Damage: Moderate Assessment: This is the Jack-of-all-Trades Debuff set. It is really good if you know how to pick your poison, but it could use some tweaks, as stated below. I would add that Alkaloid should be either a TAoE or a PBAoE to make it worthwhile. Compiled Comments: Radiation Emission: Buff: Heal, Rez, +Spd, +Rech, +Rec, +Dmg, +Mez Res Debuff: -Def, -ToHit, -Dmg, -Res, -Spd, -Rech, -Regen, -End, Hold Damage: Moderate to Robots Assessment: A full-spectrum survivability buff/debuff set. It does a good job of covering all the bases and does not require much thought. Fallout and EM Pulse feel archaic. EM Pulse could use minor damage to non-Robots in addition to crash removal. Compiled Comments: Sonic Resonance: Buff: +Res, Mez Res Debuff: -Res, -Toit, -Def, Hold, KB, KD, Isolate Damage: Low Assessment: This is the resistance version of Force Field. It is very specialized, but IOs and Pool Powers don't hit it as hard as FF. It could use some expanded debuffs and maybe a heal to make it more appealing. Sonic Cage is an isolation power that does not use the intangible mechanic. This is an unpopular mechanic, but could be useful if changed into a toggle. Sonic Repulsion is a weak version of Hurricane, cast on another player. It could use repel and some sort of debuff. Liquify could use a bump up to damage and a shorter cooldown. Compiled Comments: Storm Summoning: Buff: Heal, Stealth, Mez Res, +Per, +Def, +Res(F/C/E) Debuff: -Spd, -Rech, -Fly, -Def, -Res, -Range, -ToHit, -End, KB, Fear, Stun, Damage: High Assessment: Best solo support set out there. The current anti-KB bias means this set loses a lot of slots to KB2KD procs. In addition, Gale and O2 generally underperform. Gale could use a damage bump or some debuff and O2 could become a PBAoE. Compiled Comments: Thermal Radiation: Buff: Heal, Rez, Mez Res, +Res, +Dmg, +ToHit Debuff: -Dmg, -End, -Rec, -Regen, -Res, -Def Damage: None Assessment: This set is a little bit of a late bloomer. It gets all of its support early and its debuffs late. The T8 and T9 powers, however, could use a drop in recharge. Compiled Comments: Time Manipulation: Buff: Heal, Mez Res, +Dmg, +Rech, +Regen, +ToHit, +Def, +Per, +End, +Rec Debuff: -Spd, -Rech, -Regen, -Heal, -Dmg, -Spd, -ToHit, -Def, -Res, Hold Damage: None Assessment: Very similar to Kinetics. It is in a better IO situation than Kinetics, but lacks the free travel powers. Compiled Comments: Traps: Buff: Mez Res, +Regen, +Res Debuff: -Regen, -Dmg, -Acc, -Res, -Def, -Spd, -Rech, -Per, -Fly, Immobilize, Hold Damage: Very High Assessment: While it has less control than Storm, it is also a very good solo set. It is very solid, but unfortunately its least useful is the oft required T1. It could use a boost in some of its buff/debuff numbers, but overall it is in a good place. Compiled Comments: Trick Arrow: Buff: None Debuff: -Res, -Def, -Dmg, -ToHit, -Rech, -Spd, -Fly, -Per, Slow, KD, Sleep, Hold Damage: Low (Moderate v Robots) (High, if paired with fire) Assessment: This set really needs some way to light Oil Slick Arrow. This set also lacks buffs and its debuffs are overshadowed by other sets. It could use some -Regen and a little more damage overall. Compiled Comments: General comments:
  3. I tend to prefer efficacy over perceived efficacy... So I am on keeping the +HP side...
  4. I think "fixing" trick arrow and traps needs to be done very carefully. These two sets are non-traditional support sets, and it may be that they are being assessed by people who want them to be more like traditional support sets rather than being treated as their own sets. Force Field and Sonic, as well, fill a specific gap. The issue with these is not that they are not performing well, but that their function is minimized because of incarnates. They could use more self-buffing and some more variety, but they perform very well pre-incarnate. I'm actually surprised that the heal sets are so low on people's priority lists. Perhaps that is because even though they provide less support than FF & Sonic, you can see them working.
  5. @Redlynne You make a good point about the 12% of scrappers that currently take confront. I was talking about what I thought would be best, not what I thought was the most viable path forward. Second, I think set-specific procs -end for elec, DoT for fire, - recharge for ice, +momentum for Titan, etc. would add flavor and utility. In terms of my pointing out about existing and proposed closers, I was just stating the chance for things in certain fringe builds to get out of hand. This may be especially problematic for PvP. I was suggesting some issues which may occur, not assuming or opposing the proposal.
  6. It would be preferable if make-up were separate from details. One might wish to have lipstick and a detail 2 as well... Possibly make it a set of three options on skin tone, Skin - Eyeshadow - Blush - Lipstick?
  7. I was thinking about the charge mechanic being proposed to replace confront. First, I don't think it needs a taunt as Scrappers should remain on the DpS side of the DpS/Tank divide. I agree that most versions should not have damage, having a set-specific proc instead. There are two issues I have. First, Elec and Savage already have something like this. Would they end up with two closers or get a different power? Second, in a TP revamp thread two of the proposed powers (a short range TP with +Def, and a chain TP attack). Would this step on too many toes? Also, Elec/Shield with the TP and jump pools could end up with six charge mechanic powers?
  8. I play a version similar to this, but I made it more team friendly (there are a lot of people in HC that do not like KB, and so to be kind to the ignant I actually use a lot of KB2KD).
  9. Trying to keep with the spirit of the OP's build, I put together a build with perma-Hasten, Perma-PA, and flight-cap Hover. This should provide the sources you need for Creative Chaos. Try to keep your PA focused on one target through positioning and herding with Hurricane. Ice Storm should bump your end-game DpS up significantly, although you will still be relying on pets and pseud-pets. I haven't put in an Alpha yet, but Musculature Core may be the best path now that you don't need incarnates to hit Perma-PA. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ill/SS Solo: Level 50 Mutation Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Blind -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(5), SprOvrPrs-Rchg/Energy Font(5) Level 1: Gale -- Ann-ResDeb%(A) Level 2: Spectral Wounds -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg(11) Level 4: Deceive -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(11), CrcPrs-Acc/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Conf/Rchg(15), CrcPrs-Conf(15) Level 6: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), ShlWal-ResDam/Re TP(17), Rct-ResDam%(19), BlsoftheZ-Travel(23), BlsoftheZ-Travel/EndRdx(31) Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17) Level 10: Boxing -- PndSlg-Stun%(A) Level 12: Tough -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(25), GldArm-3defTpProc(37), StdPrt-ResDam/Def+(45) Level 14: Group Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(19) Level 16: Freezing Rain -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dmg/Rng(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/EndRdx(46) Level 18: Phantom Army -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(25), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), SlbAll-Acc/Dmg/Rchg(36), SlbAll-Dmg/Rchg(36) Level 20: Hurricane -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb/EndRdx(21), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-ToHitDeb(23) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40) Level 26: Spectral Terror -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-ToHitDeb/Rchg(27), DarWtcDsp-ToHitDeb/EndRdx(29) Level 28: Thunder Clap -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-EndRdx/Rchg(33), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34) Level 30: Flash -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Rchg/Hold(43) Level 32: Phantasm -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-Acc/Rchg(37) Level 35: Tornado -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-Acc/Rchg(42), ExpRnf-Dmg/EndRdx(43) Level 38: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Dmg/Rchg(40) Level 41: Ice Blast -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(50) Level 44: Frozen Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(45) Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- PndSlg-Stun%(A) Level 1: Containment Level 1: Prestige Power Dash -- HO:Micro(A) Level 1: Prestige Power Slide -- HO:Micro(A) Level 1: Prestige Power Quick -- HO:Micro(A) Level 1: Prestige Power Rush -- HO:Micro(A) Level 1: Prestige Power Surge -- HO:Micro(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42) ------------
  10. I wouldn't drop GI, making sure you hit Phantasm with it before battle reduces its threat level.
  11. Just to clarify, looking at Ill/SS damaging powers Spectral Wounds - Single Target Blind - Single Target Phantom Army - Single Target Phantasm - mainly Single Target (although does have a narrow cone) Gale - Cone (but minimal damage) Freezing Rain - AoE Patch Tornado - AoE-ish Lightning Storm - Single Target Just to clarify, most Ill/SS damage is single target. Spectral Wounds, Phantom Army, and Phantasm deal illusory damage - meaning it disappears if the enemy is not defeated. Clustering may help Freezing Rain and Tornado (for tight clustering with a KB-KD proc), but it reduces the focus of PA and Phantasm meaning you lose illusory damage. Because SS allows for the spreading of mobs you can get better focus from your PA, Phantasm, Phantasm Decoy, and SW allowing you to defeat enemies before they recover from illusory damage. This means that this combination allows Illusion Control to deal more actual damage than it does with other secondaries. That is why I stated that it is synergistic. Furthermore, Illusion Control's primary method of "control" is aggro control. The PA generate aggro while SI and GI reduce personal threat by 400% and team/Phantasm threat by 200%. This means that the Ill/SS Troller can manage aggro while offering high damage. This works on AVs and GMs as well. If you are working with a team then you can use SM and GI to get 200% threat reduction for yourself and your team while offering better defense and resistance. The sets act very differently from other sets in the game and so they need a different mindset. That being said, it is a great single target damage combo with great synergy.
  12. Just a couple ideas off the top of my head. For solo, Superior Invisibility is a better choice than Steamy Mist. The primary reason for this is that Superior Invisibility gives you -200% threat level. This combined with Group Invisibility (yes, GI stacks with any other concealment power), will drop your threat level by 400% (and Phantasm's threat level by 200%), meaning that enemies will stay focused on your Phantom Army. It would be ideal to increase your global recharge a tad in order to get PA to perma. The FF procs may help, but there are issues. First, the Nado and Lightning Storm procs will only have a chance to help you on summoning, (they may proc on the pseudopets themselves, but that will not increase the pseudopets' damage sufficiently to make them worthwhile). Hurricane will be good for an extra 10%ish recharge, but that comes at a high endurance cost. A couple of other things. O2 boost is basically useless solo, and you lose the bonuses from the slot if you don't use it. Solo, you can only use it to target your Phantasm, and it is generally easier to let Phantasm fight to the death and re-summon than to heal with O2 boost. Your endurance drain is insane, you won't be able to keep your defense going. As such, Tough, Maneuvers, Frozen Armor, and Hurricane will likely need to be toggled off 90% of the time. If you truly intend to solo, drop KB to KD procs (they make the build less effective). Also, you can get Hover flight speed to cap (same cap as fly) with a little effort. Hover has better control, meaning that it will allow you a better flight experience. Hurricane with 4-slot Dark Watcher's Despair and Intuition Radial can get you a -51% ToHit at reasonable Endurance Cost. Spectral Terror as well can be slotted with -ToHit, which will help survivability. Grabbing Thunder Clap would allow you to move your Will set there and grab the 7.5% recharge from Basilisk's on Flash. Your proctastic slotting of Tornado is intriguing, but Energy Font will only spawn on initial cast, Chance for Immobilize & KB2KD will work against synergy for soloing, and the Recharge proc won't help you except on initial casting. It is better to slot Decimation. Freezing Rain could use some damage slotting, and again, if you are soloing, you don't need immobilize for this combo. Just some thoughts...
  13. Actually, because of AoE damage, it is an exceptionally synergistic set. The use of fear and kb with -400 threat level allows you to keep large groups of enemies occupied while minimizing enemy attacks. It is a great single-target damage set. Furthermore, /storm is a popular choice for AV/GM soloing because hurricane can basically minimize enemy to-hit. Combine that with high-damage single-target pseudopets (nado and LS) that are extra-efficient at damage against KB-resistant enemies, and you have the best single target solo support set in the game.
  14. I think the issue with porting is that almost all blast sets have two armed animations that would require addressing.
  15. Because of caps and the way pool powers are designed, I find myself using Scrappers for Defense-oriented or layered secondaries while I find Brutes are better for Resist-oriented secondaries. That being said, I think Scrappers are in a fairly good spot atm and the only problems they have are that two of their eighteen power choices are wasteful. Confront and the T9 armor powers are very rarely taken. The discussion here about making confront a TP+something power is interesting (and could be customized per set). I also feel that the melee/armor spectrum can sometimes get cloudy - Stalker (highest damage in theory, more spiky damage, mainly single target, strong aggro reduction, lowest protections), Scrapper (second highest damage, more sustained than spike, about half AoE, moderate protections), Brute (moderate damage, more sustainy damage, about half AoE, strong aggro production, strong protections), Tank (least damage, sustained, about half AoE, strongest aggro production, strongest protections). That being said, I don't see any way to really add distance/distinction on the spectrum as it currently stands.
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