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Besides the already mentioned powersets Arsenal/Marine/Earth, Plant/Marine/Earth and Gravity/Marine/Earth with Sorcery might all work pretty well.
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What Is Your Reason For Choosing a Corrupter/Goals?
Guffnat replied to Paragon Vanguard's topic in Corruptor
I play Controllers 90% of the time and level them mostly through DFB, TFs and Teams running radio missions or story arcs. Controllers feel really powerful in the stage from lvl 1-30 but once people have all their nukes, patron powers etc. crowd control can feel redundant at times especially with powersets that need a bit more time/preparation to setup kills. That's why I started playing a Corrupter yesterday. Elec/Marine. Well, this toon is a menace. Once you can open with Ball Lightning > Whitecap > Short Circuit you won't stop giggling at those numbers. It's so much fun! And that's what CoH is all about. -
Mind Control's Telekinesis - some questions
Guffnat replied to Midnight Mystique's topic in Controller
Which Secondary do you use in your build? -
Gravity/Storm or Gravity/Traps come to mind...
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It's kinda interesting that besides the unique features of Illusion Control controller primaries don't really seem to matter. It is all about the secondaries. So if theres next to no focus on the control aspects why should you bring a controller over another corruptor or defender?
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It’s a solid build. I really like it. Do you have a certain theme for your toon?
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This is the slotting I could find in the "Proc Monsters - Controller Edition" Thread by Sir Myshkin Carrion Creepers -- PstBls-Dam%(A), GrvAnc-Acc/Rchg(40), Ann-ResDeb%(43), TraoftheH-Dam%(43), ExpStr-Dam%(43), ImpSwf-Dam%(45)
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I saw Curtis Harding live at Haldern Pop Festival this summer. Such a great musician.
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I’d go with Stone Mastery. It’s just too crunchy to be skipped.
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What I like to do with my Nature/Seismic Defender: I keep my Seismic Pressure stacks running and use the Seismic Shockwaves to have a perma Knockdown Aura that costs no endurance.
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Guffnat started following Feedback: Elec/Elec/Mu Controller for team support
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Hello there! This is my first attempt at a team oriented Elec/Elec/Mu Controller build. Feedback is appreaciated. The */Elec Affinity part is mostly a copy of @Voltak's Elec/Elec Defender. The Elec Control part is heavily inspired by an old thread and a build by @oedipus_tex This Hero build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Electric Wizard: Level 50 Magic Controller Primary Power Set: Electric Control Secondary Power Set: Electrical Affinity Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(40), BslGaz-EndRdx/Rchg/Hold(40) Level 1: Shock -- Acc-I(A) Level 2: Chain Fences -- PwrTrns-Dam/Acc/Rech/End(A), PwrTrns-Dam/Acc/End(3), PwrTrns-Dam/EndMod(3), PwrTrns-Dam/Rech(5), SprOvrPrs-Rchg/Energy Font(5), PwrTrns-EndMod(7) Level 4: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 6: Jolting Chain -- FrcFdb-Rechg%(A), SprWntBit-Rchg/SlowProc(13), GldJvl-Dam%(13), Apc-Dam%(15), GldJvl-Acc/Dmg(15), ExpStr-Dam%(17) Level 8: Conductive Aura -- PwrTrns-EndMod(A), PwrTrns-+Heal(40), PrfShf-End%(43), PrfShf-EndMod(48) Level 10: Energizing Circuit -- SynSck-EndMod(A), SynSck-Dam/Rech(17), SynSck-EndMod/Rech(19), SynSck-Dam/Rech/Acc(19), SynSck-Dam/Acc/End(21), SynSck-EndMod/+RunSpeed(21) Level 12: Static Field -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34), SprWiloft-EndRdx/Rchg(37), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(39), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(39), SprWiloft-Rchg/Dmg%(39) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), ShlWal-ResDam/Re TP(23) Level 16: Faraday Cage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), RctArm-ResDam/EndRdx(48), RctArm-ResDam(50), RctArm-ResDam/Rchg(50) Level 18: Kick -- Acc-I(A) Level 20: Empowering Circuit -- HO:Membr(A) Level 22: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(25), RctArm-ResDam(25) Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(27), LucoftheG-Def/EndRdx/Rchg(27) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/EndRdx(42), CrcPrs-Conf/Rchg(43), CrcPrs-Acc/Conf/Rchg(43), CrcPrs-Acc/Rchg(46), CrcPrs-Conf%(46) Level 28: Galvanic Sentinel -- SynSck-EndMod(A), SynSck-Dam/Rech(29), SynSck-EndMod/Rech(29), SynSck-Dam/Rech/Acc(31), SynSck-Dam/Acc/End(31) Level 30: Defibrillate -- RechRdx-I(A) Level 32: Gremlins -- SlbAll-Build%(A), OvrFrc-Dam/KB(33), SlbAll-Dmg(33), SlbAll-Dmg/Rchg(33), SlbAll-Acc/Dmg/Rchg(34), SlbAll-Acc/Rchg(34) Level 35: Insulating Circuit -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(36), NmnCnv-Heal(36), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37) Level 38: Amp Up -- RechRdx-I(A) Level 41: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(42), RctArm-ResDam(42) Level 44: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(50) Level 47: Fly -- WntGif-ResSlow(A) Level 49: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Acc-I(A) Level 1: Containment Level 1: Sprint -- Clr-RunSpd(A) Level 2: Rest -- EndMod-I(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Mrc-Rcvry+(A) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A) Level 47: Afterburner ------------
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What's your goal? Both builds are fun. Plant/Dark is a lot safer especially early on since Fire/Poison is quite heavy on your endurance before IOs.
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*bump* Any knowledge on this issue from @Voltak?
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That is sad to hear. I really loved the concept for a Vampire Bat Mutant.
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These articles are super interesting. Also the article on flags mentioned in one of them is really cool! Thanks for sharing.