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Posted (edited)

Hi again,

 

can't help it, I like Controllers. And so far this one here is my latest lockdown specialist.

 

This is my shot at his build and on paper I quite like it already. Just not sure about some of the slotting options I have used, I am still not quite comfortable with the proccing and effects of attuned IOs.

 

Main goal was getting AM and Earthquake close to perma and a solid (not neccessarily maxed out) defense and SL resistance. Mitigation is supposed to come from lockdown and debuff.

 

Please take a look. Any comment appreciated.

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Zapphire Ray: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Gladiator's Net - Chance of Damage(Lethal)
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (7) Unbreakable Constraint - Chance for Smashing Damage
  • (9) Neuronic Shutdown - Chance of Damage(Psionic)
  • (17) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (19) Neuronic Shutdown - Accuracy/Endurance

Level 1: Radiant Aura

  • (A) Preventive Medicine - Chance for +Absorb
  • (7) Preventive Medicine - Heal/RechargeTime/Endurance
  • (36) Preventive Medicine - Heal/RechargeTime
  • (37) Preventive Medicine - Heal
  • (37) Preventive Medicine - Heal/Endurance
  • (37) Preventive Medicine - Endurance/RechargeTime

Level 2: Stone Cages

  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (3) Superior Overpowering Presence - Control Duration/RechargeTime
  • (15) Superior Overpowering Presence - Endurance/RechargeTime
  • (21) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (23) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (29) Superior Overpowering Presence - RechargeTime/Energy Font

Level 4: Accelerate Metabolism

  • (A) Recharge Reduction IO
  • (5) Recharge Reduction IO

Level 6: Quicksand

  • (A) Impeded Swiftness - Endurance/Recharge/Slow

Level 8: Hasten

  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Kismet - Accuracy +6%
  • (17) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (43) Reactive Defenses - Scaling Resist Damage
  • (50) Reactive Defenses - Defense

Level 12: Stalagmites

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (13) Superior Will of the Controller - Control Duration/Recharge
  • (13) Superior Will of the Controller - Endurance/Recharge
  • (15) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (36) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (36) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 14: Super Jump

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 16: Radiation Infection

  • Hamidon Origin:Enzyme Exposure

Level 18: Earthquake

  • (A) Achilles' Heel - Chance for Res Debuff
  • (19) Achilles' Heel - Defense Debuff/Recharge
  • (31) Achilles' Heel - Defense Debuff
  • (48) Force Feedback - Chance for +Recharge

Level 20: Lingering Radiation

  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
  • (21) Pacing of the Turtle - Accuracy/Endurance

Level 22: Enervating Field

  • (A) Endurance Reduction IO
  • (23) Endurance Reduction IO

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance

Level 26: Volcanic Gasses

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (27) Basilisk's Gaze - Accuracy/Recharge
  • (27) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (29) Basilisk's Gaze - Endurance/Recharge/Hold

Level 28: Kick

  • (A) Mako's Bite - Accuracy/Damage

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (31) Gladiator's Armor - TP Protection +3% Def (All)
  • (31) Unbreakable Guard - RechargeTime/Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - Resistance
  • (46) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 32: Animate Stone

  • (A) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (43) Expedient Reinforcement - Accuracy/Recharge

Level 35: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance

Level 38: Choking Cloud

  • (A) Lockdown - Accuracy/Hold
  • (39) Lockdown - Accuracy/Recharge
  • (39) Lockdown - Recharge/Hold
  • (39) Lockdown - Endurance/Recharge/Hold
  • (40) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (43) Lockdown - Chance for +2 Mag Hold

Level 41: Ice Blast

  • (A) Apocalypse - Damage/Recharge/Accuracy
  • (42) Apocalypse - Damage
  • (42) Apocalypse - Damage/Endurance
  • (45) Apocalypse - Recharge/Accuracy
  • (46) Apocalypse - Chance of Damage(Negative)
  • (46) Gladiator's Javelin - Chance of Damage(Toxic)

Level 44: Frozen Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense

Level 47: EM Pulse

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (48) Basilisk's Gaze - Endurance/Recharge/Hold
  • (48) Basilisk's Gaze - Accuracy/Recharge
  • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

Level 49: Mutation

  • (A) Recharge Reduction IO

Level 1: Containment 

 

  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (11) Numina's Convalesence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End
Level 14: Double Jump 

Level 1: Prestige Power Dash

 

Edited by Bananiac

That incident involving a nuclear accelerator and a banana… You know… I REALLY don't wanna talk about it!

Posted

Your build is mostly hitting the strong points of this combo (perma hasten etc), but there's a number of things I would change. Controller's are very end heavy with all of their big abilities costing so much. Accelerate Metabolism doesn't just need recharge, it can also use some end mod since it's your main source of end management. Preemptive Optimization set is nice here.

 

Choking Cloud is a hefty endurance cost for little return. The chance and magnitude of the hold isn't good enough when you're already an earth controller. Stalagmites and Earthquake up every fight is most of what you need for control, with Volcanic Gasses as an emergency. I'd also drop EM Pulse (big crash), Mutation (big crash for the rezz'd), and Quicksand (its just -spd -def, all your other abilities do -def).

 

Accuracy against +4 is only around 75% or less across the board. It doesn't matter as much when you have -def, I just don't like landing hits just to land subsequent hits. Tactic's can help here.

 

Could take Ice Storm for more aoe dmg. Stalagmites and Fossilize are the best proccable abilities in earth. Stalagmites just need's more accuracy than normal, and a little recharge so it's harder to proc. Stalagmites is also more of an "opener" when solo to disorient targets and avoid an alpha.

 

Earthquake is more of a one slot +rech wonder, the FF proc is kinda overkill on a perma hasten build. The Overpowering Presence ATO is kinda meh. There is also no Panacea proc.

 

Overall I'd lean more on ranged defense with the combo (avoiding Choking Cloud), and something like a resist epic pool instead.

 

Here's an adapted build I made of one of mine, to show you what I mean. It may not be totally optimized:

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 49 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Gladiator's Javelin - Accuracy/Damage
  • (17) Gladiator's Javelin - Chance of Damage(Toxic)
  • (17) Apocalypse - Chance of Damage(Negative)
  • (19) Unbreakable Constraint - Chance for Smashing Damage
  • (19) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (21) Neuronic Shutdown - Chance of Damage(Psionic)

Level 1: Radiant Aura

  • (A) Preventive Medicine - Heal
  • (11) Preventive Medicine - Heal/Endurance
  • (13) Preventive Medicine - Endurance/RechargeTime
  • (13) Preventive Medicine - Heal/RechargeTime
  • (15) Preventive Medicine - Heal/RechargeTime/Endurance
  • (15) Preventive Medicine - Chance for +Absorb

Level 2: Stone Cages

  • (A) Artillery - Accuracy/Damage
  • (37) Artillery - Damage/Endurance
  • (37) Artillery - Damage/Recharge
  • (37) Artillery - Accuracy/Damage/Recharge
  • (40) Artillery - Accuracy/Recharge/Range
  • (40) Artillery - Endurance/Recharge/Range

Level 4: Accelerate Metabolism

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (5) Preemptive Optimization - EndMod/Endurance
  • (7) Preemptive Optimization - EndMod/Recharge
  • (7) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (9) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (11) Preemptive Optimization - EndMod/Endurance/Recharge

Level 6: Radiation Infection

  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (36) Dark Watcher's Despair - Recharge/Endurance
  • (36) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (36) Dark Watcher's Despair - To Hit Debuff

Level 8: Hasten

  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO

Level 10: Enervating Field

  • (A) Endurance Reduction IO

Level 12: Stalagmites

  • (A) Artillery - Accuracy/Damage
  • (40) Artillery - Accuracy/Damage/Recharge
  • (42) Artillery - Accuracy/Recharge/Range
  • (42) Superior Overpowering Presence - RechargeTime/Energy Font
  • (42) Positron's Blast - Chance of Damage(Energy)
  • (43) Bombardment - Chance for Fire Damage

Level 14: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Gift of the Ancients - Defense/Endurance
  • (23) Gift of the Ancients - Defense

Level 16: Tactics

  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (33) Adjusted Targeting - To Hit Buff/Endurance/Recharge

Level 18: Earthquake

  • (A) Recharge Reduction IO

Level 20: Lingering Radiation

  • (A) Ice Mistral's Torment - Endurance/Slow
  • (43) Ice Mistral's Torment - Damage/Recharge
  • (43) Ice Mistral's Torment - Damage/Slow
  • (45) Ice Mistral's Torment - Accuracy/Damage/Endurance
  • (45) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge

Level 22: Volcanic Gasses

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (33) Superior Will of the Controller - Control Duration/Recharge
  • (33) Superior Will of the Controller - Endurance/Recharge
  • (34) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (34) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (34) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Reactive Defenses - Scaling Resist Damage
  • (25) Reactive Defenses - Defense
  • (27) Kismet - Accuracy +6%

Level 26: Animate Stone

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (27) Expedient Reinforcement - Accuracy/Damage
  • (29) Expedient Reinforcement - Damage/Endurance
  • (31) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (31) Expedient Reinforcement - Endurance/Damage/Recharge
  • (31) Expedient Reinforcement - Resist Bonus Aura for Pets

Level 28: Super Jump

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (29) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 30: Kick

  • (A) Empty

Level 32: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (39) Steadfast Protection - Resistance/+Def 3%
  • (39) Steadfast Protection - Resistance/Endurance
  • (39) Impervious Skin - Resistance/Endurance

Level 35: Ice Blast

  • (A) Apocalypse - Damage
  • (45) Apocalypse - Damage/Recharge
  • (46) Apocalypse - Damage/Recharge/Accuracy
  • (46) Apocalypse - Recharge/Accuracy
  • (46) Apocalypse - Damage/Endurance

Level 38: Frozen Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 41: Hibernate

  • (A) Empty

Level 44: Ice Storm

  • (A) Artillery - Accuracy/Damage
  • (48) Artillery - Damage/Endurance
  • (48) Artillery - Damage/Recharge
  • (48) Artillery - Accuracy/Damage/Recharge
  • (49) Artillery - Accuracy/Recharge/Range
  • (49) Artillery - Endurance/Recharge/Range

Level 47: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (47) Gift of the Ancients - Defense/Endurance
  • (47) Gift of the Ancients - Defense

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Containment 


Level 1: Brawl

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|-------------------------------------------------------------------|

  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (3) Miracle - +Recovery
  • (3) Numina's Convalesence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End
Level 28: Double Jump 

------------

 

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Posted
16 hours ago, Wimbochismo said:

Choking Cloud is a hefty endurance cost for little return. The chance and magnitude of the hold isn't good enough when you're already an earth controller.

I don't dispute that an Earth controller may not need the additional control, but you're underestimating the effectiveness of Choking Cloud. It has an 80% chance of a mag 1 hold plus a 50% chance of a mag 2 hold. These don't stack with themselves but they stack with each other. The power pulses every 2 seconds but the hold duration is at least double that (7.45 seconds for controllers). After 2 or 3 pulses, you've generally built up to mag 3 on everything. CC is auto-hit, so you don't need to slot for accuracy. I typically slot with 3 end/hold IOs (from 3 different sets) and have no endurance issues. 

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Posted
7 hours ago, Uun said:

I don't dispute that an Earth controller may not need the additional control, but you're underestimating the effectiveness of Choking Cloud. It has an 80% chance of a mag 1 hold plus a 50% chance of a mag 2 hold. These don't stack with themselves but they stack with each other. The power pulses every 2 seconds but the hold duration is at least double that (7.45 seconds for controllers). After 2 or 3 pulses, you've generally built up to mag 3 on everything. CC is auto-hit, so you don't need to slot for accuracy. I typically slot with 3 end/hold IOs (from 3 different sets) and have no endurance issues. 

 

Nice, thanks for the info. Most of my experience with Radiation is as an Illusion/Rad, where I never really bothered with CC. I'll have to revisit it on some of my Controller's with lighter control.

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Posted
1 hour ago, Wimbochismo said:

 

Nice, thanks for the info. Most of my experience with Radiation is as an Illusion/Rad, where I never really bothered with CC. I'll have to revisit it on some of my Controller's with lighter control.

In addition to what @Uun has stated I'll be that guy and point out the obvious.  It sets up containment for the character relatively quickly with no action required other than getting into proximity i.e it's a win for action economy.

  • Thumbs Up 2
Posted

Agreed. I found CC to be generally quite effective, especially if you can lay down even more Holds around you from other sets. And I also like powers that you don't have to do anything with other than run into mobs, like The Cloud or The Cloak 🙂 And yes, Containment! 

 

Still a very nice build, thanks for that @Wimbochismo! I will see if I can tweak it a bit to my playstyle, but it is greatly appreciated.

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That incident involving a nuclear accelerator and a banana… You know… I REALLY don't wanna talk about it!

Posted

A long, long time ago, back on the live forums, I wrote a guide for the Earth/Rad Controller.  Here's the link:

https://web.archive.org/web/20120904193426/http://boards.cityofheroes.com/showthread.php?t=121712

 

I consider Earth to be the best AoE control set.  It is versatile with different types of control.  It has arguably the second best pet among controllers. 

Here's my take on your build, but I have to explain a little bit about playstyle preferences.  First, I LOVE Controllers. By far, my favorite archetype.  However, I build my Controllers to CONTROL, not be tanks.  I don't take the Fighting Pool on Controllers, as I'd rather take control powers or buff/debuff powers instead.  I may faceplant once in a while, but that's OK since I think the benefits of more control outweigh the occasional faceplant.  Instead of slotting for Defense or Resistance, I usually slot for Recharge.

To help reduce those faceplants, almost all my controllers use invisibility a bunch.  When I have a tanky pet, I use invisibility to lead the pet into drawing aggro before I use my AoE controls.  Some controllers work best at melee (Ice, Electric, Fire) while others work best at range (Earth, Grav, Mind, Symph) and others can involve running in and out of melee, like Dark.  I like to use invisibility when staying out of melee to avoid aggro until something or someone else grabs that aggro (when possible).

So, my playstyle with an Earth/Rad is to either lead Rocky into melee and back out, or let the tanks and brutes grab aggro, staying at range.  Earth Controllers have three powerful ranged AoE control powers. 1) Earthquake (+Quicksand), 2) Stalagmites + Stone Cages (+Quicksand), and 3) Volcanic Gasses (+Quicksand).  EM Pulse is a 4th, but that requires melee so I rarely use it except as an 'oh crap" power.  Quicksand is an underappreciated power: it is not only a slow, but a huge Defense Debuff, making it easier for everyone to hit.

I skip Choking Cloud (and Fallout) on my Earth/Rad, as I stay out of melee, and CC uses a lot of endurance AND Slots.  On the other hand, I love Choking Cloud on my Fire/Rad, Ice/Rad and Elec/Rad. All of those have secondary PB AoE toggles which synergize extremely well with Choking Cloud.

Instead of slotting Fossilize for Damage, I slot for hold and a little damage.  Instead, I take Stone Prison and slot it for damage.

I put more Recharge in Quicksand since I use it so often.

I use Super Speed + Stealth IO to get my invisibility.  No leaping for most controllers - I save leaping for melee fighters.

I try to put 2 Enzymes in RI, and more accuracy in LR - LR's important for its -Regen against AVs, so it needs more accuracy.

I like the Lockdown +2 proc in Volcanic Gasses as it helps the power hold bosses.

Animate Stone (Rocky) gets BOTH pet Resistance Procs as it helps his survival when he tanks.

 



 

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Posted

     This thread makes me want to create an Earth/Rad.  Earth is probably my favorite control primary and Earth/Rad is a pairing I had on Live.  My thoughts:

  • First time my RadEm/Fire (Defender) dropped a proc'd out Char (from Fire Mastery) it made me a believer (and he's still leveling only 4 slotted as of now).  You can always use a slot or two for enhancing the hold aspect.  In fact using both Unbreakable Constraint Hold and the proc would give you a nice  recovery buff.   The plan for him is, however, 6 procs at 50.  
  • My preference is taking and using QS.  I like to use a Range IO in the base slot.  I can't tell you how often that gives me the range to still be around the corner, out of sight when I place QS under a mobs feet rather than exposed by being just visible to return fire.  A solid object beats any amount of defense every time.  
  • In general placing your patches from behind cover is an excellent survival strategy.  Keyboards or even manually it's fairly straightforward  to also use those powers like a PBAoE by dropping them at your feet and stack the effects of something like VG with CC.
  • I'm also enamored with using Fold Space to pull everything into your "killzone" where they'll suddenly find themselves standing on your targeted patches while also effected by your CC.  This also effectively extends the utility of your patches as once the team destroys the first spawn and now the patch is not effecting anything you can grab another bunch of foes to place atop the already existing patch.
  • I used to drag Rocky into mobs (or even just summon him) and still will while solo.  But generally teams move too fast to make it either necessary or possible.  This same speed is also a point in favor of procs in your Fossilize.  I find things die too fast for the duration to truly matter until you get to EB ranks and above where spamming (or stacking) the hold becomes necessary anyway.  After all the base duration is 22 (and change) seconds.  Even used vs +4's and considering the purple patch things likely won't outlive the base duration typically.

That's all I got for the moment.

 

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Posted

One use of Quicksand that nobody has really touched on. Got a bunch of Nemesis buffed by Vengeance? Rikti Drones? Force Field Generators? Quicksand has 25% -def and it's autohit. 

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Posted
On 4/19/2023 at 9:00 PM, Area Man said:

...
To help reduce those faceplants, almost all my controllers use invisibility a bunch.  When I have a tanky pet, I use invisibility to lead the pet into drawing aggro before I use my AoE controls.  Some controllers work best at melee (Ice, Electric, Fire) while others work best at range (Earth, Grav, Mind, Symph) and others can involve running in and out of melee, like Dark.  I like to use invisibility when staying out of melee to avoid aggro until something or someone else grabs that aggro (when possible).
...

 

That is an interesting aspect. I have to think about that a bit.

 

On 4/21/2023 at 10:27 AM, Doomguide2005 said:

   ...

  • I'm also enamored with using Fold Space to pull everything into your "killzone" where they'll suddenly find themselves standing on your targeted patches while also effected by your CC.  This also effectively extends the utility of your patches as once the team destroys the first spawn and now the patch is not effecting anything you can grab another bunch of foes to place atop the already existing patch.

...

 

Ho would you usually slot Fold Space? I have to admit I have never used it on any toon up to now, but I always enjoyed it when suddenly new victims got dropped on any of my melee shredding machines and I didn't have to get moving. I am seriously tempted to build with FS now and try it myself.

 

Probably sacrificing some defense or resistance for it, but in general Controllers are not that dependent on passive protection anyways, so that may be a trade off I would be willing to make.

 

That incident involving a nuclear accelerator and a banana… You know… I REALLY don't wanna talk about it!

Posted
3 hours ago, Bananiac said:

Ho would you usually slot Fold Space?

Not a lot of options. It only takes accuracy, recharge and end reduction enhancements (no sets). Typical slotting is 1-2 acc and 1-2 rech, depending on your global acc and rech bonuses.

  • Thumbs Up 1
Posted (edited)

 

On 4/26/2023 at 5:54 AM, Bananiac said:

 

That is an interesting aspect. I have to think about that a bit.

 

 

Ho would you usually slot Fold Space? I have to admit I have never used it on any toon up to now, but I always enjoyed it when suddenly new victims got dropped on any of my melee shredding machines and I didn't have to get moving. I am seriously tempted to build with FS now and try it myself.

 

Probably sacrificing some defense or resistance for it, but in general Controllers are not that dependent on passive protection anyways, so that may be a trade off I would be willing to make.

 

As @Uun has said not much in the way of options.  None include any sets IO's.  Currently I plan on slotting a single accuracy once 50.  But that's on a theme/superteam setting with potentially 8 AMs and 8 Tactics stacked to make pretty much anything I could slot redundant (the build is has perma AM and Hasten before you potentially add 7 more AMs to the mix).  Probably the cooldown will be under 40 seconds.  Pretty much the same as Fallout in the build.  But yes the idea is to lay your patches down then as the foes die off bring a new bunch into the effected areas to get a little more utility out of all those patches Earth can lay down.  Don't even necessarily need to wait if you've got teammates about to hit the targets as they arrive.

 

Edit:  Full disclosure i haven't actually used FS yet just seen it in action and talked about it with my fellow RadEm/Fire Defender, who says it seems to require line of sight to teleport the mobs involved.  But man is it rewarding to see the mob density around us all getting near instantly held (multiple CC for mag 3+ almost guaranteed00).

Edited by Doomguide2005
Added the obvious "held"
  • Thumbs Up 1
Posted
15 hours ago, Doomguide2005 said:

Full disclosure i haven't actually used FS yet just seen it in action and talked about it with my fellow RadEm/Fire Defender, who says it seems to require line of sight to teleport the mobs involved. 

Yes, it does require line of sight. See the Activation Details flags in the upper left. I have it on my BS/Shield scrapper.

 

https://cod.uberguy.net/html/power.html?power=pool.teleportation.long_range_teleport&at=controller

  • Thanks 1
Posted
3 hours ago, Uun said:

Yes, it does require line of sight. See the Activation Details flags in the upper left. I have it on my BS/Shield scrapper.

 

https://cod.uberguy.net/html/power.html?power=pool.teleportation.long_range_teleport&at=controller

     Not surprising I'd just hadn't gotten around to searching CoD for that tidbit.  Makes those big open maps like the 3rd in the ITF look very inviting.  What I can't see from the data (if it's indicated) is how it chooses its 16 targets especially on something like that 3rd map of the ITF with an abundance of targets.  By distance (closest vs farthest) or some other factor or factors.  Or interestingly from our theme team's point of view noting it can 'stack', can multiple users firing off within the same 1.5 seconds teleport foes that typically one user can't budge?

  • 1 month later
Posted

I have decided I want to give Fold Space a try and built it in. Sacrificed quite some recharge and a bit of def/res to accomodate the 3 Teleport powers required, so this is gonna be the fun build, not the untouchable one 😎

 

For reference, here is what I came up with.

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Zapphire Ray: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Gladiator's Javelin - Accuracy/Damage
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (7) Unbreakable Constraint - Chance for Smashing Damage
  • (9) Apocalypse - Chance of Damage(Negative)
  • (17) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (19) Neuronic Shutdown - Chance of Damage(Psionic)

Level 1: Radiant Aura

  • (A) Preventive Medicine - Chance for +Absorb
  • (7) Preventive Medicine - Heal/RechargeTime/Endurance
  • (36) Preventive Medicine - Heal/RechargeTime
  • (37) Preventive Medicine - Heal
  • (37) Preventive Medicine - Heal/Endurance
  • (37) Preventive Medicine - Endurance/RechargeTime

Level 2: Stone Cages

  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (3) Superior Overpowering Presence - Control Duration/RechargeTime
  • (15) Superior Overpowering Presence - Endurance/RechargeTime
  • (21) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (23) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (29) Superior Overpowering Presence - RechargeTime/Energy Font

Level 4: Accelerate Metabolism

  • (A) Recharge Reduction IO
  • (5) Recharge Reduction IO

Level 6: Quicksand

  • (A) Impeded Swiftness - Endurance/Recharge/Slow

Level 8: Teleport

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 10: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Kismet - Accuracy +6%
  • (17) Reactive Defenses - Scaling Resist Damage
  • (31) Reactive Defenses - Defense

Level 12: Stalagmites

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (13) Superior Will of the Controller - Control Duration/Recharge
  • (13) Superior Will of the Controller - Endurance/Recharge
  • (15) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (36) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (36) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 14: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Endurance/Recharge

Level 16: Radiation Infection

  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (34) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (42) Dark Watcher's Despair - Recharge/Endurance
  • (46) Dark Watcher's Despair - To Hit Debuff

Level 18: Earthquake

  • (A) Achilles' Heel - Chance for Res Debuff
  • (19) Achilles' Heel - Defense Debuff

Level 20: Lingering Radiation

  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
  • (21) Pacing of the Turtle - Accuracy/Endurance

Level 22: Enervating Field

  • (A) Endurance Reduction IO
  • (23) Endurance Reduction IO

Level 24: Teleport Target

  • (A) Winter's Gift - Slow Resistance (20%)

Level 26: Volcanic Gasses

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (27) Basilisk's Gaze - Accuracy/Recharge
  • (27) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (29) Basilisk's Gaze - Endurance/Recharge/Hold

Level 28: Kick

  • (A) Mako's Bite - Accuracy/Damage

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (31) Gladiator's Armor - TP Protection +3% Def (All)
  • (31) Unbreakable Guard - +Max HP
  • (34) Unbreakable Guard - Resistance/Endurance

Level 32: Animate Stone

  • (A) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (43) Expedient Reinforcement - Accuracy/Recharge

Level 35: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance

Level 38: Choking Cloud

  • (A) Lockdown - Accuracy/Hold
  • (39) Lockdown - Accuracy/Recharge
  • (39) Lockdown - Recharge/Hold
  • (39) Lockdown - Endurance/Recharge/Hold
  • (40) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (43) Lockdown - Chance for +2 Mag Hold

Level 41: Ice Blast

  • (A) Apocalypse - Damage/Recharge/Accuracy
  • (42) Apocalypse - Damage
  • (42) Apocalypse - Damage/Endurance
  • (45) Apocalypse - Recharge/Accuracy
  • (46) Apocalypse - Damage/Recharge

Level 44: Frozen Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense

Level 47: Ice Storm

  • (A) Artillery - Accuracy/Damage
  • (48) Artillery - Damage/Endurance
  • (48) Artillery - Damage/Recharge
  • (48) Artillery - Accuracy/Damage/Recharge
  • (50) Artillery - Accuracy/Recharge/Range
  • (50) Artillery - Endurance/Recharge/Range

Level 49: Fold Space

  • (A) Accuracy IO

Level 1: Containment 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (11) Miracle - +Recovery
  • (43) Miracle - Heal
  • (46) Panacea - +Hit Points/Endurance
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End
Level 1: Prestige Power Dash
  • (A) Endurance Reduction IO
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 4: Ninja Run 

Level 50: Vigor Partial Core Revamp 
------------

 

Thanks for this interesting conversation! This will definitely be a new experience. And if it doesn't work for me somehow, I will set him up with a 2nd, more conventional build. Or simply respec.

 

  • Like 1

That incident involving a nuclear accelerator and a banana… You know… I REALLY don't wanna talk about it!

  • 1 month later
Posted

@Bananiac

     Love to hear about your experience with your Earth/RadEm Controller.  How did Fold Space work out for you?  Wondered how much the whole theme team i was running with helped with expectations on it getting used vs a PuG teams tendency to immediately zerg towards the next mob.  I found myself using it earlier when on a PuG to preempt movement away by my teamments towards the next target.

  • Thumbs Up 1
Posted

I am enjoying it nicely so far. But it has needed a bit of getting used to how to operate Fold Space. 

I kinda was expecting that you just target a mob and port them to your location, but it is actually a PBAoE effect, thus a bit more tricky from the positioning. I was totally confused at the beginning when I started to try it out 🙂 

 

Now I got a bit better grip on it, it is a really nice change of pace to my countless other Controller stereotypes. And makes the massive lockdowns and debuffs from Rad and Earth even more lethal. Just stay close to the Tank 😎 

 

 

  • Thanks 1

That incident involving a nuclear accelerator and a banana… You know… I REALLY don't wanna talk about it!

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