Elemental Chaos! The i10 Fire / Storm Controller


Arashi

 

Posted

The_Laughing_Man, I finally got around to taking a peek at your build, nice but more expensive than what I'm willing to work for (I have too many toons to feed, and I get bored farming )

One thing I had not realized from your post is that you didn't really go for extra defense (for example completing both sets of Stupefy would give you another 6.3% ranged defense). You instead wnet for recharge and control through faster recharge (you have the equivalent of perma hasten), which is another interesting approach to the build.

I like the idea of the proc in Char, I need to look into that.


Do you still do DA runs? One disadvantage of going with sets rather than stamina is that you may lose some of those set bonuses when you examp. You'll definitely lose that +10% rec from absolute amazement in DA for example.


 

Posted

Thanks for looking at the build. I went for more control than defence because on a team, I don't need the defence and the control is more goodness. I can go against multiple bosses quite easily, and with an occasional nudge from hurricane, I get all the defence I need. Char & RoF will soon have everything held, and with the recharge I concentrate on holding stuff whilst the imps and LS destroy. I have 14% defence to everything with toggles on, which is pretty good. Add to that the debuff from hurricane and there's little else I need. I did look at increasing positional and/or typed defence, but it meant I had to worry about the type of enemies I was facing. That 14% affects everything and leaves me free to roam the battlefield at range, in melee, or wherever I need to be.

I don't exemp down for DA. I've read Nethergoats thread, but I picked up Unai Kemen's outdoor BP mission just after I hit 50, and have used that. I get L50 recipes, and the chances of purples which increases my income vastly. It's also good for boredom relief. 15 minutes to clear the map, and if I get nothing interesting, I log an alt. After 4-5 runs, Recipes or Salvage is full and I head to the auction house to see how much money I can make. I dump everything there, head back to PI, and log off ready for the next set of runs. 5 more runs (this could be over a couple of weeks) then head back to the auction house to pick up everything that has sold and repeat. Doing this over long periods of time provides a steady (high) income and it fulfills my "farming" needs without being overly dull. Plus I have the Avalanche Shaman badge over my head which amuses me greatly as I cull their numbers.

I used to have lots of alts to work on, but RL changes have reduced my playing time, and so I deleted an IO'd 50 PB and 50 Fire/Fire blaster, shifting their IO's to Sukie who sold what she wanted and used the rest. (I was sat at my screen staring at 4 level 50's wondering what the point of having them was. Decided to keep my badger and my Fire/Storm) All my other alts are funding their own IO's by playing the market. An hour a day keeps the money rolling in even when I can't actually play.

I think I've been lucky with Sukie. She has found a perfect balance between recharge and recovery. Inspirations are beautiful sweet cherries that just keep making her more and more powerful.

-H


 

Posted

So Mids just released his i13 planner update this week and I've reworked my high defence ranged Fire/Storm build to try and cover up the AoE hole. Guess what? Capped Ranged and AoE defence, baby!

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

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
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 1: Gale -- Acc-I:50(A)
Level 2: Fire Cages -- EndRdx-I:50(A), EndRdx-I:50(7), Posi-Dam%:41(7), TotHntr-Dam%:41(11)
Level 4: Snow Storm -- EndRdx-I:50(A)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hover -- Zephyr-Travel:41(A), Zephyr-Travel/EndRdx:41(9), Zephyr-ResKB:41(9), Flight-I:50(11)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+:30(A), GftotA-Def/EndRdx:40(17), GftotA-EndRdx/Rchg:40(27), GftotA-Def/EndRdx/Rchg:40(46), GftotA-Def:40(48)
Level 12: Flashfire -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(13), RzDz-Acc/EndRdx:30(13), RzDz-Stun/Rng:30(15), RzDz-Acc/Stun/Rchg:30(15), RzDz-Immob%:30(48)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
Level 16: Freezing Rain -- Achilles-DefDeb:20(A), Achilles-DefDeb/Rchg:20(19), Achilles-ResDeb%:20(19), RechRdx-I:50(21)
Level 18: Maneuvers -- GftotA-Def/EndRdx:40(A), GftotA-EndRdx/Rchg:40(21), GftotA-Def/EndRdx/Rchg:40(23), GftotA-Def:40(23)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(50)
Level 22: Hurricane -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(46), ExStrk-Dam%:20(48)
Level 24: Fly -- Zephyr-Travel:41(A), Zephyr-Travel/EndRdx:41(25), Zephyr-ResKB:41(25)
Level 26: Tactics -- GSFC-ToHit:41(A), GSFC-ToHit/Rchg:41(27), GSFC-ToHit/Rchg/EndRdx:41(29), GSFC-Rchg/EndRdx:41(31), GSFC-ToHit/EndRdx:41(34), GSFC-Build%:41(50)
Level 28: Thunder Clap -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(29), RzDz-Acc/EndRdx:30(37), RzDz-Stun/Rng:30(40), RzDz-Acc/Stun/Rchg:30(43), RzDz-Immob%:30(50)
Level 30: Combat Jumping -- Zephyr-Travel:41(A), Zephyr-Travel/EndRdx:41(31), Zephyr-ResKB:41(31)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:41(A), BldM'dt-Dmg/EndRdx:41(33), BldM'dt-Acc/EndRdx:41(33), BldM'dt-Acc/Dmg/EndRdx:41(33), BldM'dt-Acc:41(34), BldM'dt-Dmg:41(34)
Level 35: Tornado -- BldM'dt-Acc/Dmg:41(A), BldM'dt-Dmg/EndRdx:41(36), BldM'dt-Acc/EndRdx:41(36), BldM'dt-Acc/Dmg/EndRdx:41(36), BldM'dt-Acc:41(37), BldM'dt-Dmg:41(37)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:41(A), Thundr-Dmg/EndRdx:41(39), Thundr-Dmg/Rchg:41(39), Thundr-Acc/Dmg/Rchg:41(39), Thundr-Acc/Dmg/EndRdx:41(40), Thundr-Dmg/EndRdx/Rchg:41(40)
Level 41: Fire Blast -- Thundr-Acc/Dmg:41(A), Thundr-Dmg/EndRdx:41(42), Thundr-Dmg/Rchg:41(42), Thundr-Acc/Dmg/Rchg:41(42), Thundr-Acc/Dmg/EndRdx:41(43), Thundr-Dmg/EndRdx/Rchg:41(43)
Level 44: Fire Ball -- Posi-Dmg/EndRdx:41(A), Posi-Dmg/Rchg:41(45), Posi-Dmg/Rng:41(45), Posi-Acc/Dmg/EndRdx:41(45), Posi-Dam%:41(46)
Level 47: Assault -- EndRdx-I:50(A)
Level 49: Consume -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:41(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment

You must be thinking: these new enhancements are cool and all, but there's no way you squeezed out another 20% AoE defence without sacrificing something. Well, if so, you're absolutely right.

Comparing this build to my previous high-defence ranged build, I've lost Recovery to the tune of 0.1 End/sec, 26.3% recharge, 3.7MPH of travel Fly speed, and slightly weaker controls. And I've had to give up O2 Boost and Cinders too.

However! However, on the plus side, this new build has capped Ranged and AoE defence (and capped Ranged defence alone was enough to let me laugh at EBs and 8-man spawns in i12), much higher to-hit (Tactics), better overall damage (mostly due to Gaussian's proc in Tactics), a scarier Freezing Rain (Achilles' Heel's proc!), no knockback in Flashfire and Thunder Clap (yay!), and a damaging Hurricane (Explosive Strike's proc).

So is this new build a better one? Well, I haven't played it yet, but it's probably better for soloing but slightly less effective on a team. Isn't it convenient then that i13 also brought us Dual Builds?


 

Posted

Just glanced at my previous post and am writhing in agony because of the grammatical errors in it. Writhing!

Bah. That's what I get for carelessly editing parts of sentences written earlier.


 

Posted

You really should find some time to test it out Eldandil! You've stayed away too long.. One Gaussian's +BU isn't as significant since most of your damage sources are pets, I think.


 

Posted

Not very significant, no. But every little bit adds up, and the proc is really there to round out the set for the defence bonuses.


 

Posted

Hey, System, here's the version of my build that you're curious about:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

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
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(7), EndRdx-I(19)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Swift -- Flight-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9), Flight-I(17)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+(A), GftotA-Def/EndRdx(11), GftotA-EndRdx/Rchg(11), GftotA-Def/EndRdx/Rchg(13), GftotA-Def(19)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(15), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(42)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 16: Freezing Rain -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(17), Achilles-ResDeb%(31), UndDef-DefDeb/Rchg/EndRdx(42), UndDef-Rchg/EndRdx(43), UndDef-Rchg(43)
Level 18: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(21), GftotA-Def/EndRdx/Rchg(23), GftotA-Def(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Hurricane -- DampS-ToHitDeb/EndRdx(A)
Level 24: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
Level 28: Thunder Clap -- Stpfy-Acc/EndRdx(A), Stpfy-Acc/Stun/Rchg(34), RzDz-Acc/Stun/Rchg(37), RzDz-Immob%(40)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(43)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 47: Cinders -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 49: Consume -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment

Respeccing promises to be expensive.


 

Posted

I'm back playing (been gone since i13) and played my fire/storm last night for the 1st time on a Moonfire. still a blast to play and I want to get her updated before I loser my current freespec.
Has the game changed in any way that affects this combo? I didn't see any updated guides.

I'm still thinking about going back to Hot Feet but worry about mezzanine protection so I need to keep ranged defense.

Probably going Cardiac on Alpha, Pyro or whatever it's called on Judgement, Clarion on Destiny and probably Storm Elemental on Lore.

still can't afford purples for a while though.


 

Posted

lol, gotta love Android autocomplete. "Mezzanine"? ah!


 

Posted

I did think of writing a Fire/Storm guide, but really, there is no need as there is so much info in here, and it's not that out of date.

I went with Cardiac/Pyro/Clarion/Storm Elementals as well as Reactive for extra burn.

Storm really kicks backsides in Incarnate content as most of the mobs ignore knockback (BAF prisoners especially) and/or there are stationary things that need defeating (Lambda crates). All of a sudden, Tornado, LS, Hurricane & Bonfire get a lot of use. Lining up 3 Lightning Storms on the Prisoner path is fun. Bonfire+FR on the same patch... ho ho ho...

My build is now a mish mash of defence & resist. I honestly don't worry that much about getting hit. If it's not stunned or held by the time I close to melee, then hurricane makes sure they can't hit a thing. Chance to hold procs in my three attacks really helps. Oh, and Clarion is just wonderful. Wonderful.

This build is stupidly expensive though, but it's worth it.


Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Sukie Redflower: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Acc/Dmg(5), Dev'n-Hold%(7)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- GravAnch-Acc/Immob/Rchg(A), EndRdx-I(9), GravAnch-Immob/Rchg(13), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(15)
Level 4: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(19), Dev'n-Hold%(21)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(21), C'ngBlow-Dmg/EndRdx(23), M'Strk-Dmg/EndRdx(23), Sciroc-Dmg/EndRdx(25), Erad-%Dam(25)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(11), S'fstPrt-ResDam/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(50)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(27), Amaze-Stun(29), Amaze-Acc/Rchg(29), Amaze-Acc/Stun/Rchg(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Freezing Rain -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 20: Smoke -- DampS-ToHitDeb/EndRdx(A)
Level 22: Hurricane -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(34)
Level 24: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Rchg(36), UbrkCons-Dam%(36), UbrkCons-Acc/Hold/Rchg(36)
Level 26: Bonfire -- Dmg-I(A), Dmg-I(37)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-EndRdx/Stun(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(40)
Level 32: Fire Imps -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(37), ExRmnt-Acc/Dmg(39), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Dmg/EndRdx(42), C'Arms-Acc/Dmg/Rchg(42), C'Arms-EndRdx/Dmg/Rchg(42)
Level 38: Lightning Storm -- Apoc-Acc/Rchg(A), Apoc-Dmg/EndRdx(39), Apoc-Dam%(39), Apoc-Dmg/Rchg(40), Apoc-Acc/Dmg/Rchg(43)
Level 41: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(45), EndRdx-I(50)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Dev'n-Hold%(45), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 47: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Assault -- EndRdx-I(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(9), P'Shift-End%(50)
Level 1: Containment
Level 4: Ninja Run

Couple of things I did to improve my End costs:

- End redux in Freezing Rain rather than recharge. With a base cost of 18 End, it's a big chunk of your blue bar.
- 5 Ragnaroks in Fireball only gives a 33% end redux. With so much recharge I am using it a LOT, so an extra End redux was required.

The above build has no real issues with End unless I'm running Ninja Run and/or Sprint. Friendly toons with +Rec in their powers though eliminates that.

This is the only toon I have, where I felt the billions I spent justified the end result.

-H


 

Posted

Quote:
Originally Posted by Papaschtroumpf View Post
I'm back playing (been gone since i13) and played my fire/storm last night for the 1st time on a Moonfire. still a blast to play and I want to get her updated before I loser my current freespec.
Has the game changed in any way that affects this combo? I didn't see any updated guides.
You mean besides inherent stamina?

Having gotten mine to 50 (and I *want* to incarnate her, just been working on other things,) inherent stamina probably hurts a bit on this because it gives you more to do/run on an already END-hungry character. Fire/Storm (any /storm, really) is one I won't hesitate to point to "Spend some market money" as advice - for the Performance shifter +END proc, as well as Miracle and/or Numina +Recovery uniques.


 

Posted

The_Laughing_Man, how do the imps do? they're still lower level than you and aren't affected by bonuses, so it seems that even wtih 50% Acc slotted they'd miss quite a bit?

Do you use Cinders much or is it mostly a mule for sets? at least it's down to 1 minute recharge

I want to grab recall Friend for TFs so I was hesitating between ditching Smoke or Cinders...


 

Posted

How do the imps do?

Honestly?

I have no clue. They don't die much if that helps?

Flashfire>Jump in>Fire cages>Fireball>Char/Fireblast>FC>Fireball+Hot Feet murders everything. Next mob I swap Flashfire for Cinders. Then Flashfire is back. The Imps are icing on the cake along with the myriad of other tools available.

I get a lot of use out of Cinders as an AoE mez filler when Flashfire is down. I'd rather leave Smoke out of my build than Cinders any day. It also helps enormously when a team is steamrollering content (due mainly to your awesomeness) and suddenly bites off more than it can chew. Flashfire & Cinders can hold a lot of mobs in a short space of time.

Seriously, my Imps don't contribute much to damage. They are unreliable, neurotic, idiotic, jumping balls of fire that mainly serve to amuse me as I systematically destroy groups of mobs without their help. The only benefit is that they can take some agro off you for a few moments.

If you have hard targets to take down, and the imps clump up on it (rather than running off over the map like maddened Rikti Monkeys), Freezing Rain, with the 30% Def & Res debuff means the Imps will tear it apart in short order. Even better though, is that hard resistive targets are Bantha fodder for Tornado & Lightning Storm too

-H