Elemental Chaos! The i10 Fire / Storm Controller


Arashi

 

Posted

medic_brietz: Thanks for the praise. Now, do go roll up a Fire/Storm too!

Brigadon: The Fire/Storm is a bit of a slow starter, sadly. Despite the excellent Hot Feet, damage doesn't get truly good until Imps at 32. Also, you really need Freezing Rain (available next level!) to begin to regularly do area control.

The good news is that at 16, Freezing Rain + Hot Feet will keep a spawn in the grip of death for a long time. FR does pretty nice damage when you add up all the 1s, and its ResistDebuff component improves your kill speed significantly. Remember *not* to throw down Fire Cages though - they break popcorning, and popcorning is what keeps you alive at this stage of the game.

Lastly, door mishes will generally be less evil than street sweeping when solo, since their spawns tend to be much smaller. What server are you on? I might be able to help.


 

Posted

At the request of Brigadon, I've written this guide to playing the Fire/Storm in various level ranges. The problem with this guide is that I hit the 40s a year or more ago, and dinged 50 quite some time back, and now cannot remember how it was at the lower levels. Thus, this is less a retrospective endeavour than it is an intellectual exercise based on my understanding of the powers available at each level. If anyone finds, in practice or otherwise, information to contradict what I have stated here, please do share it with us by posting in this thread. Thanks, and I hope this helps!

Part 10: Level-by-level play guide

Overview

In the following paragraphs, I will suggest how to use various powers at different levels. Before we go into that, let me list the major turning points in the career of a Fire/Storm Controller.

Level 1: A new hero is born. Prepare to struggle pitifully for at least 11 levels.
Level 12: Flashfire is your first area-effect hard control. DOs make you almost twice as effective as before. Prepare to struggle, albeit less pitifully than before, for another 4 levels.
Level 16: Freezing Rain adds both damage and damage mitigation and changes forever the pace of your game.
Level 20: Stamina cuts down the amount of resting you have to do between (and during!) fights.
Level 22: SOs make you start to feel truly super. Also, Hurricane in the right hands will take survivability to new heights.
Level 27: Level 30 IOs increase the breadth of your abilities.
Level 28: Thunderclap stacks with Flashfire to make most fights a cakewalk. Team mates start to wonder why nobody's taking damage anymore.
Level 32: You adopt 3 homeless Fire Imps and are suddenly able to proceed solo almost as quickly as you are able to in a team. Team mates start screaming at you to keep your Imps under control.
Levels 35, 38, 41, 44: You grab your other big guns and laugh maniacally as you shoot down the opposition with fire and lightning.

Level 1

Char is absolutely essential at level 1 if you solo, and is very important if you team. Even if you intend to take Ring of Fire over Char, you should consider taking Char first and then respeccing out later.

[u]Solo:[u]
1. Try to pick fights with spawns that contain only 1 Lieutenant at most.
2. Start your fights by Charring the Lt and taking it out of the fight.
3. Immediately Gale the rest across the room. This buys you time to lock down another target.
4. Lay Char on a second foe, and Brawl/Char/VetReward it to death.
5. Repeat until all are dead.
Note: Remember to reapply Char on the Lt periodically. You want to keep it out of the fight, but do not focus your attacks on him until the last because he takes too long to go down. Remember that each Minion killed is that much less incoming damage.

[u]On a team with Scrappers and Tanks:[u]
1. Only use Gale if the bad guys will go flying into a nearby wall or corner. Otherwise, you're gonna piss off your melee folks. Remember that Gale is a positioning tool, not an attack.
2. Scrappers and Tanks are tough. They don't usually need help with the target they are fighting. If they do, they are probably facing a Boss, in which case you wouldn't be of much help right now. Do *not* target through them.
3. Instead, use Char to lock down troublesome foes. Troublesome foes are the ones chasing your Defender friend all around the map. They are the ranged attacker sniping your Tank from across the room. They are runners sprinting away from your Scrapper in full Scrapperlock. (Stop that runner before the Scrapper ploughs into the next spawn!)

[u]On a fully ranged team:[u]
1. At every opportunity, use Char to lock down troublesome foes.
2. Use Gale as you will. It keeps the bad guys on their backs part of the time, which is a good thing. Your ranged friends will be able to keep fighting without a pause anyway.
3. However, do not Gale things into nearby mobs, or you may draw too much aggro for your team to handle.

Note 1: Lts are your prime targets. They hit hard and are hard to kill, but take only a single Char to neutralize.
Note 2: While it's pretty exhilarating to be able to effectively take out almost anything in one hit, be careful how much aggro you are grabbing because they will recover and be mad at you if not killed quickly. Remember that you are the squishiest of the squishy.

Level 2

Many of you will take Fire Cages at level 2 because few will take both Char and Ring of Fire. While Fire Cages is a good power to use in tandem with Flash Fire, do not spam it at this level unless you wish to die a lot. Also, your Tank might not appreciate you keeping the bad guys spread out and stopping him from maintaining aggro.

FC doesn't do much damage without IOs anyway, and is primarily a rooting tool. Use it when mobs are clustered around the Tank or Scrapper (and then break Line of Sight so you don't eat too much damage in retaliation). Use it when beating a hasty retreat. Use it in combination with a Blaster's rain power.

The other power available at level 2 is O2 Boost. Do not advertise yourself as a healer if you take this power, because it sucks badly as a heal. Use it a mezz breaker or, later on, to protect team mates against End Drain. Even slotted up, O2 Boost costs a lot of End and does almost nothing for an ailing Tank, but feel free to heal people in between Chars anyway.

Level 4

Snow Storm, available at level 4, is your first real area-effect damage mitigation power. Though it costs a lot to run, Recharge and Speed Debuffs at the 62.5% level are nothing to sneeze at. Note, however, that it draws aggro to you, and, at the lower levels, Tanks are not all that capable of diverting this aggro back to themselves.

[u]If on a team:[u]
1. Going back on my earlier advice about Fire Cages, one way to use this power is to throw Snow Storm on a target and then retreat around a corner. The bad guys will start to Baywatch Run to your hiding place, bunching up in the process if you've chosen a good location to run to.
2. Just before they reach you, step out and lock them in place with Fire Cages, then move back behind cover. Now they are all Debuffed, clustered and unable to get at you.
3. Dart out and reapply FC every now and then to keep them in place.
4. Also peek out for a quick Char whenever it pops.

Level 6

Level 6 unlocks the power pools. If you solo a lot, this is the time to pick up either Air Superiority or Boxing. Boxing has better DPS but Air Supe slams most mobs to the ground. Since you are a Controller, Boxing may actually be more useful than Air Supe because of Containment. How so? Let me explain.

Ring of Fire and Fire Cages cause Knock Back to stop working for 15s and 12s respectively. Air Supe's advantage over Boxing is thus negated if you set up Containment with either power. If you use Char for Containment, on the other hand, the target is already helpless, and Air Supe's damage mitigation is no longer necessary. Therefore, Boxing may be preferable to Air Supe.

Of course, you could instead keep two targets Charred and juggle a third with Air Supe, effectively taking all three out of the fight. But doing this would be a strain on your Endurance as you would not have the benefit of Containment with the guy you're punching. It also takes forever to kill a spawn this way.

If you mostly team, or if physical attacks don't fit your character concept, Smoke is a nice power to take. Although its ToHitDebuff is too small to make a real difference except for characters with very high Defence values, its -Perception component is helpful when you need to sneak past the bad guys.

Also, if cast on spawns near the one your team is about to engage, it can greatly reduce the chance of these other spawns joining in the fight before you are ready.

Another power that a lot of people swear by is Hasten. Considering how slow your good powers are to recharge, this is definitely a worthy choice.

Lastly, if you fancy yourself a healer (why are you playing a Fire/Storm though?), Aid Other heals about 50% better than O2 Boost for less than half the End.

Level 8

Hot Feet does good DPS when used against a large number of enemies. However, it also aggroes them onto you. At this point in your career, HF doesn't do much for you in teams.
1. It's beastly expensive to run.
2. If you are in range of enough mobs to make HF worth the End cost, you are also in range of too much aggro to survive very long.

Solo, however, Hot Feet has slightly better Damage/Endurance than Boxing when facing 2 foes. The more bad guys there are in range, the better the per Endurance point returns.

[u]Damage-dealers available to the Fire/Storm at level 8:[u]

Endurance efficiency (DPE - damage per endurance point)
Flurry: 34.2/5.46 = 6.26 per mob hit (narrow cone)
Jump Kick: 30.6/5.46 = 5.60
Boxing: 23.3/4.42 = 5.27
Kick: 25.7/4.94 = 5.20
Air Superiority: 30.6/6.5 = 4.71
Brawl: 11/2.34 = 4.70*
Ring of Fire: 33.7/7.8 = 4.32
Char: 33.7/8.53 = 3.95
Hot Feet: 7.65 every 2 sec/1.04 per sec = 3.68 per mob hit (PBAoE)
Gale: 6.12/7.8 = 0.78 per mob hit (deep cone)
Fire Cages: 10.1/15.6 = 0.65 per mob hit (AoE)

Time efficiency (DPA - damage over activation time)
Char: 33.7/1.07 = 31.50
Ring of Fire: 33.7/1.17 = 28.80
Boxing: 23.3/1.07 = 21.78
Air Superiority: 30.6/1.5 = 20.4
Brawl: 11/0.67 = 16.42*
Kick: 25.7/1.83 = 14.04
Flurry: 34.2/3.07 = 11.14 per mob hit (narrow cone)
Jump Kick: 30.6/3 = 10.2
Fire Cages: 10.1/1.03 = 9.81 per mob hit (AoE)
Gale: 6.12/2.17 = 2.82 per mob hit (deep cone)
Hot Feet: 7.65 every 2 sec = 3.82 per mob hit (PBAoE)#

* Brawl does not benefit from Containment.
# Hot Feet is an odd duck in the DPA stakes because it is a toggle and not a click. Its DPS (not DPA) stacks with that of your attack chain. Though its DPS value is low, it is "free" damage time-costwise. Therefore, it should be evaluated only in terms of DPE - that is, whether or not it is worth it to run this toggle from a Damage/Endurance standpoint.

Level 10

Steamy Mist, coupled with Smoke, makes you practically invisible. It also protects you and your team mates pretty well. However, it costs an arm and a leg to run. Are you starting to see a pattern here?

[u]Solo:[u]
1. Steamy Mist is too expensive to run.
2. So is Hot Feet, probably, but it's still the best bang for your buck when facing at least 2 targets at once.
3. The name of the game is "Pretend you are still level 8".

[u]On a team (if you wish to run Steamy Mist):[u]
1. Run Steamy Mist, and stay close to your buddies to afford them some protection.
2. Do *not* use Hot Feet or Fire Cages unless you know what you are doing. The aggro they draw would probably kill you in short order.
3. Stick with Char/Ring of Fire/O2 Boost/pool powers.
4. A good Controller knows that he or she does not have to keep spamming powers non-stop. The low level Controller is most useful doing surgical strikes on troublesome targets. (Actually, this is true for the high level Controller as well!)

Alternatively, don't run Steamy Mist and fight the same way you did last level.

Level 12

The Fire/Storm Controller at level 12 is a very happy player. Why? Because at level 12, you can pick up the incredible Flashfire, which also happens to make Fire Cages extremely useful.

[u]On a team:[u]
1. Use Flashfire every chance you get. Stun 'em all, and keep 'em in place with Snow Storm or Fire Cages.
2. If micromanagement is your thing, switch off Steamy Mist while FF is active to save End; you won't need to buff the team's defences while the bad guys are all dazed.
3. If you believe your team can kill most of the spawn within 15 seconds, feel free to toggle on Hot Feet and stand in the spawn to add Contained damage and Slow effects (you might not need either Snow Storm or Fire Cages in this case; experiment to see if HF alone is enough). Remember that HF's base damage/End is about half that of Boxing's, but that this is multiplied by the number of foes within range. HF's damage/second is about 1/3 Boxing's, but this is also on a per-mob basis.
4. The Lts and Minions are all out of the fight for now. Pick a Boss and start stacking Char.
5. If 10+ seconds have passed and too many things are still alive, switch off Hot Feet and step away from the danger zone. Revert to pre-level 12 behaviour.

[u]Solo:[u]
1. Use Flashfire every chance you get.
2. Go up close with Hot Feet on (if you have it, and there are at least 2 foes present).
3. Apply single-target attacks as necessary. Foes are already Contained, so you might not wish to use Char if you have access to a better damage dealer (like Boxing).
4. If the bad guys wake up before you're done massacring them, revert to pre-level 12 behaviour. Mezz one, kill another.

By the way, DOs are now available, so you should now be able to do everything better than you used to. Nice.

Level 14

While most would have advocated grabbing a Travel power at this level before i8 rolled around, the Temp Travel powers now available through Safeguards have given us many more options.

If you do not wish to pick up a Travel power at this point, consider Intimidate from the Presence pool to increase the number of mobs you can disable at once. This is particularly useful for the soloer, but also pretty handy for the team player. Even though Presence is unnecessary for the mature Fire/Storm, it is a useful pool to dip into pre-respec if you find yourself short on controls.

Taking Tactics from the Leadership pool to improve your hit chances is also a valid move. Your best powers (mezzes) are slow to recharge but extremely powerful, so you do want them to hit as much as possible. Depending on the levels you tend (or intend) to fight, this power pick may be a good or a bad one.

Alternatively, you might wish to pick up a power from the Fitness pool in preparation for Stamina at 20.

Level 16

Freezing Rain is one of the best powers in your arsenal. It is available every 2-3 fights out of the box (since kill speed is low at this point in the game), significantly Debuffs both Defence and Resistance, Slows movement and recharge, and popcorns the mobs (including most Bosses!). Whether on a team or solo, use it every chance you get, whether in tandem with Flashfire or all on its own.

Your soloing speed should be much improved at this point. The additional damage from the Rain, its Resistance Debuff component, and the fact that you can fight with less fear of self-injury all help you to proceed at a better clip.

FR also adds to your team's killing speed. However, you are still no damage powerhouse, and your chief roles are still control and support.

Oh yes, if you need to keep mobs in the kill radius of the Rain, use Snow Storm instead of Fire Cages. Remember that FC breaks the Knock Up component of FR.

Level 20

Ah, Stamina. Few Fire/Storms are masochistic enough to skip Stamina or postpone it beyond level 20.

If you are one of the few truly self-punishing ones, however, you could instead take Hurricane to add to your Endurance woes. Yes, this power is wonderful, especially if you have a corner to back the bad guys into. Used on enemies about your level, it also drops their hit chances significantly. However, this takes a lot of skill to use, and it also costs a moderate amount of End/s. Please read Part 7 of this guide for more on this. My recommendation is to put it off to 22 or later and get Stamina now.

Other options at this level include Acrobatics (more End problems wheee!), Vengeance and Resuscitate (because you don't have the End to do your job properly wheee!).

There's also Invoke Panic, which can be quite useful early on when you cannot muster up area control for each and every fight, but would probably become quickly redundant as you level up more. In fact, once you hit SOs in 2 levels, you will probably not need Invoke Panic very often anymore.

Level 22

Single Origin enhancements (SOs) become readily available at this level. Give vent to a huge cheer, because this marks your transition from a sortahero to a superhero.

With RechargeReduction SOs, you should now have access to either Freezing Rain or Flashfire almost every single fight unless your team kills at an ungodly speed. If you have Hasten, you might even be able to use both powers at once some of the time.
1. Snow Storm is now used mainly to keep things in your Freezing Rain and therefore becomes largely unnecessary if you have Hot Feet. The other function of Snow Storm - as a recharge Debuff if both FR and FF are unavailable - probably won't be called upon very often.
2. As the HP difference between you and your Tanks/Scrappers grows, the usefulness of O2 Boost as a heal lags further behind its utility as a mezz breaker.
3. Since you should have an effective hard or soft control for most encounters, Steamy Mist may not be necessary any more, but you should now have the Endurance to support it. Ironic.

Level 27

Level 30 Invention Origin enhancements (IOs) become useable. These are better than any SOs you can use and are also practically as good as level 50 IOs.

Two of these babies are a hair less effective than 3 white SOs, and 3 of them are slightly better than 3 white SOs. This means you can either upgrade all your current enhancements a little or else branch out into new areas of enhancement.

Level 28

Thunderclap was made for Flashfire. The two should get married and go on a never-ending honeymoon - a honeymoon in your power tray. Use these two together and a spawn of 4 Bosses becomes a joke.

You are now a master Controller. Nothing can stand in your way! Nothing! MuaHAHAHAHAHA!

Well, nothing except your still rather low damage output when solo, that is. In a team, keep focussed on control and debuff, though you might now want to throw in the occasional attack when things are mezzed and helpless. Solo, keep plodding on as you have all this while.

Level 32

The soloer cries out in great joy at the coming of the Fire Imps. The team player cries out in great chagrin at the team wipes his Imps are causing due to their aggressive AI.

Whether solo or in a team, your Imps now make you a damage-dealing force to be reckoned with. They get a lot better with slots next level, but even with a single damage SO/IO, they will rock your socks off.

Take time this level to learn their aggro range though, or you will constantly piss off multiple spawns without meaning to.

Level 35 and after

Your damage potential just keeps increasing, and you grow into the strong soloer you were meant to be. Teams will appreciate your damage output as well. They will even like your Imps, who, when managed well, soak up quite a bit of the aggro from your team mates.

Your control options also grow somewhat. With both Tornado and Lightning Storm in your tool kit, you have quite a variety of interesting ways to deal with spawns of various compositions. You are also capable of handling multiple spawns at once, so even if your team (or your Imps) irritate 4 spawns at once, you are able to keep them all placid for a goodly amount of time.

At level 41, the APPs open up to you. If you are playing a Fire/Storm/Earth perma-stun build, you are now complete. Well, you kinda need the slots from the next level to really be complete, but it's ok to celebrate now and celebrate again later.

Conclusion

I'm not sure if this guide would actually be useful to anyone, but here it is nonetheless. If you disagree with any of this, or have something useful to add, please feel free to vocalize right here in this thread.

Happy levelling, folks.

Edited for clarity.


 

Posted

Thank you much, Elandil, I finally got freezing rain, and it's a beaut.

Okay, so let me get this straight.
You are saying that, as a fire/storm, your damage is high enough to strongly favor not usually worrying about containment as much at lower levels except for luts, and instead concentrate on keeping softer controls, such as hot feet, freezing rain, and other bouncy stuff available....

Hehe. You know, I guess I have been stuck in a rut. I keep thinking "How can I kill the most amount of mobs in the least amount of time" and thinking about AOE containment on spawns of 12 at a time.

Can you tell I usually play an ice/fire tanker?

I suppose containment doesn't really help all that much if you are busy counting the number of pebbles pressing into your cheek.

Or did I totally misread this? It looks pretty sound. I am not able to 'powerlevel' myself easily, but at least I can finally succeed at door missions with huntsmen in them.


Important tip about radio missions:
Prior to level 18 or so, try not to accept 'arrest boss x' missions solo that are arachnos, not even on Heroic. Most of the arachnos characters are extraordinarily resistant to holds, slows, and immobilizes, and huntsmen especially seem to be able to burn down a whole tray of inspirations and still beat you to death afterwards. I think they are 'reduced elite bosses' down to lut level because they are incredibly brutal (even a domination-buffed dominator can seldom hold them for more than a few seconds)


 

Posted

[ QUOTE ]
I finally got freezing rain, and it's a beaut.

[/ QUOTE ]
Isn't it though!

[ QUOTE ]
Okay, so let me get this straight.
You are saying that, as a fire/storm, your damage is high enough to strongly favor not usually worrying about containment as much at lower levels except for luts, and instead concentrate on keeping softer controls, such as hot feet, freezing rain, and other bouncy stuff available....

[/ QUOTE ]
Actually, no. Your damage sucks at this level. In fact, it sucks so bad that you shouldn't be thinking about doing damage when in a team. Let others do the damage while you do the controlling. Team kill speed improves because FR Debuffs Resistance, not because it turns you into a damage powerhouse.

However, when solo, you kind of have to do it all. Pick small spawns of 2-4 (much more easily found in door mishes than on the streets) and play a game of Hold-Two-Bash-One.

With Freezing Rain in your repertoire, you are now able (when solo) to concentrate more on damage and less on control. You could also get away with fighting slightly (very slightly!) bigger spawns. Still, don't bite off more than you can chew.

[ QUOTE ]
Hehe. You know, I guess I have been stuck in a rut. I keep thinking "How can I kill the most amount of mobs in the least amount of time" and thinking about AOE containment on spawns of 12 at a time.

Can you tell I usually play an ice/fire tanker?

[/ QUOTE ]
Haha! No, we can't play like Ice/Fire tanks at this level! Taking on 12 mobs at a time solo is pretty much suicidal at this point.

[ QUOTE ]
Important tip about radio missions:
Prior to level 18 or so, try not to accept 'arrest boss x' missions solo that are arachnos, not even on Heroic. Most of the arachnos characters are extraordinarily resistant to holds, slows, and immobilizes, and huntsmen especially seem to be able to burn down a whole tray of inspirations and still beat you to death afterwards. I think they are 'reduced elite bosses' down to lut level because they are incredibly brutal (even a domination-buffed dominator can seldom hold them for more than a few seconds)

[/ QUOTE ]
Hm... I hadn't realised Arachnos Lts and Bosses are more than usually resistant to mezzing. Then again, I only met them in my 40s.


 

Posted

this guide gets better and better. i had swore off stormys becuase ice/storm trollers do synergyse well, but cant kill anything for lack of damage. i felt thunderclap was a waste. i do love fire, but was tired of being a /kin or a /rad. also, i figured i would be stuck taking the mind or fire epic, not thinking earth would be good. (never mind master of elements theme...perfect!)
You have me convinced.
i already have a Frad and emp defender 50, as well as my new 12 month badge. maybe it is time to take the elemental plunge (and i thought stuns were useless....lol)

p.s. if you ever go into the shard and get the containment bubble cast on you by a high level wisp..you learn a new hatred for a good power.
the same can be said for hurricane after getting tossed like a rag doll by storm mavins in croatoa. it is now time to crack open a can of stuns-alot on villians everywhere.


 

Posted

Ha! A convert! My nefarious plan is working purrrfectly!

*twitches wickedly catlike whiskers*


 

Posted

I plan on using a variation of your elemental build with fire, storm, and earth. Since I am usually a flyer, but I love hasten and stamina, i'll have to swap out a few powers.
I'll let you know the progress every so often.


 

Posted

That'd be cool of you to do, medic. Looking forward to your progress notes!


 

Posted

Actually I want to see more fire/stormies too

Get people away from the FOTM builds... and besides, 2 firestorms working together completely rawk, they seem to clear spawns just as fast as the current FOTM build. (was playing with 2 firestorms yesterday with my scrapper. Boy did I feel superfluous. if I was lucky I managed to get a single hit on the boss before he went down)


 

Posted

Interestingly, I just reread Enan's "Choosing the Controller That's Right for You" and there are some figures contained therein suggesting that Storm is the rarest Fire secondary.

(That guide rocks by the way, and if you haven't read it, you should!)


 

Posted

Okay, I was wrong about teams

anyone...any team leader that has EVER grouped with a stormie before that knows what they are doing JUMPS at the chance to get someone...anyone... that can drop freezing rain on their team.

The other night I was playing with my brothers, and we are strictly a...well... for want of a better word, 'fun before power' group. There are about 12 friends and we all play on tuesday nights, and we have to be on different teams because of how many there are of us, so we randomly choose teams. whatever you want to play is what we go with... and sometimes the teams get a little strange with the power combinations.


Our team: me (fire/storm) a defender (Storm/electricty I think, she is a little... unused to dealing with knockback, but has been improving greatly with experience) a second defender (kinetic/dark) a scrapper (spines/sr) and a second scrapper (BS/Dark I think)

The kinetic was keeping us all sb'ed. Did you know that dark's cone immobilize doesn't prevent knockdown? I found that out the best way so we were able to double-stack freezing rain on every spawn. we (ahem) 'accidentally' hit the missions of the faultline arc on invincible. Very hard missions for a group of level 18-26, half of which are SK'ed. The stormie defender was running hurricane around the outskirts of every group, and we were darking and disorienting every single group... and then the spines would wade in, fire off a single spine burst, and it was time for the broadsword to finish off any bosses.

a non-syncopatic team, unskilled players, No tanker, no alpha-grabber, half the team SK'ed and we were waltzing through spawns like a pair of level 50 fire/kins on steroids.

If you can survive the drag to level 16 (It's not all that hard) fire/stormies can add incredible amounts to a group... you haven't quite matured yet solo, but grouped... whew.

later on, we all got a little bored and played our 50's. what I didn't realize was that we had a fire/kin and a fire/storm on the same team!

the resistance debuffs from storm basically double the damage capping that a kinetic using FS can throw down, the fire imps go unbelievably nuts and seem to have tanker-level defenses. We were playing in Peregrine, doing the 'anti-hero' arc of AV's, and literally we were knocking down av's in timespans that had to be measured in mere seconds. The best I think we did was 18 seconds for the anti-mynx AV.


I was highly, highly impressed.


 

Posted

Nice stories, Brigadon. Storm Summoning FTW!


 

Posted

Great guide. I've been looking for ideas for my little burning END hog who's all of.. 20 now, maybe 21 (yeah, that happens when you have a ton of alts... "Sharon? Susie? Sam?" "It's Mike." "Oh. You're six, right?" "Eighteen.")

This will help out a great deal. (About all I can contribute to "what early levels are like" is "Learn to love Rest.")


 

Posted

Great guide, and because of it I made a fire/storm last night. I have been wanting to play the storm set for a while and it seems fire may be a great match with it.

Anyway here is an IO build I came up with that focus on recharge (+55%), and endurance(+24.5%). Not perma hasten, but close enough that there is no need to make any more sacrifices:

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

FireStorm: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- EoCur-Acc/Hold/Rchg:53(A), Hold-I:50(3), Hold-I:50(5)
Level 1: Gale -- Acc-I:50(A)
Level 2: Ring of Fire -- Thundr-Acc/Dmg:53(A), Thundr-Dmg/EndRdx:53(3), Thundr-Dmg/Rchg:53(5), Thundr-Acc/Dmg/EndRdx:53(7), Decim-Build%:40(7)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow:53(A)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hot Feet -- TmpRdns-EndRdx/Rchg/Slow:53(A), TmpRdns-Acc/Dmg/Slow:53(9), TmpRdns-Dmg/Slow:53(9), TmpRdns-Acc/EndRdx:53(11), TmpRdns-Rng/Slow:53(11), M'Strk-Dmg/EndRdx:53(46)
Level 10: Hover -- LkGmblr-Rchg+:53(A), Flight-I:50(43)
Level 12: Flashfire -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(13), Stpfy-Acc/EndRdx:53(13), Stpfy-Stun/Rng:53(15), Stpfy-Acc/Stun/Rchg:53(15)
Level 14: Fire Cages -- Posi-Acc/Dmg:53(A), Posi-Dam%:53(17), Posi-Acc/Dmg/EndRdx:53(19), Posi-Dmg/Rchg:53(23), Posi-Dmg/EndRdx:53(23), EndRdx-I:50(46)
Level 16: Freezing Rain -- Posi-Dmg/EndRdx:53(A), Posi-Dmg/Rchg:53(17), Posi-Acc/Dmg/EndRdx:53(19), Posi-Dam%:53(21), Posi-Dmg/Rng:53(27), RechRdx-I:50(45)
Level 18: Health -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
Level 22: Hurricane -- EndRdx-I:50(A), EndRdx-I:50(27), ToHitDeb-I:50(31), ToHitDeb-I:50(37)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Fly -- Frbd-Stlth:53(A)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(29), Stpfy-Acc/EndRdx:53(29), Stpfy-Stun/Rng:53(31), Stpfy-Acc/Stun/Rchg:53(31)
Level 30: Steamy Mist -- LkGmblr-Rchg+:53(A), ImpSkn-ResDam/EndRdx:30(33), ImpSkn-ResDam/Rchg:30(34), ImpSkn-EndRdx/Rchg:30(34), ImpSkn-ResDam/EndRdx/Rchg:30(34), ImpSkn-Status:30(36)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:53(A), BldM'dt-Dmg:53(33), SvgnRt-Acc/Dmg:53(33)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx:53(A), BldM'dt-Dmg:53(36), SvgnRt-Dmg/EndRdx:53(36), RzDz-Acc/Stun/Rchg:30(37), RzDz-EndRdx/Stun:30(37), RechRdx-I:50(40)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:53(A), Thundr-Acc/Dmg/EndRdx:53(39), Thundr-Acc/Dmg/Rchg:53(39), Thundr-Dmg/EndRdx/Rchg:53(39), Thundr-Dmg/Rchg:53(40), EndRdx-I:50(40)
Level 41: Fire Ball -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(42), Posi-Dmg/Rchg:53(42), Posi-Dmg/Rng:53(42), Posi-Acc/Dmg/EndRdx:53(43), RechRdx-I:50(43)
Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(45), ResDam-I:50(45)
Level 47: Consume -- Acc-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48), EndMod-I:50(48)
Level 49: Cinders -- EoCur-Acc/Hold/Rchg:53(A), RechRdx-I:50(50), Hold-I:50(50), Acc-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+8% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+0.9% Max Endurance[*]+41% Enhancement(Accuracy)[*]+55% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+6% Enhancement(Stun)[*]+4% FlySpeed[*]+63.3 (5.25%) HitPoints[*]+4% JumpSpeed[*]+MezResist(Confused) (Mag 7.5%)[*]+MezResist(Held) (Mag 7.5%)[*]+MezResist(Immobilize) (Mag 7.5%)[*]+MezResist(Sleep) (Mag 9.7%)[*]+MezResist(Stun) (Mag 7.5%)[*]+MezResist(Terrorized) (Mag 7.5%)[*]+24.5% Recovery[*]+4.73% Resistance(Fire)[*]+4.73% Resistance(Cold)[*]+4% RunSpeed[*]+2% Debt Protection[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />


Bots/Traps Guide for I19.5
RO Network

 

Posted

Memphis_Bill: "Learn to love Rest." Too true.

Mephe: Looks golden, man. Some thoughts.

1. Nice Resistances. Defence is probably more useful for a squishy, but every little bit of protection helps.

2. It must be nice having Freezing Rain up every 20 seconds, eh? You could even overlap your Rains if you want to!

3. Your travel and combat manoeuvering speeds are frustratingly low. I guess you could hoof it while fighting, in which case you should not bother with the single FlySpeed enhancement in Hover and shift that to Fly.

4. Aw, you're skipping Fire Blast? It's such a nice little power. Speeds up fights quite nicely. Then again, you're able to throw out so much chaos at once that it might not be necessary.


 

Posted

Great guide, a bit late for my (just recently) 38 fire/storm to save her a lot of frustrating mid-20s experience as I burned two freespecs and a vetspec popping powers choices left and right. &gt;.&lt;

My own fault really, I'm coming from Blaster/Scrapper sets and a lot of my powers were only halfway ant intended slotting. Anyways, reworked her build today and came out with the below (up to 38 'natch ) I was hoping to get some advice on slotting for Ice Storm but... *shrug*

A few notes, I'm using the I-11 mods that include the Def Debuff and ToHit Debuff sets. So you'll need to have them in order to import.

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Fyreflight: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Char -- G'Wdw-EndRdx/Hold:40(A), G'Wdw-Acc/Rchg:40(3), G'Wdw-Acc/EndRdx:40(5), G'Wdw-Hold/Rng:40(9), G'Wdw-Acc/Hold/Rchg:40(15), G'Wdw-Dam%:40(27)
Level 1: Gale -- Acc-I:40(A)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg:40(A), Enf'dOp-EndRdx/Immob:40(3), Enf'dOp-Acc/EndRdx:40(5), Enf'dOp-Immob/Rng:40(9), Enf'dOp-Acc/Immob/Rchg:40(15), Enf'dOp-Acc/Immob:40(27)
Level 4: Snow Storm -- EndRdx-I:40(A), EndRdx-I:40(37)
Level 6: Hover -- LkGmblr-Rchg+:40(A), Flight-I:40(7), Flight-I:40(7)
Level 8: Swift -- Run-I:40(A)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResPsi:40(11), ImpArm-ResDam:40(11), ImpArm-ResDam/EndRdx:40(23), ImpArm-ResDam/Rchg:40(37), ImpArm-EndRdx/Rchg:40(40)
Level 12: Flashfire -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(13), Stpfy-Acc/EndRdx:40(13), Stpfy-Stun/Rng:40(31), Stpfy-Acc/Stun/Rchg:40(34), Stpfy-KB%:40(46)
Level 14: Fly -- Frbd-Fly:40(A), Frbd-EndRdx:40(46)
Level 16: Freezing Rain -- TouchofGrey- Defense Debuff:40(A), TouchofGrey-Defense Debuff / Rech:40(17), TouchofGrey-Debuff / Rech / End:40(17), TouchofGrey-Rech / End:40(31), TouchofGrey-Debuff / End:40(34), TouchofGrey--EnrgDam%:40(40)
Level 18: Health -- Numna-Regen/Rcvry+:40(A), Numna-Heal:40(19), Mrcl-Rcvry+:40(19), Mrcl-Heal:40(21)
Level 20: Stamina -- PerfShift-End Mod:40(A), PerfShift-End Reduc / End Mod:40(21)
Level 22: O2 Boost -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(23)
Level 24: Hurricane -- EndRdx-I:40(A), ToHitDeb-I:40(25), ToHitDeb-I:40(25)
Level 26: Cinders -- RechRdx-I:40(A), RechRdx-I:40(40), G'Wdw-Acc/EndRdx:40(43), G'Wdw-EndRdx/Hold:40(43), G'Wdw-Acc/Hold/Rchg:40(43), G'Wdw-Dam%:40(46)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(29), Stpfy-Acc/EndRdx:40(29), Stpfy-Acc/Stun/Rchg:40(31), RzDz-Immob%:30(37)
Level 30: Smoke -- DrkWtchDes--Recharge%:40(A)
Level 32: Fire Imps -- BldM'dt-Dmg:40(A), BldM'dt-Acc:40(33), BldM'dt-Acc/Dmg:40(33), BldM'dt-Dmg/EndRdx:40(33), SvgnRt-PetResDam:40(34)
Level 35: Tornado -- EdctM'r-PetDef:40(A), CmdPres-Dmg/EndRdx:30(36), TouchofGrey--EnrgDam%:40(36), CmdPres-PetRes:30(36)
Level 38: Lightning Storm -- PerfShift-End Reduc / End Mod:40(A), PerfShift-End Mod / Rech :40(39), Dev'n-Dmg/EndRdx:40(39), Dev'n-Acc/Dmg:40(39)
Level 41: Ice Blast -- Decim-Build%:40(A), Decim-Acc/Dmg:40(42), Decim-Dmg/EndRdx:40(42), Decim-Acc/Dmg/Rchg:40(42)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx:40(A), RedFtn-Def:40(45), RedFtn-EndRdx:40(45), RedFtn-Def/Rchg:40(45)
Level 47: Ice Storm -- TmpRdns-Rng/Slow:40(A), TmpRdns-Dmg/Slow:40(48), TmpRdns-Acc/Dmg/Slow:40(48), TmpRdns-EndRdx/Rchg/Slow:40(48)
Level 49: Aid Other -- Dct'dW-Rchg:40(A), Dct'dW-Heal:40(50), Dct'dW-Heal/EndRdx:40(50), IntRdx-I:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+3% Defense(Smashing)[*]+5.5% Defense(Lethal)[*]+3.95% Defense(Fire)[*]+3.95% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+4.88% Defense(Psionic)[*]+6.13% Defense(Melee)[*]+6.13% Defense(Ranged)[*]+3% Defense(AoE)[*]+9.9% Max Endurance[*]+11% Enhancement(Accuracy)[*]+2.5% Enhancement(Held)[*]+3% Enhancement(Immobilize)[*]+17.5% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+6% Enhancement(Stun)[*]+10% FlySpeed[*]+103 (10.1%) HitPoints[*]+10% JumpSpeed[*]+MezResist(Held) (Mag 2.75%)[*]+MezResist(Immobilize) (Mag 4.95%)[*]+MezResist(Stun) (Mag 1.65%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+17% Recovery[*]+40% Regeneration[*]+2.52% Resistance(Fire)[*]+2.52% Resistance(Cold)[*]+1.88% Resistance(Negative)[*]+6.13% Resistance(Psionic)[*]+20% RunSpeed[*]+PBAoE (20ft) Pet +Def(All) 5%[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[*]+PBAoE (20ft) Pet +Res(Taunt, Placate)[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />


Pinnacle
Heroes
When in danger, or in doubt; Run in circles, scream and shout.

 

Posted

Just a note...

Fire/Storm is an excellent Dark Astoria rare salvage money making machine. Check out the thread in the Market section.

My fire/storm started at level 22 in DA and was able to get probably around 20+ mil and is just about to ding 29. I was able to buy a steadfast knockdown IO for steamy, 5 positrons, and many other expensive sets that I can use till level 50!


Bots/Traps Guide for I19.5
RO Network

 

Posted

Great guide! I remember my first time in this game these guides helped me out a great deal.

For a nitpick, I think Smoke it auto-hit in PvE now, so you don't need accuraccy anymore. Not sure if anyone mentioned that yet.


Member of:
Repeat Offenders Network - The Largest Coalition Network in the Game, across Virtue, Freedom, Justice and Exalted. Open to all, check us out.

Current Team Project: Pending

 

Posted

I just wanted to say that my new 27 Fire/Storm is without a doubt the most enjoyable and entertaining character I've ever made in any MMO ever, and your guide has been endlessly helpful to me. Thanks a lot.


 

Posted

My fire/storm was a monster till about lvl15 (sweeping perez: snowsotrm+FF+Firecages+rain+hotfeet, the last guy in the spawn dies a few seconds before you run out of end)

It got a bit frustrating in the 20s and low 30s, in part because I built this one like my other fire controllers, yet hurricane and hot feet are at odds with each other, and also I take a lot of aggro that I can't always contain with hurricane (especially on teams).
I was heading towards a mezzing build, with earth mastery, to recapture the early level carnage, and I may still do that when I get to 50, but in the meantime I tried to go the resistance route (wtih tough and set bonuses) but endurance and mezzes seem like they will still punch through that build.

The reason I had originally dismissed a defense based build was because it is hard to get decent defense for every single damage type, and I wasn't thinking positional defense.
But when you think about it, most mezzes are ranged, and hurricane will keep most baddies out of melee range, so you can get the most benefit by going against positional ranged defense.

I only took Maneuvers out of leadership and chose to go with the medicine pool. While aidself is interruptible, having all that defense reduces the risks of getting interrupted.

The one thing that worry me about this build is that imps may get creamed constantly (with the mezzer build, they get hit a lot less, so they survive better and my DPS goes up a lot I think). this is why I went with Earth mastery, Fissure adds another level of protection for the imps through foe disorrient. I still get good tanged defense, although I now need to 6-slot a numina set which is very expensive. I may have to compromise and use a cheaper set to get AoE defense instead, or only 3-4 slot rock armor and use the slots in other places, such as beefing up aid-self.

I may change my mind about bonfire at 49, generally my buils are complete a that level and I don't rely on that power much. Bonfire is nice in case of emergency, and can add damage...

I also had to give up TP friend for this build, so it's another candidate for lvl50.

Edit: I had forgotten to post my build:

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Mech Liberty: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(3), Thundr-Dmg/Rchg:40(3), Thundr-Acc/Dmg/Rchg:40(7), Thundr-Dmg/EndRdx/Rchg:40(9), Thundr-Acc/Dmg/EndRdx:40(15)
Level 1: Gale -- Acc-I:40(A)
Level 2: Fire Cages -- TotHntr-Acc/Rchg:40(A), TotHntr-EndRdx/Immob:40(5), TotHntr-Acc/Immob/Rchg:40(5), TotHntr-Acc/EndRdx:40(7), TotHntr-Dam%:40(9), TotHntr-Immob/Rng:40(11)
Level 4: Snow Storm -- EndRdx-I:40(A)
Level 6: Combat Jumping -- Jump-I:40(A)
Level 8: Hurdle -- Jump-I:40(A)
Level 10: Steamy Mist -- EndRdx-I:40(A), S'fstPrt-ResDam/Def+:30(11), S'fstPrt-ResKB:30(21), DefBuff-I:40(43), DefBuff-I:40(50)
Level 12: Flashfire -- Stpfy-Acc/Rchg:40(A), Stpfy-Acc/Stun/Rchg:40(13), Stpfy-Acc/EndRdx:40(13), Stpfy-EndRdx/Stun:40(15), Stpfy-Stun/Rng:40(19), Stpfy-KB%:40(19)
Level 14: Super Jump -- Jump-I:40(A)
Level 16: Freezing Rain -- P'ngTtl-Acc/Slow:40(A), P'ngTtl-Dmg/Slow:40(17), P'ngTtl-Acc/EndRdx:40(17), P'ngTtl--Rchg%:40(29), P'ngTtl-EndRdx/Rchg/Slow:40(29), P'ngTtl-Rng/Slow:40(31)
Level 18: Health -- Mrcl-Rcvry+:40(A)
Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(21)
Level 22: Hurricane -- EndRdx-I:40(A), ToHitDeb-I:40(23), ToHitDeb-I:40(23)
Level 24: Maneuvers -- RedFtn-Def/EndRdx:40(A), RedFtn-Def/Rchg:40(25), RedFtn-EndRdx/Rchg:40(25), RedFtn-Def/EndRdx/Rchg:40(27), RedFtn-Def:40(27), RedFtn-EndRdx:40(31)
Level 26: Aid Other -- Heal-I:40(A)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(31), Stpfy-Acc/EndRdx:40(34), Stpfy-Stun/Rng:40(36), Stpfy-Acc/Stun/Rchg:40(37), Stpfy-KB%:40(37)
Level 30: Aid Self -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal:40(46)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:40(A), BldM'dt-Dmg/EndRdx:40(33), BldM'dt-Acc/EndRdx:40(33), BldM'dt-Acc/Dmg/EndRdx:40(33), BldM'dt-Dmg:40(34), BldM'dt-Acc:40(34)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx:40(A), BldM'dt-Dmg:40(36), BldM'dt-Acc/Dmg/EndRdx:40(36), BldM'dt-Acc/Dmg:40(37), BldM'dt-Acc/EndRdx:40(40), BldM'dt-Acc:40(40)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(39), Thundr-Dmg/Rchg:40(39), Thundr-Acc/Dmg/Rchg:40(39), Thundr-Acc/Dmg/EndRdx:40(40), Thundr-Dmg/EndRdx/Rchg:40(42)
Level 41: Fissure -- Posi-Acc/Dmg:40(A), Posi-Dmg/Rchg:40(42), Posi-Acc/Dmg/EndRdx:40(42), Posi-Dmg/EndRdx:40(43), Posi-Dam%:40(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx:40(A), RedFtn-Def/Rchg:40(45), RedFtn-EndRdx/Rchg:40(45), RedFtn-Def/EndRdx/Rchg:40(45), RedFtn-EndRdx:40(46), RedFtn-Def:40(46)
Level 47: Earth's Embrace -- Numna-Heal/EndRdx:40(A), Numna-EndRdx/Rchg:40(48), Numna-Heal/Rchg:40(48), Numna-Heal/EndRdx/Rchg:40(48), Numna-Heal:40(50), Numna-Regen/Rcvry+:40(50)
Level 49: Bonfire -- Det'tn-Dmg/Rchg:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:40(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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LFG&gt;W_T/='T_70``
|-----------------------------------------------------------------------------|
</pre><hr />


 

Posted

&gt;_&gt;
&lt;_&lt;
&gt;_&gt;

So, i'm trying to come up with ideas for my future controller, a Fire/Sonic/Ice, so I figure'd I'd check out this guide.

...totally noticed my name in there.

So, this guide is automatically made of win and I enjoyed it that much more.


 

Posted

So, with I-11's new IO sets. Are there any changes you plan for? I'm mostly interested in Touch of Lady Grey (DefDebuff) in FR (or at least it's Neg Proc), Dark Watchers Dispair (ToHit Debuff) in Hurricane and/or Smoke.

The ToHit sets as well as the KBs look like there are some promising set bonuses in there as well.


Pinnacle
Heroes
When in danger, or in doubt; Run in circles, scream and shout.

 

Posted

I just to level 36. I got 2 achilles heel one for Freezing rain, and one for tornado. Check out the achilles thread in the inventions lab forum. To sum up they ROCK, but they have 2 bugs, 1 pet powers like FR and Tornado apply the debuff to the caster, and 2 the effect does not expire.

Here is my latest changes for i11: (without the level 50 sets)
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

FireStorm: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Para-Acc/Rchg:30(A), Para-Acc/Hold/Rchg:30(3), EoCur-EndRdx/Hold:53(5)
Level 1: Gale -- FrcFbk-Rechg%:50(A)
Level 2: Fire Cages -- Posi-Dam%:53(A), Posi-Acc/Dmg/EndRdx:53(3), Posi-Dmg/EndRdx:53(5), Posi-Acc/Dmg:53(7), Posi-Dmg/Rchg:53(7), TotHntr-Dam%:53(17)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow:53(A)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hot Feet -- TmpRdns-EndRdx/Rchg/Slow:53(A), TmpRdns-Acc/Dmg/Slow:53(9), M'Strk-Dmg/EndRdx:53(9), ImpSwft-Dam%:30(11), C'ngBlow-Dmg/EndRdx:53(11), C'ngBlow-Acc/Dmg:53(27)
Level 10: Air Superiority -- Acc-I:50(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(13), Stpfy-Acc/EndRdx:53(13), Stpfy-Stun/Rng:53(15), Stpfy-Acc/Stun/Rchg:53(15)
Level 14: Fly -- Frbd-Stlth:53(A)
Level 16: Freezing Rain -- LdyGrey-%Dam:50(A), Achilles-ResDeb%:20(17), RechRdx-I:50(19), RechRdx-I:50(19), Posi-Dam%:53(23), ImpSwft-Dam%:30(34)
Level 18: Health -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(37)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21), P'Shift-End%:50(46)
Level 22: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), FrcFbk-Rechg%:50(23), DarkWD-ToHitDeb:50(37), DarkWD-ToHitdeb/Rchg/EndRdx:50(45), DarkWD-Rchg/EndRdx:50(50)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Steamy Mist -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResDam/EndRdx:30(34), TtmC'tng-ResDam/EndRdx:53(40), TtmC'tng-EndRdx:53(46), TtmC'tng-ResDam:53(46)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(29), Stpfy-Acc/EndRdx:53(29), Stpfy-Stun/Rng:53(31), Stpfy-Acc/Stun/Rchg:53(31), Rope-Acc/Stun/Rchg:53(31)
Level 30: Cinders -- EoCur-Acc/Hold/Rchg:53(A), EoCur-EndRdx/Hold:53(34), Para-Acc/Hold/Rchg:30(43), G'Wdw-Acc/Hold/Rchg:53(50), NrncSD-Acc/Hold/Rchg:30(50)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:53(A), BldM'dt-Dmg:53(33), SvgnRt-Acc/Dmg:53(33), SvgnRt-PetResDam:53(33)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx:53(A), BldM'dt-Dmg:53(36), SvgnRt-Dmg/EndRdx:53(36), Achilles-ResDeb%:20(36), Rope-EndRdx/Stun:50(37)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:53(A), Thundr-Acc/Dmg/EndRdx:53(39), Thundr-Acc/Dmg/Rchg:53(39), Thundr-Dmg/EndRdx/Rchg:53(39), Thundr-Dmg/Rchg:53(40), Thundr-Dmg/EndRdx:53(40)
Level 41: Fire Ball -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(42), Posi-Dmg/Rchg:53(42), Posi-Dmg/Rng:53(42), Posi-Acc/Dmg/EndRdx:53(43), RechRdx-I:50(43)
Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx:53(A), TtmC'tng-ResDam:53(45), TtmC'tng-ResDam/EndRdx/Rchg:53(45)
Level 47: Consume -- C'ngBlow-Acc/Rchg:53(A), RechRdx-I:50(48), RechRdx-I:50(48), EndMod-I:50(48)
Level 49: Bonfire -- ExStrk-Dam%:20(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:53(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



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|-----------------------------------------------------------------------------|
</pre><hr />


Bots/Traps Guide for I19.5
RO Network

 

Posted

how do the "chance of" work for freezing rain? is the chance applied to each and every tick? if so then it's definitely worth slotting them


 

Posted

I found the answer, they don;t work every tick, just applied once on power activation, then again after 10s, then again at 20s

how long does the debug last?

how does it work for Tornado?

I totally forgot that both Tornado and Freezing rain take def debuff so I had overlooked Achille's heel

I think I won;t go for it simply because it breaks my 6-slotting to get ranged defense bonus, and it's what my build is all about.