As requested, I'm sharing my build and thoughts on the new Water Control here. Gonna get wordy, so hang on.
First: I tried Water Control/Kinetics Assault Dominator when these were only on PTS, in order to see how the new sets were together. They worked, but didn't seem to have any special synergies. However, Water Control had me hooked - I like KD anyways (quite a lot). So I looked at other Dominator secondaries, and nothing struck me as a standout. Then I looked at Controller, and as always, I thought... what if I add Fluffy?
Dark on at least Controllers, Masterminds and Corruptors can make any primary look good (I know, since my villain main back on the original CoX run was a Beasts/Dark MM).
The character name, backstory and initial outfit for Cool Hand Lexi remained from the PTS run, and so a magic origin was there. I wanted to go Sorcery for travel power and get Rune of Protection, at much for its damage resists as for its mez protection. This worked somewhat while leveling, but wow was end management a problem, even after picking up Soul Absorption. The build I'd planned included Mu Mastery's Power Sink, so once I unlocked my Patron Power Pools, I dropped Rune of Protection and Soul Absorption, and picked up Fighting's Tough instead.
Thunder Bug had Water Bug also going while I was leveling, and while I thought procs wouldn't be a good idea in Turbulent Aura because it is a toggle, Water Bug found that Theft of Essence: Chance for End worked very well. So, I procced out Turbulent Aura, especially including Forced Feedback: Change for Recharge. Oh yeah, good stuff there. BUT, the end recharge from this is swingy, so I still rely on Power Sink a lot.
Mez mitgation comes from my Destiny: Clarion Core Epiphany and carrying some Breakfrees. Yet, I have two pets - even when I'm held/stunned, they're around to help.
I've been slowly pushing my soloing, and can solo +2/x8 (as at +1 incarnate) with bosses pretty easily. I'm about to test +3. Honestly, Water Control likes having lots of enemies, as my build has MORE AoE than ST, and Turbulent Aura helps more with more enemies.
Turbulent Aura - let me repeat the name - Turbulent Aura - is the foundation of the strength of this set. It's something Water Blast doesn't get. I think it is overpowered, and could stand a wee nerf. I don't have to cast a mez before moving into melee - Turbulent Aura will do it for me. Even in my 20s, I could easily herd three even-level spawns with lieutenants together and focus on the lieutenants while Turbulent Aura, Tar Patch, Riptide, and Geyser defeated the minions.
The later 20s and 30s/40s were only an issue for me solo due to enemy mez. No other reason. It's why I went ahead and farmed a some during those levels, then joined some ITFs, to get to 50.
When this build is finished, and assuming the numbers I have from Mids Reborn are correct when applied to Water Control rather than Fire Control, I'll have:
- Softcap def to Range while Fade is up (which is not perma)
- Good enough def to all to get into melee and stay vertical; often untouched
- Hardcap Controller resist to S/L
Fluffy and Gushy also work together quite well as pets, and Gushy is really where my damage is. Once the minions are down, he helps with the boss.
I don't often use Drowning Pool (my AoE hold) or Howling Twilight unless things get really fun or on large TFs/iTrials. But then, I don't reserve Howling Twilight for rezzes; it's a damn good stun, and I primarily use it for that.
The Fire Control/Darkness Affinity build I used to mock up my build follows - after that I'll talk about the Water Control changes:
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!test3: Level 50 Magic ControllerPrimary Power Set: Fire ControlSecondary Power Set: Darkness AffinityPower Pool: SorceryPower Pool: SpeedPower Pool: LeadershipPower Pool: FightingAncillary Pool: Mu MasteryHero Profile:Level 1: Ring of Fire - (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Endurance
- (29) Thunderstrike - Damage/Endurance/Recharge
Level 1: Twilight Grasp - (A) Touch of the Nictus - Healing/Absorb
- (11) Touch of the Nictus - Accuracy/Healing/Absorb
- (11) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
- (36) Touch of the Nictus - Accuracy/Endurance/Recharge
- (37) Touch of the Nictus - Chance for Negative Energy Damage
- (37) Theft of Essence - Chance for +Endurance
Level 2: Char - (A) Superior Will of the Controller - Accuracy/Control Duration
- (3) Superior Will of the Controller - Control Duration/Recharge
- (5) Superior Will of the Controller - Endurance/Recharge
- (29) Superior Will of the Controller - Accuracy/Control Duration/Endurance
- (31) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
- (34) Superior Will of the Controller - Recharge/Chance for Psionic Damage
Level 4: Mystic Flight - (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Fire Cages - (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (40) Positron's Blast - Chance of Damage(Energy)
- (42) Empty
Level 8: Hot Feet - (A) Obliteration - Chance for Smashing Damage
- (9) Armageddon - Chance for Fire Damage
- (9) Armageddon - Damage/Endurance
- (19) Fury of the Gladiator - Chance for Res Debuff
- (19) Empty
- (23) Empty
Level 10: Tar Patch - (A) Recharge Reduction IO
Level 12: Flashfire - (A) Ragnarok - Damage/Recharge
- (13) Ragnarok - Accuracy/Damage/Recharge
- (13) Ragnarok - Accuracy/Recharge
- (43) Ragnarok - Damage/Endurance
- (43) Ragnarok - Chance for Knockdown
- (43) Annihilation - Chance for Res Debuff
Level 14: Darkest Night - (A) Dampened Spirits - To Hit Debuff/Endurance
Level 16: Shadow Fall - (A) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Defense/Increased Global Recharge Speed
- (46) Unbreakable Guard - Resistance
- (46) Unbreakable Guard - Resistance/Endurance
- (46) Unbreakable Guard - RechargeTime/Resistance
Level 18: Howling Twilight - (A) Endurance Reduction IO
- (50) Recharge Reduction IO
Level 20: Fade - (A) Luck of the Gambler - Defense
- (21) Luck of the Gambler - Defense/Endurance
- (21) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 22: Hasten - (A) Recharge Reduction IO
- (23) Recharge Reduction IO
Level 24: Assault - (A) Endurance Reduction IO
Level 26: Cinders - (A) Superior Overpowering Presence - Accuracy/Control Duration
- (27) Superior Overpowering Presence - Control Duration/RechargeTime
- (27) Superior Overpowering Presence - Endurance/RechargeTime
- (45) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
- (45) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
- (45) Superior Overpowering Presence - RechargeTime/Energy Font
Level 28: Tactics - (A) Adjusted Targeting - To Hit Buff/Endurance
Level 30: Maneuvers - (A) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 32: Fire Imps - (A) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Accuracy
- (34) Blood Mandate - Damage
Level 35: Power Sink - (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 38: Dark Servant - (A) HamiO:Endoplasm Exposure
- (39) HamiO:Endoplasm Exposure
- (39) HamiO:Golgi Exposure
- (39) HamiO:Golgi Exposure
- (40) Siphon Insight - ToHit Debuff
- (40) Siphon Insight - Accuracy/ToHit Debuff
Level 41: Charged Armor - (A) Unbreakable Guard - Resistance
- (42) Unbreakable Guard - Resistance/Endurance
- (42) Unbreakable Guard - RechargeTime/Resistance
- (48) Unbreakable Guard - +Max HP
- (48) Steadfast Protection - Resistance/+Def 3%
- (48) Gladiator's Armor - TP Protection +3% Def (All)
Level 44: Boxing Level 47: Tough - (A) Titanium Coating - Resistance/Endurance
Level 49: Weave - (A) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 1: Brawl Level 1: Containment Level 1: Prestige Power Dash Level 1: Prestige Power Slide Level 1: Prestige Power Quick Level 1: Prestige Power Rush Level 1: Prestige Power Surge Level 1: Sprint Level 2: Rest Level 4: Ninja Run Level 2: Swift Level 2: Health - (A) Preventive Medicine - Chance for +Absorb
- (15) Numina's Convalesence - +Regeneration/+Recovery
- (50) Panacea - +Hit Points/Endurance
Level 2: Hurdle Level 2: Stamina - (A) Performance Shifter - EndMod
- (15) Performance Shifter - Chance for +End
Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Polar Lights Core Superior Ally Level 50: Clarion Core Epiphany Level 50: Support Core Embodiment Level 50: Void Core Final Judgement ------------| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Water Control substitutions for Fire Control:
- Deluge for Ring of Fire. By the way, I originally skipped Deluge and got Sorcery's Arcane Bolt instead; which was a mistake. Now, I have to be careful with Deluge: if a KB tick from Geyser or Turbulent Aura happen at the same time as Deluge's, it'll become Knockback.
- Suffocate for Char. One "downside" to Water Control is that you can only slot the Controller ATOs in its Holds; they cannot be slotted in powers which only do KD.
- Geyser Burst for Fire Cages. The sixth enhancement in Geyser Burst is Forced Feedback: Chance for Recharge.
- Turbulent Aura for Hot Feet. The fifth enhancement is Theft of Essence: Chance for End. The sixth enhancement is Forced Feedback: Chance for Recharge. I can get ridiculous Recharge going between this and Geyser Burst.
- Riptide for Flashfire. Riptide is a wonderful power, with its Forced Movement towards its center. I especially love doing that to flying/hovering enemies, such as the Rikti Drones. I swear they scream "WTF!" when I cast this.
- Drowning Pool for Cinders.
- Water Golem for Fire Imps. I had been playing Da Mage, a Fire Control/Darkness Affinity prior to Cool Hand Lexi. He was kinda fun, but he's firmly retired now.
If there's a large enough spawn (which I love) and unless there's a problem enemy, this is my opening sequence: run into the center of the spawn, Riptide where I am, Tar Patch where I am, Geyser Burst where I am. Then I'll alternate Suffocate and Deluge on bosses. I'll sprinkle with Twilight Grasp, Drowning Pool, and/or Howling Twilight when they're useful. I'll always hit Power Sink when it's up and I need to - notice the "when it's up." Even with Power Sink, I still carry two rows of blue insps. This is still an amazingly end-heavy build!
The nice thing is that I can tank most places (where a dedicated tank isn't actually needed), I can damage well with most things (where a dedicated DPSer isn't actually needed), I can heal those near me very well (when enemies are present), and I can control (even well enough with KB-resistant enemies). But this is not a quick character - it pays to think a couple of steps ahead of what's going on, due to most powers' animation times.