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Posts
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Salvage isn't the only way to get cash on the market, you can make bucks just buying varies 50lvl recipes for 100 and selling them to the vender for 10,000. Do that over 30 mins and make your first million. As I said, there is alot of good information in the Market Forum. Keep a eye on salvage that has wild swings on weekends then drops in price on weekdays. Also keep a eye out for Marketer manipulation, and take advantage of it.
After a few weeks, you will get a feel for the market and be able to start making the big bucks. It be a little more work then just doing a farm map over and over, but is a skill once gain can be used to help any of your toons. -
Quote:Range defense takes some effort to get capped, so your build likely be better off with second choice and just carry some break frees alike the rest of us (and keep some more in your inbox).Does a dark/dark defender need soft capped Ranged def, or should she rely more on Fear, HT, DP and some Break Frees?
Quote:The Endurance recovery is very close to endurance use, which usually means endurance problems when using powers. Is there some change to fix this?
Quote:HT has two Stupefy for the end recovery. I'd really rather have Recharge reductions there.
Quote:Is there some easy way to get these IO set recipes? At the AH, they cost millions of inf, if any are for sale at all. Merit badges seem to take a long time to collect 240 and I'd need 240 each. Or I could take my chances on AE mission ticket random rolls.
Quote:I'm more willing to respec out of fly/hover and take CJ/Something else. Another toon got himself a jet pack at level 11 and 2 hrs toggle time lasts awhile, so I'd be more willing to use that for vertical travel. -
Without a doubt... but that's what makes it fun!
And someone might wander by who is interested in learning this stuff. -
I disliked it for these reasons;
Gale - it doesn't need any KB IOs to be annoying, just two slot it with cafted acc IOs and be done with it.
Freezing Rain - anyone who spent any time reading the forums would know to follow Local Man's advise on this power and just slot some recharge IOs and be done with it. If got the slots for some procs, that's just icing on the cake. Because anyone slotting it for damage, shows they don't understand the power.
Hurricane - again, you don't have to slot it for KB to be a griever. It will annoy enough on its own.
Lightning Storm - wasting a great attack power on some crappy kb io with little damage +. Slot it normal like, and just be happy with its non-enhanced kb.
Aim - Really? 5 slots?? Even for a IO bonus, I won't gone pass 3 slots in this power. The little damage + it gives is nice but you really should have enough set bouses to your ACC not to need such a major boost.
And the last little fact.... you are going to be having to chase these mobs down too. So you might want a few powers that don't send them to the four winds. -
Yes, cus even with all the KB IOs.... its still a pretty crappy build.
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Here is my fix... with no caps.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Little Boo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Accuracy IO
- (A) Gravitational Anchor - Immobilize/Endurance
- (7) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (9) Gravitational Anchor - Accuracy/Recharge
- (9) Trap of the Hunter - Endurance/Immobilize
- (11) Trap of the Hunter - Accuracy/Endurance
- (11) Trap of the Hunter - Immobilize/Accuracy
- (A) Harmonized Healing - Heal
- (5) Harmonized Healing - Heal/Recharge
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Steadfast Protection - Resistance/+Def 3%
- (13) Luck of the Gambler - Recharge Speed
- (15) Steadfast Protection - Resistance/Endurance
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Stupefy - Accuracy/Recharge
- (19) Stupefy - Endurance/Stun
- (19) Stupefy - Accuracy/Endurance
- (21) Stupefy - Accuracy/Stun/Recharge
- (21) Stupefy - Stun/Range
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Achilles' Heel - Chance for Res Debuff
- (25) Undermined Defenses - Defense Debuff/Recharge/Endurance
- (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (27) Shield Breaker - Accuracy/Endurance/Recharge
- (27) Analyze Weakness - Accuracy/Endurance/Recharge
- (A) Basilisk's Gaze - Recharge/Hold
- (29) Basilisk's Gaze - Accuracy/Recharge
- (29) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (34) Eradication - Chance for Energy Damage
- (40) Scirocco's Dervish - Damage/Endurance
- (43) Scirocco's Dervish - Chance of Damage(Lethal)
- (46) HamiO:Nucleolus Exposure
- (A) Dark Watcher's Despair - To Hit Debuff
- (33) Dark Watcher's Despair - To Hit Debuff/Recharge
- (33) Dark Watcher's Despair - To Hit Debuff/Endurance
- (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Stupefy - Accuracy/Recharge
- (31) Stupefy - Accuracy/Endurance
- (36) Stupefy - Endurance/Stun
- (37) Stupefy - Accuracy/Stun/Recharge
- (46) Stupefy - Stun/Range
- (A) Expedient Reinforcement - Accuracy/Recharge
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (39) Expedient Reinforcement - Damage/Endurance
- (39) Soulbound Allegiance - Accuracy/Damage/Recharge
- (45) Soulbound Allegiance - Chance for Build Up
- (A) Commanding Presence - Accuracy/Damage
- (36) Commanding Presence - Damage/Endurance
- (36) Commanding Presence - Accuracy/Endurance
- (37) Commanding Presence - Accuracy/Damage/Endurance
- (43) Achilles' Heel - Chance for Res Debuff
- (A) Decimation - Damage/Endurance
- (39) Decimation - Accuracy/Damage
- (40) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (42) Decimation - Accuracy/Damage/Recharge
- (42) Endurance Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (46) Thunderstrike - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (45) Recharge Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (A) Impervium Armor - Resistance/Endurance
- (50) Impervium Armor - Resistance
- (50) HamiO:Ribosome Exposure
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (23) Miracle - +Recovery
- (23) Numina's Convalescence - Heal
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (7) Efficacy Adaptor - EndMod
- (13) Efficacy Adaptor - EndMod/Endurance
- (15) Efficacy Adaptor - EndMod/Recharge
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For me, some days I get a little crazy and do a Robin to the team tank's Batman... following the tank in at their six, and throwing down a PGT before running back to join the second rank. Not sure if its effective or smart, but its sure fun to see the whole mob choking as the rest of the team comes in for the kill.
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Just a note... unlike most fire/kin, imps for a fire/storm are merely tiny little meat shields. I can farm just as fast with them as without them, with the downside only a little more incoming damage and some clear-up work at the end.
So you can just four slot imps and be fine.
But again, let me be clear... before I got Alpha/Cardiac, I carried almost a full tray of blues. And I used a blue almost every mob, while hoping for more blues to drop, converting any 3 to a blue, or begging for more from team mates.
Yes, its that bad.... even worst then my fire blaster or other troller.
But once that hole is plug by Cardiac and Ageless, a Fire/Storm is a monster of aoe damage. I alone can take a door in a BAF and keep the prisoners from escaping (at least to that door/doors). In fact, even with my farm build, the only weakness I have now is perhaps I do too much aoe damage and get tons more hate then I can handle. -
I use it to cover the second rank, just place it behind the battle to catch any members of the mob that break loose and attempt to attack those hanging back (like fenders, trollers, blasters).
The mini hold is great as a trip wire, since it allows those in the second rank to put them down before the hold wears off. -
My main is a fire/storm troller.
Char - Lose the proc, move the slot elsewhere. Yes, I have the same slotting on my build and while its great when the proc does go off... its not really worth it since I find myself using Char rarely at that level (since its a 45 lvl slot).
Gale - If Gale needs anything, its not more knockback. Just one slot it with a crafted ACC.
Snow Storm - Just slot it with a endurance reduction, it needs nothing else.
Cinders - The Lockdown proc there works great.
Thunder Cap - I won't use that proc in that power. Last thing you want is any type of KB since likely your next power used will be fire cages.
Primal Forces Mastery - not my first choice... Hell, not even my 4th choice. In my build, I have the Psi one, since I wanted a anti-mezz power.
Stamina - you need, _NEED_ the P'shift poc there.
As for Hot Feet... I would take it anyway and replace Bonefire. Yes, I know she will be hovering alot but it would be nice to have it there for farming, AVs, or other stuff that needs every point of damage you can deal out.
And I don't really think Hover will keep her alive, cus my Fire/Storm can agg a whole room without even trying (we have lots of aoe powers). And the next room, and one down the hall. I'm not joking here, if I go into a room with 3 mobs.... I can count on getting all three mobs agg-ed. So you might look into the Med Pool to give you some safety.
And the last piece of advise, Fire/Storms are endurance hogs. Till you get your Alpha Cardiac, its going to be a pain. -
Here is my emp/energy fender, the second toon I made some 50+ months ago. Doesn't have Leadership (I think I bring enough with my buffs), nor do I use Hover (Fly all the time, with the stealth proc), but this build has good recharge and a great Fort.
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Taking your latest build, I moved some things around and slotted it. Not the cheapest of builds, and some recipes would take some work to get the merits necessary. But this build should give you some ideas.
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While I had aid self on my /Storm, may I make a suggestion of just taking Spirit Tree instead. I understand Spirit Tree's disadvantages, but you end-up with a free power slot (since you don't have to take aid other) and likely use the same number of slots.
Just something you may want to look into.
As for the rest, I agree with Local... let someone else take Leadership. As for capping your defense, its great if you can do it but I won't worry about it if you can't. -
Actually that was my first thought too, but decided to play it safe and just say go with duration because it does matter at times. I don't have a Plant, nor have play one pass 20, so don't feel qualified in giving advise. But on Storms, I do have a number of them that I play often.
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Quote:I agree, I lack somewhat in the hard numbers of Freezing Rain. Yet I have my doubts that a mere 5 seconds will hobble the build. And the set bonus of 2.5% to endurance shouldn't be just dismissed as unimportant. As to the debuff, you could raise it to 46% with a switch to a Achilles Heel -defense debuff, and a Shield Break - defense debuff for 2.5% endurance and 1.5 to damage set bonus.I would not follow this advice and it suggests a lack of knowledge of how Freezing Rain works. The difference between a 40% and a 30% defense debuff will be negligible, and in situations where those percentage points make a difference, you have Tornado. Recharge should be paramount in Freezing Rain, and I think your current slotting is intelligent. If you want a full understanding of how Freezing Rain works (with current bugs) read my guide in the sig (note numbers provided are for defenders, yours are a little lower). Freezing Rain debuff can last from 15 to 45 seconds depending on how lucky you get with the bug, and absolutely stacks with itself.
But whatever... cus the unmodified End Cost (18) is going to kill him if he keeps casting every 16 seconds. He could switch the recharges to Undermined Defenses, def-debuff/recharge + the recharge/endurance for a +2% to damage set bonus and lowering the endurance cost of the power to 14.95 and still have a cast time of 17 seconds. Of course, if the +5 to the debuff is worthless, you could replace the def-debuff/recharge with the straight Undermined Defense -recharge and get the power recharge back down to 16 seconds and still with the endurance reduction and set bonus. -
Gale - unless you plan on using it alot, switch the proc for your standard crafted acc.
Roots - switch the recharge for a immobilize of some sort to prolong the duration. Even a crafted one will get you plus 11 seconds.
Snow Storm - free up a slot, could be used elsewhere (like boxing for the set bonus).
Freezing Rain - lose the two recharges and replace with 2 Shield Breaker so the Defense Debuff is up to a -40% then the default (- 30%). Sure your recharge goes from 16 to 21, but the duration for it is 30 seconds and likely its not stackable (even if you are trying for more proc hits).
Tough - Lose the Aegis, since you're trying to soft cap your Defense, not Resistance. -
I'm sure this has already been covered, but a fire/storm is much more expensive to IO out. In other words, you can count on spending twice the cash on a fire/storm, then on a plant/storm because of the endurance issues. Add to that, the hours spent to chase any accolades that also add to your endurance.
But if you do go fire/storm, I think its worth the cost. Its never boring on a fire/storm, due to those very same reasons. Right now, I'm farming 4/8 mobs just because the rest got too easy. I've lost a little speed (about 15 to 20 seconds per mob), but the extra cash and being back to the wild chaos that's being a fire/storm entails makes it worth the drop in how fast I do the map.
Again, this doesn't mean a plant/storm isn't as much fun or as nasty. -
Quote:
With the incarnate abilities, maybe that'll be able to help me out a bit, would it be a good idea to cut only 1 certain type of enhancement short on my powers and go that route on my incarnate ability to make up for that?
God no.... Unless you're 50th level already.
You will need endurance reduction to get to 50th (again a fire/storm) but don't forget recharge and the rest. As to a farm build or a team build, I won't worry about it since my farm build does fine on any TF,Trials, or AV missions. -
Only talking about a fire/storm here, and my experience.
ST epic attack - Don't need it since I have 3 vet powers that do that. I want my fire/storm to be the King of AOE attacks!
Hibernate - Its cool and all that, but not on a fire/storm. Your endurance problems are terrible, the worst possible, bad enough that you will be eating blues by the bucket load. So you can't rely on Hibernate with its long recharge to handle that problem. As for the heal part, if death comes to your fire/storm.... its going to be quick and painful.
Cus on that, I do have a lot of experience with. I die pretty much on every BAF due to the amount of agg with my aoe chain.
Capped S/L Defense- it helps, but for the longest time I was doing fine with 32%. After all, you got some good stuns in your little bag of tricks. -
In the Epic choices, I went with Psy for the extra aoe and mezz protection for my Fire/Storm. But that was before you could switch to red side, so MU or Mace could be just as good. As for a endurance regaining epic power, I might go for one till I could get to 50 and then switch. As I said, Incarnate alone will cure a Fire/Storm of his endurance problems.
And take Cinder, its a great power to reestablish control on a mob when things start going south on you or Flash Fire isn't recharged.
As for Hibernate, you don't need it or want it. It will just slow you down, since a fire/storm can live like a blaster... you kill them, before they kill you!
For a self heal, go medic pool... much earlier to get.
As to how fast a fire/storm can farm.... while I'm not a expert on farming, I now can kill a 8/+4 mob in 20 seconds. -
Quote:A well-slotted Fire/Storm is only second to a Fire/Kin in farming speeds amongst the trollers. But they have huge endurance problems, and can agg a whole room without even trying. So the safer choice might be a Plant/Storm, unless you like challanges.I'm thinking of making my next incarnate running toon a controller and was wondering which would be better fire/storm or plant /storm? Those are the two I narrowed it down to although I have several other combos so if there's suggestions for different combo to consider feel free to suggest.
Quote:With the new incarnate abilities and having the proc dmg was thinking several of the powers should do some very nice DoT (could be wrong if so please fill me in). If either build would be good farming that would be a plus, but most of all just wanting to do some nice damage and controlling.
Quote:Thinking that both fire and plants group immobilize has -kb, haven't played either toon in a long time, so am I remembering correctly in thinking that? If so, wouldn't tornado do very well slotted for damage?
Quote:Also with the damage proc, what would benefeit in /storm? Not sure just wondering if tornado, freezing rain, and maybe lighting cloud?
Freezing Rain - proc this one to hell if possible.
Lighting Cloud - Just slot for damage and recharge. Notihing is funner then having two up at the same time. The Cloud even acts like a bodyguard if near, striking anyone coming close to you. That's saved my life a number of times, when enemies have gotten tossed behind me and out of view.
Quote:On the same note, would the group immob. also have a chance for the proc to do more DoT? Also what about bonfire, would it work there as well? If so to both accounts, would fire cages followed by bonfire be a good combo to use?
Quote:Any type of help, ideas, suggestions would be greatly appreciated. If i'm misunderstanding how the procs work (which is a VERY high possibility) if anyone is able to explain and help me understand the powers and how procs work in certain powers would be highly appreciated aswell.
Quote:Thanks in advance to all those who are able to help me on my journey of decesion making and proc understanding! -
Strongest - Clear Mind when you need it.
Weakest - Clean Mind when you don't. -
Amy_Amp is correct, a Fire/Storm with Incarnate Powers is much closer to the farm rates of a Fire/Kin now. My main farmer is a fire/storm, slotted with a few sets of purples and the varies Incarnate Powers to help with endurance. Right now, I rarely have to rely on blue drops to keep me going unlike last summer. Fire/Storms are aoe monsters, and even with the KB, it's rare to hear complains on any team.
But that isn't saying, Plant/Storm still not a good choice. For while I don't have a plant, I'm always happy to see one on my team. -
I've only done one BAF (others crashed at the door), but my fire/storm troller was able to control one spawn point all by herself with easy. Outside of Commandos who didn't even stop to say hello, I was able to stop all of the rest.
So from that, I would say put a troller/dom at each spawn point with back-up of a few scappers/blasters/Corr/Brutes to take care of the runners. -
A friend asked me to make him a build for his Crab (40-ish I believe) with mostly range and pets. Having never played a Crab, I headed over the forums and got a few ideas. So now I need some of you folks to look it over before I submit it to him. Appreciate any input....
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