Eldandil Tauros I7 Fire/Storm/Fire guide


Bosor

 

Posted

Yeah, I've done some great things for my tanks and my blaster...but trollers are getting the short end of the stick. I can up my regen a decent amount, but on a troller that doesn't amount to much because of our general HP lvl. Most valuable thing I've seen thus far have been the tohit buffs and random mez resistances, but the tohtis buffs seem scattered thruout the dmg dealing sets, and while I can use the partial set concept to tuck them into my holds, I feel as though I'd be nerfing my current setup *80% of my holds are capped out acc/mez/recharge*.

As for the end issue I used hotfeet, which burns mroe end than leadership - which is why end is always an issue.

I guess since Liberty is 'virtually' down right now I'll toy around with a fire/storm/fire PLer/dmg/control set and see if I can work any magic.
- :bluu:


 

Posted

Ah, Hot Feet. That is one expensive beast to run.

However, two of the best things a troller can get from IO sets are +MaxEnd and +Recovery. Eldandil's End Recovery has gone up to 3.12/s from 2.48/s in I8. Toggle-wise, his End drain is now 1.05/s from 1.35/s without Hurricane and Snow Storm on, and 1.86/s from a horrible 2.22 with. Also, most of his clicks are significantly cheaper now. And his 7.65% MaxEnd increase hasn't even been taken into account in these calculations.


 

Posted

Speaking of which, Eldandil's slotting has undergone some revision. In particular:
1. Fire Cages now has a Disorient proc in place of the damage proc. Procs slotted into powers with long-lasting effects only trigger once every 10s, not with every pulse of the effect. The chance of stacked Disorients is probably a lot more useful than the possibility of half an unslotted Fire Ball's damage every 10s.
2. Flash Fire and Thunder Clap have had their knockback procs removed. According to Mids' planner, the procs do Mag 3 knockback, which could make things very messy. The Razzle Dazzle immob chance proc has been put into both instead. I decided also to waste the range component in one of the Stupefy IOs in TC to retain the +6.25 set bonus.
3. Freezing Rain's -recharge proc has been removed. Tempered Readiness will now be 4-slotted.
4. Cinders has lost one slot, and will take the Ghost Widow set for added Endurance.
5. Fire Imps no longer have the Taunt/Placate Resist IO since Assault gives one layer of such protection already. I've upped the slots here to 6, with a focus on damage and a small recovery bonus thrown in.
6. Tornado has been reslotted to be a little cheaper. It also has greater range for those Tornado pulls. The 1.5% +recovery is nice too.
7. Fire Shield has traded about 1% of S/L/F/C resistance for F/C defence. It's cheaper to run too.

I wish I had more slots to play with, but this is nonetheless a much leaner, meaner Fire/Storm/Fire troller build than it was before. After 2 years of play, Eldandil became my first 50 a couple of weeks back (serious altaholism with a dash of role player's syndrome). I've been scrounging up the ingredients to slot him out the way I've planned but, boy, is he expensive!

Hero Plan by Mids' Hero Designer 1.152
http://www.onthejazz.co.uk/hu/mhd.php

Eldandil Tauro: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- EoCur-Acc/Rchg:50(A), EoCur-EndRdx/Hold:50(3), EoCur-Acc/EndRdx:50(3), EoCur-Hold/Rng:50(5), EoCur-Acc/Hold:50(5), EoCur-Acc/Hold/Rchg:50(7)
Level 1: Gale -- Acc-I:50(A)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(7), Enf'dOp-Acc/EndRdx:50(9), Enf'dOp-Immob/Rng:50(9), Enf'dOp-Acc/Immob/Rchg:50(11), DblAc-Stun%:30(11)
Level 4: Snow Storm -- EndRdx-I:50(A)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hover -- Flight-I:50(A), Flight-I:50(13), Flight-I:50(13)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(15), S'fstPrt-ResDam/EndRdx:30(15), S'fstPrt-ResDam/Def+:30(27), Ksmt-ToHit+:30(40)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(19), Stpfy-Acc/EndRdx:50(21), Stpfy-Stun/Rng:50(21), Stpfy-Acc/Stun/Rchg:50(23), RzDz-Immob%:30(23)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(25)
Level 16: Freezing Rain -- RechRdx-I:50(A), RechRdx-I:50(17), TmpRdns-Dmg/Slow:50(17), TmpRdns-Acc/EndRdx:50(19), TmpRdns-Rng/Slow:50(25), TmpRdns-EndRdx/Rchg/Slow:50(27)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(34)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31)
Level 22: Cinders -- G'Wdw-Acc/Rchg:50(A), G'Wdw-EndRdx/Hold:50(31), G'Wdw-Acc/EndRdx:50(33), G'Wdw-Acc/Hold/Rchg:50(33)
Level 24: Hurricane -- ToHitDeb-I:50(A), EndRdx-I:50(34)
Level 26: Assault -- EndRdx-I:50(A)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(29), Stpfy-Acc/EndRdx:50(29), Stpfy-Stun/Rng:50(31), Stpfy-Acc/Stun/Rchg:50(33), RzDz-Immob%:30(37)
Level 30: 02 Boost -- EndRdx-I:50(A)
Level 32: Fire Imps -- SvgnRt-PetResDam:50(A), EdctM'r-PetDef:40(34), BldM'dt-Dmg/EndRdx:50(36), BldM'dt-Dmg:50(36), Dmg-I:50(40), Dmg-I:50(43)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx:50(A), BldM'dt-Dmg:50(36), Stpfy-EndRdx/Stun:50(37), Stpfy-Stun/Rng:50(37), RechRdx-I:50(39)
Level 38: Lightning Storm -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(40), Decim-Acc/Dmg/Rchg:40(45), Dmg-I:50(45)
Level 41: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(42), Decim-Acc/Dmg/Rchg:40(43), Decim-Build%:25(43)
Level 44: Fire Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(45), Aegis-Psi/Status:50(46), ImpSkn-ResDam/EndRdx:30(46), ImpSkn-Status:30(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50)
Level 49: Consume -- C'ngBlow-Acc/Rchg:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 1: Containment
Level 2: Rest -- RechRdx-I:50(A)


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Posted

Hey Eldandil...firstly, thanks a ton for this guide, it's helped me a lot in bringing up my Fire/Storm/(soon to be Fire due to double xp). I do have one question and one observation.

Q: Not to bring up the FF+TC thing again, but...I have yet to see this effect a boss, and I've tried it a lot, against all sorts of mobs. Have bosses possibly seen an increase in their mez resistance?

O: You stated that Hot Feet is only a rated power for Hovering trollers, due to the fact that it doesn't effect mobs when you, um, Hover. That's actually not been my experience. While it's true you can't activate the power if you're Hovering (or Flying, etc.), the damage (not sure about the Slow or semi-Fear) seems to still apply. I typically turn on Steamy Mist and Hot Feet just before entering a mission, then detoggle HF as necessary, and retoggle between groups.

Any feedback you've got would be greatly appreciated, and again, thanks a lot for this guide!

Edit: Oh, and grats on 50!


 

Posted

Hey Eldandil. Here is my promised response!

Sukie is only 38 at the moment, but I am loving the chaos.

I have Char slotted with Thunderstrike for the extra recovery, and O2 Boost with 5 Doctored Wounds for recharge. With 2 LoTG's in my Empath and one in my Blaster, I have not had chance to get any for Sukie yet, but I'm reserving slots just in case. A lucky Karma KB protection in Combat Jumping has made a massive difference in her playstyle, and with the Celerity +Stealth in sprint I am invisible when running Steamy Mist.

As I do run Hot Feet, it's got one Dam/End in from all three IO sets as well as a standard End redux and damage IO meaning 6 slots for thE price of 5. I may add another Scirroco's Dervish for the extra regen at some point.

Another difference between mine and your style is that Sukie won't opt for epic shields. She's either death on two legs, or dead on her back. I like playing like that. Having played a Fire blaster to 50, I am used to dying a lot, so the risks Sukie takes are less risky to a dedicated blaster-head. Running with an Illusion/Storm (who's also from a blaster background) the other week, we confounded the tank who couldn't understand our (and I quote) "Testosterone fuelled madness". Admittedly, herdicaning with someone who is physically sat next to you is very easy, and looks amazing on screen.

To summarise the bonusses both currently &amp; "to be" slotted (I have more slots in the powers in some cases, this is just for illustration)

Char : Thunderstrike (2) : 2% recovery
Flashfire : Stupefy (5) : 2.5% Recovery, 6.25% Recharge
Thunderclap : As above
O2 Boost : Doct Wounds (5) : 5% Recharge
Fire Cages : Enfeebled Op (5) : 3.75% Recharge
Steamy Mist : GiftotA (2) : 2.5% Recovery
Fire imps : Blood mandate (2) &amp; Commanding Presence (2) for 3% recovery (total).
Lightning Storm : Decimation (5) : 6.25% Recharge
Fire Blast : Thunderstrike (2) : 2% Recovery
Fire Ball : Posi Blast (5) : 2.5% Recovery &amp; 6.25% Recharge

Total Recovery Improvement : 17%
Total Recharge Improvement : 34%

(I'll almost certainly try to squeeze a LoTG Recharge &amp; a Miracle Recovery in there - if I can find/afford them)

There are several other things I've thought about, such as Decimation in Char or Fire Blast (or both) with the Chance to Hold proc. Dropped this idea because Sukie is either arresting so fast there's no need for the hold, or I'm busy with Hurricane/Gale positioning mobs.

Finally... some questions....

Snow Storm :
Has its uses in the early game, but now I find it an annoying waste of time to activate when the target is often dead by dawn. Other than AV's, I can't see a use for this, and to take a power just for one type of bad guy seems wasteful. Do you still use this regularly at 50? If so, what for?

Cinders :
Not taken this due to many posts I've read about the long recharge and general poorness. I do have space in my build to add it, but wondered what the thoughts were on this? Currently Flashfires + Thunderclap mezzes everything, and Freezing Raing knocks them over whilst the imps devour (sprinkle Fire Cages for immobilisation as required). By the time it's all dead, thunderclap has often recharged with Flashfires close behind. What use is there in the AoE Hold?

Fire Cages :
I'm still not convinced by Enfeebled Operation. Does anyone have any alternative suggestions? the 3.75% recharge seems a bit stingy to me, and not worth the slot investment.

Bonfire :
Am very tempted to put this back in my build and slot it with Posi's blast for that last 2.5% recovery and 6.25% recharge bonus. I get more use out of this (mob positioning/blocking) than I did Snow Storm. It also fits with Sukie's indiscriminate &amp; chaotic nature. Do the lovers/haters of Bonfire have any thoughts?

Great guide by the way. Some useful follow up commentary too which is just as helpful as the original guide.

-H (a.k.a Mellendra)


 

Posted

[ QUOTE ]
Hey Eldandil...firstly, thanks a ton for this guide, it's helped me a lot in bringing up my Fire/Storm/(soon to be Fire due to double xp).

[/ QUOTE ]

I'm glad it was of some help, Stat_. Have you made it to ancillaries yet?

I've been thinking about doing an expanded version with more tactics and strategies and with more IO-related stuff. I think I'll hold off for now and make it an i10 version after the next update.

Just a quick note on IOs: I recently respecced Eldandil for ranged defence instead of recharge. Eldandil's controls were pretty good even before IOs, but he's always been fragile and susceptible to mezzing. Hence, ranged defence makes a lot of sense especially with Hurricane running: if they can't hit you, they can't mezz you. When he gets all the IOs he needs, he will have 44.7% ranged defence. With the IOs he has at the moment, he has almost 40% ranged defence and his survivability has already gone up significantly.

[ QUOTE ]
Q: Not to bring up the FF+TC thing again, but...I have yet to see this effect a boss, and I've tried it a lot, against all sorts of mobs. Have bosses possibly seen an increase in their mez resistance?

[/ QUOTE ]

I've done quite a bit of testing on this, and FF+TC does actually work on bosses for me. My guess is that either one of your mezzes is missing a lot or else you've been trying to mezz Carnival bosses, who often go intangible.

[ QUOTE ]
O: You stated that Hot Feet is only a rated power for Hovering trollers, due to the fact that it doesn't effect mobs when you, um, Hover. That's actually not been my experience. While it's true you can't activate the power if you're Hovering (or Flying, etc.), the damage (not sure about the Slow or semi-Fear) seems to still apply.

[/ QUOTE ]

To be perfectly honest, I have never tried to run Hot Feet together with Hover because I "knew" that wouldn't work. So much for a scientific mindset. If I am reading you correctly, you're saying that if you are already in the air, Hot Feet cannot be toggled on; but if you toggle on Hot Feet before hitting Hover, Hot Feet stays on. Is that the way it works in practice?

[ QUOTE ]
Any feedback you've got would be greatly appreciated, and again, thanks a lot for this guide!

Edit: Oh, and grats on 50!

[/ QUOTE ]

Thanks! I'm glad to say that Eldandil still hasn't been retired. IOs are so much fun.

If you'd like, you could post your build here and I could give you my two cents' worth.

Happy hunting!


 

Posted

[ QUOTE ]
Hey Eldandil. Here is my promised response!

[/ QUOTE ]

Heya, Mellendra.

[ QUOTE ]
...and with the Celerity +Stealth in sprint I am invisible when running Steamy Mist.

[/ QUOTE ]

Yes, those +stealth IOs sure come in handy, don' they?

[ QUOTE ]
As I do run Hot Feet, it's got one Dam/End in from all three IO sets as well as a standard End redux and damage IO meaning 6 slots for thE price of 5. I may add another Scirroco's Dervish for the extra regen at some point.

[/ QUOTE ]

That's probably one too many Dam/Ends, Mell.

Consider:

With your current slotting (5 slots), you get 15.2 damage for 0.52 End/s.
Dropping one Dam/End from this (4 slots), you would get 14.7 damage for 0.54 End/s.
Or, if you were to drop both common IOs (3 slots), you would have 13.7 damage for 0.58 End/s.

4 slots seem to give the best bang for your buck. If you have a 5th slot to spare anyway, may I recommend instead:
1. Cleaving Blow: Dam/End
2. Cleaving Blow: Dam/Rech
3. Scirocco's Dervish: Dam/End
4. Scirocco's Dervish: Acc/Dam/End
5. Common IO: EndRdx
This set-up gives you 14.9 damage for 0.53 End/s. You also end up with +1% Recovery and +10% Regen. And there's a partial recharge in there to somewhat offset Hot Feet's 20s recharge cycle should your toggles get dropped mid-battle.

Or, for more damage:
1. Cleaving Blow: Dam/End
2. Scirocco's Dervish: Dam/End
3. Scirocco's Dervish: Dam/Rech
4. Scirocco's Dervish: Lethal damage proc
5. Common IO: EndRdx
This gives you 16.3 damage for 0.54 End/s. Bonuses include +10% Regen and +3.13% Neg Resistance.

[ QUOTE ]
Another difference between mine and your style is that Sukie won't opt for epic shields. She's either death on two legs, or dead on her back. I like playing like that.

[/ QUOTE ]

I dropped my Epic shield in my recent respec too. Instead of resistance, I'm going for soft-capped defence, which is a viable idea since I seldom PvP. Still, I get the sense you're talking instead about seat-of-your-pants can't-take-two-hits excitement. I think I'm too old to survive that kind of pressure.

[ QUOTE ]
Running with an Illusion/Storm (who's also from a blaster background) the other week, we confounded the tank who couldn't understand our (and I quote) "Testosterone fuelled madness". Admittedly, herdicaning with someone who is physically sat next to you is very easy, and looks amazing on screen.

[/ QUOTE ]

ROFL. And, yeah, two-person herdicaning (I'm stealing this word) is incredible.

[ QUOTE ]
There are several other things I've thought about, such as Decimation in Char or Fire Blast (or both) with the Chance to Hold proc. Dropped this idea because Sukie is either arresting so fast there's no need for the hold, or I'm busy with Hurricane/Gale positioning mobs.

[/ QUOTE ]

Agreed. And while it sounds fantastic to be able to hold a boss with one Char or with a rapid Char + Fire Blast combo, the proc activation rate is too low to rely on.

[ QUOTE ]
Snow Storm :
Has its uses in the early game, but now I find it an annoying waste of time to activate when the target is often dead by dawn. Other than AV's, I can't see a use for this, and to take a power just for one type of bad guy seems wasteful. Do you still use this regularly at 50? If so, what for?

[/ QUOTE ]

AVs, certainly. It's the first thing I drop on their heads.

Also, Council Wolves. These are highly protected against Immob and against them the Flash Fire + Fire Cages combo fails. Instead, I use Freezing Rain to keep them busy and in one place. On fast-moving teams, however, I often find myself without Freezing Rain and replace it with a Snow Storm + Flash Fire two-hit instead.

[ QUOTE ]
Cinders :
Not taken this due to many posts I've read about the long recharge and general poorness. I do have space in my build to add it, but wondered what the thoughts were on this? Currently Flashfires + Thunderclap mezzes everything, and Freezing Raing knocks them over whilst the imps devour (sprinkle Fire Cages for immobilisation as required). By the time it's all dead, thunderclap has often recharged with Flashfires close behind. What use is there in the AoE Hold?

[/ QUOTE ]

Honestly? Very little use. I'm personally using Cinders as an IO container.

Actually, Cinders does come in useful sometimes. It's the best tool you have against Council Wolves (yes, them again) because it doesn't give them wanderlust.

Also, on very fast teams FF and TC may occasionally be down when needed. If Cinders is up, why not use it?

Lastly, on crowded maps (or on a bad team) multi-group aggro sometimes happens. Flash Fire the first group, scoot over to the second and Thunderclap, spin around to drop Freezing Rain on the third, and then dash into the fourth and choke them with Cinders. I have really had to do this before, not that the team realised how close they came to getting hit from 4 sides at once.

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Fire Cages :
I'm still not convinced by Enfeebled Operation. Does anyone have any alternative suggestions? the 3.75% recharge seems a bit stingy to me, and not worth the slot investment.

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3.75% may not be that much, but it's also not a common recharge bonus value. This means it's good for stacking in builds with a lot of +6.25% recharge.

Also, the lethal and melee defence could be useful for some builds. Possibly.

Personally, I've switched to a full Trap of the Hunter set for the ranged defence bonus, +HP and +Accuracy.

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Bonfire :
Am very tempted to put this back in my build and slot it with Posi's blast for that last 2.5% recovery and 6.25% recharge bonus. I get more use out of this (mob positioning/blocking) than I did Snow Storm. It also fits with Sukie's indiscriminate &amp; chaotic nature. Do the lovers/haters of Bonfire have any thoughts?

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I tried using this for damage and found it wasn't worth the trouble. However, as you are a veteran (or inveterate, hehheh) herdicaner, Bonfire is probably a much better tool for you than is Snow Storm. I'd say grab it again!

Seeya around in-game, Mell.


 

Posted

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You stated that Hot Feet is only a rated power for Hovering trollers, due to the fact that it doesn't effect mobs when you, um, Hover. That's actually not been my experience. While it's true you can't activate the power if you're Hovering (or Flying, etc.), the damage (not sure about the Slow or semi-Fear) seems to still apply.

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Holy bleep! RagManX_CoH's Fire Control guide confirms that Hot Feet can be run simultaneously with Hover as long as HF is toggled on first.

Man, oh man, I really should have tested this one out properly.


 

Posted

Well, I've finally done it. The i10 guide to Fire/Storm Controllers is now available. Clicky.