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Posts
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Joined
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Quote:I ding'd 50 the other day and I have run a few BAF and LAM -The first four 'irritates' on your list can be cured by Incarnate Powers. BAFs for a fire/storm are a walk in the park, since they can do a choke point by themselves. Even better if you can convince an emp to keep the loving coming your way with perm AB.
I have learned that there are a ton of AT's out there that have +Recv and +Rech Buffs.
That being said unless I'm solo on a choke point I rarely run out of END.
So I actually went with Spiritual instead of Cardiac. Now this is fun!
Highspeed Buzzsaw Chaos
I think I'll build both for when I solo though because I do run close to the edge and I think I may need to rethink my take on Ranged capping.
Positional Def is superior in every way and I can't put everyone in my hurricane to reach capped def. Which equates to nearly 99% of my dirt naps - ranged heavy hitters.
Now that I have all of the above knowledge to pull from, I'm fairly certain that I can create a superior build and still maintain all the goodies that I personally like to play with.(don't hate on teleport :P )
Not to mention anyone interested in reading this as sort of a walk through build process can always sub in and out the Extra slots that seem to come up in builds nowadays.
I'm also certain now that with Cardiac factored into the build I can replace a lot of the +rec with Ranged Def while maintaining the +End to work with Cardiac.
Well here's for hoping.
I'll post it up once I'm done for your perusal. -
Quote:I think I'm still stuck in the old ways and forget about the incarnates...hell I have a hard time accounting for accolades most days too.I know you want to use Fireball early in your attack chain so that it's recharged sooner, but I would recommend trying to move Freezing Rain before Fireball so that you still get the 30% resistance debuff on Fireball's damage.
/sigh feel silly not realizing that...thank you
Depending on how far you're planning to incarnate this character, you can of course pick up the destiny Clarion for permanent mez protection. -
Quote:I find that I am very susceptible to suggestions from these boards and if I don't check myself I will go drop 150 mill on a respec just to move around 4 enhancements that I might end up changing back later.One thing I found was that notching up the diff to anywhere from x3 to x8 depending on what you're facing also helps.
Defeating more mobs = more insps. It's like being a CEBR Brute without the defecit of playing at level 1.
With the wide variety of AoE controls, if there's 8 in a spawn or 3, it makes little difference when they're stunned/held. But more mobs = more insp drops.
I tend to mow down the first group, eat all the dropped insps, then mow down the next group and chew on the insps dropped from them. Rinse/repeat. With a couple of purples, oranges and maybe a BF or 2 in there, your defence is increased quite dramatically.
If you're enjoying it as much as you are right now, why change it?That's what I love about Fire/Storm. There are so many ways to skin a cat.
-H
I ran 2 TF's last night with the non-smoke version above and it was so much damn fun.
Though mez and pulling aggro is no bueno and I dirt napped more than a few times. Was still fun as hell though. Maybe when I get rise of the phoenix I wont worry so much about getting owned in the face. -
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Query: If I removed the Procs from Fire Cages, Fireball, and Lightning Storm, than replaced the Devastation in LS with another Thunderstrike...than picked up Smoke and tossed 3 Dampened Spirits in there(yay more +End).
How much Actual protection will smoke provide me with and without Hurricane?
In MID's it shows Hurricane's stats/effects as
Hurricane = -47.26%(-30) <-- wtf is the -30?... It says Critters in Parentheses in the description but I thought the devs used "Critters" to describe regular mobs/monsters/killable NPC's...etc - therefore if -30 is critter than what is the -47.26 for if not the critters?
Smoke = -7.71%(-5)<-- there's another random # tacked onto the end with no explanation other than Critters...
I'm a touch confused, help!
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Mine is Elec/Rad and I love her. Super easy to play, fantastic group dynamics, soloable, and the pets are freaking COOL!
But based on what you have narrowed your choices to:
Therm is more group friendly
TA is more solo friendly
Poison..no idea I've never played one in any form
What do you plan to do with it?
Have you played any of the 3 you picked before?
If so, try to imagine that paired with Elec - abilities that synergize...etc -
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So here's an update as to what I'm actually running with based on your suggestions.
Also my thoughts on changing things up a bit due to what I use and what I don't use.
Now I am only 47 (she's only a couple days old) but I have put all but the purples in and am running TF's, TOTs, and regular Peregrine content.
The TOT's were made for the Chaos that is Fire/Storm. Simply because I can go crazy without having to monitor my KB's etc...
Toggles running: Fire Shield, Hot Feet, Hover, Steamy Mist, Hurricane(selectively when I need to position mobs or when fighting an EB/AV)
Imps Summoned
Rotation: Flashfire, Fire Cages, Fireball, move in for Hot Feet, Snow Storm on chosen anchor while running in, Freezing Rain, Fire Cages again, Thunderclap, Lightning Storm, Tornado, Fire Cages (or Char on stubborn ones) - Everything that isn't a Boss is dead now.
If Flashfire is on CD I'll run in and Cinders and I tend to use Cinders as an O-Crap I'm being hit too much button...
I wont get into my boss rotation. Not really relevent for this discussion.
Now if you remember from above I do NOT have any of the Purples that provide 4% Recover x5(Grav Anchor, Abso Amaz, Unbrk Const, Ragna, Armaged)
End usage: Fair to Middlen
I rarely have to use blues with what I have slotted right now and only on really long drawn out fights. Which I assume will be addressed with the Purples.
I use Hurricane as a -to hit/+def buff on any mob that's Orange or better.
I love pushing a group into a corner and just unloading all of my aoe's along with Hurricane and Hot Feet.
I am hit rather easily- and mobs that are outside my aoe radius can hit me pretty much at will but the damage is manageable due to high Resistence.
I still don't like it.(I'm spoiled by my fire/kin and my Elec/SD)
I do not as of yet utilize Consume as much as I would like.
1. I don't seem to need it with a healthy amount of blues on me(which I don't use that much of anyways)
2. When I do use it with a large group I can definitely go non-stop for the entire duration and even tend to use my abilities to the point of Overkill
Things that irritate me so far:
No heal = sucks
No Pet heal = super sucks
Ghost Widow owns my azz = no mez prot extra super sucks
Solo play and getting hit as easily as I do = I should be following a tank around.
Superspeed is not necessary = Steamy Mist and Sprint are fine for invis.
Rise of the Phoenix = Not really looking forward to it as I don't think I'll be using it.(but it holds a nice 4% to recovery) I will try it out and see if I die enough to appreciate it.
You will notice that Recharge is not on this list - I have more crap available to me to use at any given moment that I rarely (if ever) have to worry about waiting on skills to reload.
I can have 2 LS out, TC, FF, and Tornado are perma, 10 sec of double FR(could be better...ya I know)
I have been a career soloist for as long as I have played the game and usually build my toons accordingly - this time I didn't softcap def as i usually do and am learning what it's like to play a teaming toon.
Teleport Pool: I love it. Plain and simple I love TP, Recall, and LRT. And since I am getting rid of Superspeed at some point I will have room for one of those LotG holders that might help out the double FR + perhaps some Mez Res/Prot
Overall - Super fun...moreso than even my fire/kin. My kin is purpled to the gills and is damn near untouchable but I have to say the fire/storm is my fav so far.
My frustrations can be addressed or play style modified to accomodate it's quirks.
The build below has a few modifications from the Second build I posted above.
Including:
Replace the LD Hold proc with Thunderstrike for some Acc Dam and Rchg(+2% rec but lose proc and +3% dam all)
Went through and replaced a few of the +Range and + Immob/Disorient that I was in the Red on with +Acc and +EndRedx.
I decided to keep what I had in the Health Slot since the 2 Miracle's still provide 2.5% End Rec
This build does not include changes based on my irritations noted above...i still have to think about it but I am leaning towards the Earth or Ice APP(as suggested by nearly every one of you :P )
The input from the lot of you is bordering on amazing and I can't wait to see what you all come up with next.
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Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Badge Hunter Incarnate: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/EndRdx(3), G'Wdw-Acc/Hold/Rchg(3), G'Wdw-EndRdx/Hold(5), Thundr-Acc/Dmg(5), Thundr-Dmg/Rchg(7)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9), GravAnch-Hold%(11), Posi-Dam%(50)
Level 4: Super Speed -- Zephyr-ResKB(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Dam%(17), TmpRdns-Dmg/Slow(19), TmpRdns-EndRdx/Rchg/Slow(19), HO:Nucle(21), EndRdx-I(21)
Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(25), Amaze-EndRdx/Stun(27)
Level 14: Snow Storm -- HO:Micro(A)
Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-DefDeb/Rchg(27), UndDef-DefDeb/Rchg/EndRdx(29), Ragnrk-Acc/Rchg(29), Ragnrk-Acc/Dmg/Rchg(31), LdyGrey-%Dam(31)
Level 18: Cinders -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Hold/Rchg(31), G'Wdw-Acc/Rchg(33), G'Wdw-Acc/Hold/Rchg(33), G'Wdw-Hold/Rng(33), G'Wdw-EndRdx/Hold(34)
Level 20: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg/EndRdx(34), DampS-ToHitDeb/Rchg(34), DampS-ToHitDeb/EndRdx(36)
Level 22: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-ResDam/Rchg(50)
Level 24: Teleport -- TSM'n-Rng(A), TSM'n-EndRdx(36)
Level 26: Recall Friend -- Range-I(A)
Level 28: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(36), RzDz-Acc/Stun/Rchg(37), RzDz-Acc/Rchg(37), Stpfy-Acc/Rchg(37)
Level 30: Long Range Teleport -- RechRdx-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39)
Level 35: Tornado -- CmdPres-Acc/Dmg/EndRdx(A), CmdPres-Acc/EndRdx(40), CmdPres-Acc/Dmg(42), CmdPres-Dmg/EndRdx(42)
Level 38: Lightning Storm -- Entrpc-Dmg/Rchg(A), Entrpc-Dmg/EndRdx/Rchg(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Dev'n-Dmg/Rchg(43), Dev'n-Hold%(45)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Dam%(46), Ragnrk-Knock%(46)
Level 44: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 47: Consume -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(50)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11), Mrcl-Heal(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(15)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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I'd vote on Recall and Mutation too, I know that I always wish I have it on toons without it and use it all the time on toons that do.
Alternatively Burnout is nice for burst damage on Ill/Rad since spectral wounds' damage tends to goaway if you don't kill fast enough. -
And I just sold a Kismet Unique 2 days ago...FML
Thank you for that - I was so hung up on +rec that I completely forgot about +acc.
>.<
Tam -
To MentalMaden:
It's funny you mentioned that I was hellbent on recharge...oddly enough the recharge I had was accidental at the time - I simply put everything that had +recovery on it.
I have to say that the addition of +END was a remarkable boost and hadn't taken into account the fact that +Recovery is % based. Brilliant!
TYVM
Tam -
OK I have re-evaluated based on both of your recommendations -
Again Accolades and Incarnates are active.
Values Before Changes:
Regen: 241%
Max HP: 124.9%
EndREC: 214%(3.92/s)
EndUSE: 1.76/s
Max End: 110%
Haste: 140%
ACC: 54%
Damage: 6%
KB and Confuse: Protection
No Debuff Res at all -
S/L Res: 40%
Fire Res: 56%
Cold Res: 41%
Values After Change:
Regen: 225%
Max HP: 126.8%
EndREC: 210%(4.35/s)
EndUSE: 1.62/s
Max End: 124%
Haste: 110%
ACC: 39%
Damage: 10%
KB and Confuse: Protection
No Debuff Res at all -
S/L Res: 47%
Fire Res: 64.8%
Cold Res: 47.7%
Energy Res: 24%
Much less Mez Res
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Badge Hunter Incarnate: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/EndRdx(3), G'Wdw-Acc/Hold/Rchg(3), G'Wdw-EndRdx/Hold(5), Lock-%Hold(5), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11), Posi-Dam%(50)
Level 4: Super Speed -- Zephyr-ResKB(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Dam%(17), TmpRdns-Dmg/Slow(19), TmpRdns-EndRdx/Rchg/Slow(19), HO:Nucle(21), EndRdx-I(21)
Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(25), Amaze-EndRdx/Stun(27)
Level 14: Snow Storm -- HO:Micro(A)
Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-DefDeb/Rchg(27), UndDef-DefDeb/Rchg/EndRdx(29), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg(31), LdyGrey-%Dam(31)
Level 18: Cinders -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Hold/Rchg(31), G'Wdw-Acc/Rchg(33), G'Wdw-Acc/Hold/Rchg(33), G'Wdw-Hold/Rng(33), G'Wdw-EndRdx/Hold(34)
Level 20: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg/EndRdx(34), DampS-ToHitDeb/Rchg(34), DampS-ToHitDeb/EndRdx(36)
Level 22: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-ResDam/Rchg(50)
Level 24: Teleport -- TSM'n-Rng(A), TSM'n-EndRdx(36)
Level 26: Recall Friend -- Range-I(A)
Level 28: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(36), RzDz-Acc/Stun/Rchg(37), RzDz-Acc/Rchg(37), Stpfy-Stun/Rng(37)
Level 30: Long Range Teleport -- RechRdx-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39)
Level 35: Tornado -- CmdPres-Acc/Dmg/EndRdx(A), CmdPres-Acc/EndRdx(40), CmdPres-Acc/Dmg(42), CmdPres-Dmg/EndRdx(42)
Level 38: Lightning Storm -- Entrpc-Dmg/Rchg(A), Entrpc-Dmg/EndRdx/Rchg(42), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43), Dev'n-Dmg/Rchg(43), Dev'n-Hold%(45)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Dam%(46), Ragnrk-Knock%(46)
Level 44: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 47: Rise of the Phoenix -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(50)
Level 49: Consume -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11), Mrcl-Heal(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(15)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Hello all again,
So for the regulars here, you may remember I spent an inordinate amount of time trying to build out an Ice/Storm controller.
I have since discovered the joys of Fire/Storm and regardless of the massive end issues it's pretty dang fun to play. More so than my ice/storm tbh.
So I spent the day reading every one of your posts regarding fire/storms and even went so far as to PM some of the controller masters for advice.(I didn't send one to you Local Man cause I bugged you on my Elec/Rad and figured I'd bug someone else this time :P )
This toon will do the following:
iTrials
TF's
Maybe some fire mish ticket farming
Maybe some peregrine portal/radio mish's
Hunt Badges and Accolades.
Please note that I have taken all of the advice on these forums regarding the APP's and chose fire simply because I like to play with fire and it fits with my playstyle. The other APPs have their appeal(like a heal of some kind) But my primary focus was End Redux like crazy and fill in around that.
If you wouldn't mind taking a look at this build and tell me if anything is glaringly obvious that I should change out.
Tam
PS Accolades and Incarnate are both Turned ON.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Badge Hunter Incarnate: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Lock-%Hold(5), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11), Posi-Dam%(50)
Level 4: Super Speed -- Zephyr-ResKB(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Dam%(17), TmpRdns-Dmg/Slow(19), TmpRdns-EndRdx/Rchg/Slow(19), HO:Nucle(21), EndRdx-I(21)
Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(25), Amaze-EndRdx/Stun(27)
Level 14: Snow Storm -- HO:Micro(A)
Level 16: Freezing Rain -- ImpSwft-Dam%(A), LdyGrey-%Dam(27), Ragnrk-Dmg/Rchg(29), Ragnrk-Dmg(29), RechRdx-I(31), Achilles-ResDeb%(31)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), Lock-%Hold(34)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(36)
Level 22: Steamy Mist -- LkGmblr-Rchg+(A)
Level 24: Teleport -- TSM'n-Rng(A), TSM'n-EndRdx(36)
Level 26: Recall Friend -- Range-I(A)
Level 28: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(36), RzDz-Acc/Stun/Rchg(37), RzDz-Acc/Rchg(37), Stpfy-Stun/Rng(37)
Level 30: Long Range Teleport -- RechRdx-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39), S'bndAl-Dmg/Rchg(40), S'bndAl-Build%(40)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Dmg(40), C'Arms-EndRdx/Dmg/Rchg(42), C'Arms-Dmg/EndRdx(42)
Level 38: Lightning Storm -- Entrpc-Dmg/Rchg(A), Entrpc-Dmg/EndRdx/Rchg(42), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43), Dev'n-Dmg/Rchg(43), Dev'n-Hold%(45)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Dam%(46), Ragnrk-Knock%(46)
Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48), Aegis-Psi/Status(48)
Level 47: Rise of the Phoenix -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(50)
Level 49: Consume -- RechRdx-I(A), RechRdx-I(50)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11), Mrcl-Heal(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(15)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Quote:If you are soft capped on defense, debuffing their toHit isn't another layer of mitigation. It does nothing. Tohit is just the opposite side of defense. The combination of defense and -tohit cannot exceed 45% and be of use (Other than all the exceptions already listed by others in this thread).Quote:So long as you're at the DEF softcap and the mobs you're fighting don't have additional +ToHit from buffs, then the -ToHit from Diamagnetic Interface isn't necessary.
Well there goes that brilliant idea - (not so brilliant)
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Wouldn't the -to hit incarnate proc be more beneficial than the fire dot?
Or is the assumption that if I'm using my insp correctly along with all of my accolades and incarnates filled in where they should be, I should't need another level of mitigation? -
Quote:NotedThe Level Shift from your T3/T4 Alpha Slot works for all game content provided you don't exemplar down lower than level 45. The Level Shifts from your T3/T4 Destiny and Lore are only applicable during Incarnate Trial content.
and thank you - I guess a margial amount of research could have provided me with most of the answers so far but I think I needed it broken down to simpler terms perhaps?
Quote:There is no such thing as untouchable.
+4 Mobs softcap at 45% defense. However, +4 still have a base chance to hit of 6.8% for a Minion, 7.9% for an LT, and 8.9% for a Boss. Additional defense will not reduce these numbers. The 5% most commonly mentioned is for +0 Minions. Additional defense does help compensate for buffs and debuffs, and some small margin is highly recommended.
If you're fighting custom rezzers with a +21% to-hit, you need to eat a medium purple, and get your defenses up to 70% vs all, or at least 70% vs what ever they use most.
I will no longer be fighting rezzers - worthless IMO and that's sad cause I have been living in a +2 custom rezzer farm since Freedom released (FML)
There is a world of difference in fighting +4x8 Council vs +4x8 Tips Mobs vs +4x8 Cheat DE. An ambush farm is yet another completely different world. There are many builds that can fight +4x8 regular content mobs like Council.
Raw /Shield doesn't cut it for the highest end of content. You need your accolades, a great IO build, Incarnate powers, and some oranges. I'd strongly recommend Rebirth +Regeneration T4 or Aid Self to cover the healing, if not both. Then I'd recommend you work on a plan to supply yourself with Orange Candy, Demonic, or Barrier T4 for the resist side of things. (I recommend Rebirth over Barrier, but opinions on the subject do vary). Any and all additional resistance and +hp you can work into your build as well. The +HP as brute will help cover the problem, but what that in turn does negatively to your damage is really not worth it, IMO, not for Shield. (IMO: Shield is better offensively by a large margin on a scrapper)
In a Farm, you should be overloading both defense and resist by eating candy and using inspiration combining macros. Vengeance is also great, and will help compensate in the defense department for to-hit buffs, or for if you miss a candy from time to time, but you still need that orange and that hps replacement.
Survibability is a combination of HP, Resist, HP Replacement, and Defense.
I have my work cut out for me - it's nice to have goals to work towards - keeps gameplay interesting.
<3 to all
Tam -
Quote:When I run at +4x8 on my Katana/Dark (normal content, not AE farms), I'm running with 75% melee/lethal defense (helps with defense debuffs), 45% ranged and AoE defense, about 50% resistance, and a full heal available every 14 seconds or so.
This was what I was looking for - Thank you - you have successfully educated the nub.
Repeating Doomguide for emphasis, +4 enemies do NOT have to-hit bonuses; they have accuracy bonuses. Defense over 45% isn't going to counter accuracy bonuses. Nothing will. Those enemies are going to land more hits than lower level enemies, period. 45% defense is as good as you can do UNLESS the enemies have to-hit bonuses, and I wouldn't want to run a farm with enemies with to-hit bonuses. Why make life even MORE difficult?
I think this was the concept I was missing - +def doesn't equate to -to hit and I was viewing them as synonymous, which apparantly isn't the case.Quote:Originally Posted by TBoxerIf you are hellbent on doing +4/x8 AE ambush farms with your Elec/SD Scrapper, here are a few suggestions that may help you out:
1. Find an AE S/L ambush farm with mobs that do not rez.
2. Get your Alpha Slot to T3 ASAP for the +1 Level Shift. (I noticed that the lvl 53 minion you have targetted is conning red. If you were level shifted, it'd only be orange.)
3. The Radial branch of Reactive Interface will help you kill faster because of the chance for fire DoT.
4. Get something slotted in Destiny too. I believe you'd benefit the most from Rebirth if you can keep your S/L RES capped with orange inspirations.
5. Look into inspiration-combining keybinds to keep yourself stocked up on orange inspirations.
1. Anyone want to toss a PM my way with an S/L farm appropriately built to give correct xp? (harder to find than you may think)
ps I promise not to + your farm so as not to draw attention to it.
2. I thought that the Level Shift only happened during incarnate trials not during regular gameplay.
3 & 4. I do have my eye on the +regen in Rebirth
5. Insp keybinds - I was familiar with them but have since forgotten they even existed until you just mentioned them - Thank you!
Quote:Originally Posted by CelidyaFor AE farm you just miss some good regen/heal so i'd go for the incarnate regen buff, i don't think aid self alone is worth it, as the cast time is so bad it will most likely slow down your farm a lot if you need to use it often.
Quote:Originally Posted by Atomic_Toy_GuySo if you have a full group of enemies for a 8 man spawn your probably going to take a couple of hits just at the alpha. If you have enemies in the group that do smashing/lethal then they probably also hit really hard. Which means you will want plenty of resistance to back up your defenses. If you don't have Tough try to find a way to work it in. Lastly if it isn't to big of a sacrifice to your build Aid Self is probably going to provide more benefit over time than say Vengeance.
Thank you for saving me a few 100 mill or the time necessary to run a respec trial.
**And to Atomic_Toy_Guy that doesn't make your suggestion any less valid - It just means I have little patience for long animations (see thunderstrike >.< ) **
Thank you all for educating me and hopefully anyone else confused by the whole concept of +4/+8. -
Quote:Ahh I think that I have gotten the misconception from reading the forums - I always see posters make the statement "Ya I do 4/8 all the time with [fill with random AT]" the casual manner in which I have observed this subject made it seem like with the proper build 4/8 was readily doable.I think you're missing a point that with that many mobs, at that level, things will hit you no matter what. You need the OJs and greens / regen / heals to layer on top of your soft-cap def.
I can only survive +4/+8 fire farms on my SS/Fire brute. My Elec/SD got shredded.
Quote:Consider other forms of damage mitigation, also. You have Lightning Rod and Shield Charge, for example.
Quote:It was a recent nerf directed at ambush farms. So you would be correct that they used to give rewards for their second kill, but they no longer do. This changed about a month ago.
As I said before my initial Alpha Strike may as well be mitigation as the LS +SC + FB + TS has Knockdown's galore. And I chew through all the minions and LT's immediately - Once I've reduced the # of mobs I should be able to weather the bosses, but I'll have to wait till tonight to test it as I'm at work.
Quote:Just to be clear, unless the foes are 6 levels or more beyond your level they do NOT get To Hit bonuses they get Accuracy bonuses (specifically for +4's the bonus to Accuracy is 1.4). Vs accuracy additional defense beyond the soft cap will not directly help as accuracy is calculated after the "clamped" portion >> (To Hit +/- buffs/debuffs minus Def +/-buffs debuffs). So for instance the +def of Vengeance is doing very little besides countering against def debuffs/cascade failure.
So Vengance isn't wasted if I am on a +4/+8 but would be if I was on any level below as my DDR is close to 50%
http://paragonwiki.com/wiki/Attack_Mechanics
That said as TBoxer said if their rez is giving them a +21% To Hit boost then Vengeance should make a vast difference in survival. Essentially your soft cap will get moved 21% higher as their new To Hit from which your defense is working against would now be 71% making your "new soft cap" 66%. This mobility of the defense you need is why the soft cap is in fact soft (and not a hard cap) and is always due to the foes gaining bonuses To Hit. And the clamps in the equation mean the foes always have a final chance to land their attacks equal or greater than 5%.
Highlighted above is exactly what seems to be happening to me, and the solution is to not fight rezzing mobs...though I still need to be able to deal with double group pulls.
Last as Werner and some others have said or implied ... next best survival tool build wise after gaining the soft cap will be more +max health/+regen and higher resists vs the incoming damage type(s). I can tell you from personal experience it makes a huge difference once you hit the soft cap to add more max health/regen and resists. Among my numerous */SR characters I have a Fire/SR brute and a Claws/SR scrapper. Both characters are soft capped but the scrapper has considerable higher health and regen than the brute from accolades and sets (lot more time and inf spent on her build). And she is far far more durable than my brute.
Perhaps my arrogance of doing this with a base build that doesn't utilize incarnates was simply hindering me instead of creating some psudo ego boost to a non-existent social status *sigh*
I think I'm going to take a look at my build and try to maintan my caps while increasing my regen and perhaps pick up/change out some abilites to create more layers of defense(really like that terminology!)
Please allow me to thank you all for your candid input and any ideas or suggestions as to changing my build would be most appreciated.
Though in truth I will be living within the MIDS UI for the next couple days trying to squeeze out what little mitigation I can.
:-D -
OK all excellent advice and apparently I am a touch naieve.
So the next question is - do i respec or do I simply eat insp to a particular cap?
Quote:So I need to either be unhittable or I need resistence maxed out so I can take the hits that do get though...Also, with the level difference, they get a fairly large +ToHit bonus on you. So being a point or two over Soft Cap isn't going to cut it for you.
You don't have the HP that tanks do to absorb alphas. Consequently, you don't regenerate as much when you're damaged.
And while almost 50% resistance is respectable, anything that gets through to you on a +4x8 is going to wreck you. And because of the level difference, a LOT of stuff is getting through to you.
How high should I go?
Is there a value I should be shooting for?
Quote:Gotta understand that you are fighting at the cap all the time in there... Not like regular missions that you get a breather in between. Those hits are gonna keep on coming none stop.... Eat some oranges to cap resists and you should be fine.
Quote:For one thing, don't bother farming rezzing enemies. You get zilch, zero, nada reward on their second defeat. And it sounds like the mobs you're fighting may be using Resurgence when they rez which gives a +21% ToHit and +28% DMG boost, which may explain why they're cutting through your DEF like a hot knife through butter.
Quote:What kind of enemies are you fighting? Shield is strong against S/L but weaker against other types of damage. Make sure you are only targeting bosses with your single target attacks and let Thunderstrike, Lightning Rod, Shield Charge and Fire Ball deal with the rest. The hardest part to farming is if you have nothing but aggro'd bosses leftover as they have bonus to hit and higher damage.
I have no problem killing just staying alive - and the +to hit bonus is what I think I didn't account for in my build.
I burn through the first group like it was nothing - all die and bosses are at 25% from My Alpha Strike.
Get the Destiny T4 Rebirth Radial and you will be laughing. That's a good idea!
Does your character look like Ronald Mcdonald? YESQuote:/shield is one of the best secondaries, but it doesn't have a heal, and even with capped defense you still get hit sometimes (in fact, against +4's, rather often). If you want to run at extreme difficulty you should make liberal use of inspirations.
When you guys run +4/+8 what target res and def values do you maintain during your farm?
I can easily keep 75% res and can be up near 100% def with vengance running...should I be pushing towards def cap?
Really I'm looking for a specific # that I can work with.
Sound like there are actually 2 softcaps - One for everyday use and than one for running +4/+8? -
OK,
TLDR up front: Can't seem to do +3 or +4 x8 with the below build.
Electric Melee/SD
Melee 47.7%
Ranged 45.3%
AOE 46.2%
243% Regen
134.7% MAX HP
3.06 EndRec
1.28 EndUse
135% Haste
More status resistances and protections than I care to type out.
Now as a clarification I have been playing a really long time, and I am pretty good with mids.
Secondly you will notice vengeance and recall friend.
Well I had a pre-i19 elec/sd build that I used on +2s all the time, and when I respeced I had a couple extra powers and tossed them in there for fun.
Neither of them detract from the build's ability to farm though.
Explanation:
I am farming a s/l front loaded custom farm with resurrection and can ticket cap on +1.
There is a picture below depicting just before my death occurred and what my stats were have been pointed out.
This was a +2 mish and I had only pulled 2 full sized groups. Normal.
Now before this pic happened I had died earlier from the exact same thing which seems to be some kind of bad RNG as far as I can tell.
But I had 45% + every defense and resistence and continued to get hit beyond my ability to regen @235%.....not normal.
So for fun I grabbed a toon on my second account - tossed her to the wolves and used vengeance on her.
Stats now 69.63 defense to all and 48.62 res to s/l
Pull next group and it seems to have one of the upgraded groups you get sometimes - no matter I should be untouchable - bang bang hit insperation to heal bang bang - hit more and more and bang Fu@$ I'm dead...
Here's the build and the pic - - Please tell me wtf I'm doing wrong...
+3 and +4 i cant last through the first group let alone complete the mish.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(50)
Level 1: Deflection -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam(7), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def(11)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def(13), RedFtn-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(15)
Level 4: Super Speed -- Clrty-Stlth(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 10: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(31), Numna-Regen/Rcvry+(31)
Level 12: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), FrcFbk-Rechg%(34)
Level 14: Active Defense -- HO:Enzym(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 30: Tactics -- AdjTgt-ToHit/EndRdx(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 38: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48)
Level 44: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(50), Det'tn-Dmg/EndRdx/Rng(50)
Level 47: Recall Friend -- Range-I(A)
Level 49: Vengeance -- HO:Membr(A)
Level 50: Cardiac Boost
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(17), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Acc(19), P'Shift-End%(21)
Level 1: Brawl -- Acc-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1496;685;1370;HEX;| |78DA6594DB4E13511486F7B453B12DD352A09CB1726881568636624CBC3151D0406| |88216BDF0D44CCAA61D9DB4CDB451C42B2F7C018FF7281E2EC4E823F80C1E9EC2C3| |95D120D635B37E0A497732F9F6FCB3FEBDD63ECCCEAECFB56F9FBF7F5A28A1B3965| |1ABE57305DBA856A5EDCB1A45B3209CD6464F6C4FCF67A525A53E6FC942DD360B86| |C5C2FEF739B926CB35A9E74AA6B456F75E230BE592B465B9AEEF7502CB958AA5E7A| |A52AE6A6EF79C592CD5CD7231ECBE2D496355DAB59259ED74DF57284BB562D78DBA| |592977CE57CD827EC63236643E6BD4EAD2BEDB47454ED0F34B13680D9FB8E288AAF| |05C05AF31D5EBE00D6626CF0C385E05DE13D4C9A8E2501A9C651E8E821DCC403733| |485E85BDAA12C0B720B33D046ACC10C618A395F572ADC2EBF7B8DA28693E1EC7E34| |B0957EB067BC0DF1A6F8A5367DB0BF6F56C31FB5E82AF9803AFC1371ED420841F73| |F45FE03A862E8239E69115F0127899F987BC41E40DDEE65A8EDE01D7C10DE6C83DF| |001E7D5C8AB715EA19D24A85E11222DEC2E5A438447387E87B4087244D630469139| |56024DF02673FC16334CDE2EE4E8C21A7B68A1A258E3E800C77949EB455CAFD319A| |6B3405A3FD6BD1F7B3B8EBD1DC758118A1944CC20B4046212F07451CC30C61EDEE4| |B9EF525D31CC29B6C35AE22F736217FC07369853CEC97072927714DE5178A7E09D8| |237096F12DE24BC9BE48DB3D71BFFE471E779EC33F805FCCA7C4EB1931CAB4E4EF3| |38D33A3803A6993319E6167952F0A4DEF2DACE6C83EF9899F7E007669CD647C77EE| |8499C6FD2D2D0D2A7F86C7C0B34FF27A14C73DC8F7D4D511615F79F0D2D30BF1F8C| |9FE4F89FFB9A4F79C835773C021F333B9F804F99DDCF98436AF31E1102E726A636E| |F8746F2E0F70635916E51322DCAF11665B645593AA860E6CB2A123BB3C32DE0EF68| |DE1EDC3ED27F934179FF01BB0FDFD8| |-------------------------------------------------------------------|
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Do you accept lvl 50 Fire/Rads? or just younger
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For those just skipping to the bottom to find the final build I will update this post with whatever I end up keeping.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3)
Level 1: Gale -- Acc-I(A)
Level 2: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Acc/Rchg(7)
Level 4: Super Speed -- Zephyr-ResKB(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 8: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(17), CoPers-Conf%(17)
Level 10: Frostbite -- Enf'dOp-Immob/Rng(A), Enf'dOp-EndRdx/Immob(19), Enf'dOp-Acc/Immob/Rchg(19), Enf'dOp-Acc/Immob(21)
Level 12: Snow Storm -- HO:Micro(A)
Level 14: Kick -- Acc-I(A)
Level 16: Freezing Rain -- Posi-Dam%(A), LdyGrey-%Dam(21), Achilles-ResDeb%(23), ImpSwft-Dam%(23), RechRdx-I(25), RechRdx-I(25)
Level 18: Steamy Mist -- LkGmblr-Rchg+(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(27)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(27), RedFtn-Def/Rchg(29), RedFtn-EndRdx(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31)
Level 26: Ice Slick -- RechRdx-I(A)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-ToHitDeb/EndRdx(33)
Level 30: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
Level 35: Tornado -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(45)
Level 44: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-End%(11)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1368;657;1314;HEX;| |78DA6593CB4E135118C7CFE945686969A1947211AA2014A9D656DDB930113541A99| |290B8524B6D87B60AD3665A12DDB9F10114158D012F0B5F4005E2CE0770A7E2C247| |908B777153BFF9FEA7B4C94C32F33BF3FFAEE796BC79DA23C4ED9342FAC766D3E57| |26AACA8578CE2ECAC663893E95C21239A8410FD75B5E6101BCF68B571B8C17C6A7E| |66263655291A73A9A9F9B9B9A25ED0736DE37A5E3334BD12AB0DDC93454A3155D2B| |4AC9787670BB97C855C3DFC37A1A54BF4E3ABFD6435A39C2F94DACF940A1933B9AE| |A592E97245336E75517743F43E94423D559B582224846D1978CA98AE3B08D1C3D22| |24950AB0EF9C126449F707C02D6197B3E031F1983B4127695C1FEC566661820C929| |51D519E5A46EC0033C2663131C9C4D9739C67385D17A154831FCD3409AF188225CA| |864772D48536ABF0BDC67743C605CA36F0BB28B961304875DD8A825AFEAD28B7966| |C9C507C9E95B63A9E33D17EA7C470888CE97D29C60177A56C890D6A692B705B99E9| |D720720C94088637A8EDA4D749225A89C837076901452530F41EA7133F6B6003E46| |BF1768653CA16FB76ABF1B8D6824F5AAD5E85DE1BEFB5719FBD680B78C256E0805F| |B7EC1F29BB1FF0FF017D8610CFE632C5354584585B760D906BE310E7C077E003F19| |398A1A503D0DC0611851C3881A867B5EE2789AD987702C233896111CCBC833C6C1E| |7C00BC6575AD3111535F20A96D78CD137C00AB0CA3874876BEDD0458EAAA8E80C2C| |3920CF385C00AE0337189B542BA62E41EC3CEFC191247001B8C8484C3236C83DAE4| |E7C1CBB9AE800FCD85547C33DABD223FA4C0521D5518B356E511216E59845396E51| |262CCAA463F77A0BC98ACBBF7B83AB1B6EB2CA46EB565D91F21C0D22A2F912CF69D| |3E2BB5D576CF21E2F7FF302C3BDC8F80FF425F330| |-------------------------------------------------------------------|
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Quote:I'm glad you pointed that out since I need another slot to fix my mistake with the +Regen proc being turned on giving me a false sense of awesome.Looks like you solved the anemic Freezing Rain slotting that you had in the first build, and I'm traveling and don't have access to mids, but there isn't anything that's jumping out at me.
Ya Local Man pointed me at the franken proc slotting. I'm actually pretty excited to try that power out slotted like that.
However, you could pull a slot from Stamina with minimal impact if you were looking for another slot, perhaps to five slot Earth's embrace for a recharge bonus? (Switch Rock Armor and Earth's Embrace to have enough slots)
Dropped 1 from Stamina and 1 from Steamy and 1 from Frostbite...and moved them over to Hasten and Earth's Embrace.
Quote:Looks mostly good but swap Fissure and Tornado. You can now take Fissure at 35 and I think you will want that more if you end up exemplaring down to level 30 (unless you make a second build specifically for that).
I didn't know that about APP being available at 35 - apparently MIDS is not updated with that change.
Same with Arctic Air and Kick, Freezing Rain and Tough. Right now if you were to drop down to level 20 for a Positron TF or something similar you'd be left without most of your core powers.
I have switched them around and that makes perfect sense.
Also, you have the Force Feedback proc affecting your current totals. When you turn that off you can see that Hasten is far from perma--you need to move slots there.
I R DUM
IMO if you must take Shiver or Snow Storm, skip the other. Consider replacing with O2 Burst or something like Combat Jumping.
Well Unless someone has a revelation that will change the entire build I think we might have figured it out.
Go Team!
I appreciate all the time you took to look at this for me and Please please if you have more to say about this I will continue to work with you guys till the end of days.
Working through builds was one of my favorite parts of CoH outside playing the actual game.
Thanks again and I'll post a followup once I've had a chance to play with it.
Tam -
OK So I've tried to take all of your advice collectively and have come up with this.
It's close.
I honestly had no idea what to do with shiver so I just dropped a Hami micro in there(and I don't even know if it affects it or not)
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3)
Level 1: Gale -- Acc-I(A)
Level 2: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Acc/Rchg(7)
Level 4: Super Speed -- Zephyr-ResKB(A)
Level 6: Hasten -- RechRdx-I(A)
Level 8: Kick -- Acc-I(A)
Level 10: Frostbite -- Enf'dOp-Immob/Rng(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(15), Enf'dOp-Acc/EndRdx(48)
Level 12: Snow Storm -- HO:Micro(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(15)
Level 16: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(21)
Level 18: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 20: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(23), RedFtn-EndRdx(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25)
Level 22: Shiver -- HO:Micro(A)
Level 24: Freezing Rain -- Posi-Dam%(A), LdyGrey-%Dam(27), Achilles-ResDeb%(27), ImpSwft-Dam%(29), RechRdx-I(29), RechRdx-I(31)
Level 26: Ice Slick -- RechRdx-I(A)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(33)
Level 30: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
Level 35: Tornado -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(39), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-End%(11), P'Shift-EndMod/Acc(11)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1369;659;1318;HEX;| |78DA65934B4F534114C7677A5B4B0BA52DA5F20605A148A52DEACE8589A8094A95A| |4892BB5D472FB50FA485B12DDB9F103080A3E023E167E0115883B3F803B51177E04| |117C8B9B7AEEF94F29C9BDC9BDBF99FF39F33F337367A2374F370971FBA4909EF1D| |944B91C1F2FE42BA5C2ECAC5EB24513E96C52D88510BD75B596109A48EAB576DF9E| |F0A9B9542A14AB144AB9786C2E972BE4B3F9B477229FD14B7ABE12AA359C5305B28| |815757DC6C5CDB3D974A642A94DDC9BD41345EAB86B9D19BD54CE648B2D678AD9A4| |619ED7E3D144B9A2976EB5D3EC06E95D94423D558B58268C09CB0AF084315D4F10A| |293A52592A056ADF2BD45881E61FD007C64ECFB046C3006682734E5A07DB6180EFD| |24D924245B10E548B2AB2C3BEA3CA00C87AAE3589086D47417B8C768BECF08CF33A| |ED1B75199369E205835A191A50B9A74B549633ACD4735030FA9E346C4E6BECCB3F2| |5C01AE325AE2C034A335C148D208AFF2F3FAB9EC682BC34A957CCACF8748AB93B1B| |F117033DA5D4033E3117DFD6AD57E35E719D2DAA0D9DAD679273ADF71F5CEB7049F| |E87EC10BE9C6C6F5028F49EB504E1D907492BA20695DABECD0BB06AC330EBC612CB| |31D0AF6FC42E437F08771F02FB003FC63ACD0A83E35AA6F8BA5816DE01BF09D71E8| |07F09391A651FD6A4EFD2A01A386306A08E91989F369B80FE25C0EE15C06702E034| |F81678CC3CF195FE8D70EAB9F30FC129157C06BC6C82AB006DCE15A3B749383AA56| |30C591236920036419A3D7811B8C4DAA15422D4B083F3C8CA310F630BE5242442D3| |57291A5B1F34014B8C0E8B6EEB961557A448FA1C0BA3A628A464CCA98493966528E| |9B9449933265DDBDD842B2E2F0ECDEDDEAA693A2726F74ABAE48798E1A01D170096| |B37E56ED7154DCEF3BE372C309C4BC022E33F60A4F442| |-------------------------------------------------------------------|
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Quote:I'd love to see your build for comparison Local, I have decided to give AA a try and see how I like it.I completely missed that the build was lacking Arctic Air and Shiver. I agree that Arctic Air is a defining power of an Ice Controller, and it should be 6 slotted for EndRdx and Confuse. Once you hit level 50, the Contagious Confusion proc almost seems to double the effectiveness of the power.
However, AA requires a melee playstyle. If you want to stay at range, then Shiver is a good alternative. But one or the other should be taken. There are a lot of other powers I would skip before one of the AoE Slow powers. Leveling up, my Ice/Storm used AA and Snow Storm. Once we got inherent Stamina, I also added Shiver . . . now I use all three to slow everything in range to a crawl.
My Ice/Storm is not built for Defense. He is more designed to provide team support by letting the Tank and other melee guys grab aggro, and then run in to reduce damage and control. I'm pretty happy with that playstyle. You don't have to have a mega-mega defense/resistance/tankmage build. I have tried both the Earth and Ice APPs on him. I used Ice until the Incarnate stuff came along, and now that I have Cardiac in my Alpha Slot, I am trying Earth for the great heal and better melee attacks. With my playstyle, I don't need Indomidible Will . . . I get mezzed once in a while, but it is pretty rare and I can usually deal with it with a break free. If I ever get there, I'll probably take Clarion for the Destiny Slot.
I'm still at work so I'll build it up tonight. You steered me in the right direction once before on my elec/rad Praet and I still love to play that character.
Quote:Note that now that you can e-mail enhancements and recipes, there's no particular reason to include the phrase "on my server" in the above -- you can pull the IO off a character on one server and e-mail it to, well, anyone who can use e-mail (probably not Free players, but I haven't investigated that). Post the item in the market forum and let bidders from everywhere make offers.