Dark's Earth/Storm Controller Guide


DeS_Tructive

 

Posted

So you want to be an earth/storm? Welcome to my favorite controller combo.

Earth

First thing you should know about this set is that it has some of the best control powers in the game, but the worst damage which is the opposite of fire which has the best damage but worst control. When building your earth/storm do not slot for damage, lightening storm will be your damage dealer later. Until then your role is completely support.

Stone Prizon- I am not a fan of immobilization at all. Mostly because there is not an enemy I've seen that doesn't have a long ranged attack... meaning these powers get you killed and do nothing to protect your team, making powers like this skippable. But for an earth/storm they're not only skippable, but a really... REALLY... REALLY bad idea! Why? You've already got quicksand and snow storm to slow your enemies to a crawl so they are your immobilization power. Immobilization powers also stop knockdown which is the bread and butter of an earth/storm. As I've said to controllers I've teamed with who insisted on ruining my earthquake/freezing rain combo with their immobilization powers "Would you rather have them immobilized and still killing you or on their backs and helpless?" If they insist on doing them after that I typicaly quit the team.

Fossilize- A must have power. I fully slotted this.

Stone Cages: Please see Stone Prizon for my opinion on this. There's only one time when I wish I had this and that's when fighting slow immune enemies (werewolves). Some people will take this and slot it for damage. That is a mistake. If you take this tactic, please, whenever you're in debt and your team is wiped, think of me and how I said "I told you so"

Quicksand- A powerful slow power that, even without slow slotted, brings enemies to a crawl. It also has a pretty big -def debuff. I usually lead off with this to make sure my Stalagmites hit if we have a tank to take alpha. If there's no tank, Stalagmites are the first attack and this is the last. Unlike other slow powers, this only slow movement. It does not slow attack rate.

Salt Crystals- If you're a fan of sleep, then take this. I'm not, so I didn't.

Stalagmite- A must have power! Stun only stops your enemies from attacking and not from moving around.. but you've got plenty of powers to keep them from moving around anyway. It will only stun LTs and minions, but if you use it with Thunderclap you can stun bosses too.

Earthquake- Get this! Get it as soon as possible this is the begining of the end for your enemies. It sits in one place and repeatedly knocks your enemies on their backs and it also has a -acc debuff on it making enemies miss more. With freezing rain to knock them down even more often you're pretty much all the control your team could ask for against most enemies. There ARE exceptions though which I will warn you about. Perma flying enemies (Arachnos drones, Rikti drone, hover bots) are immune to knockdown. Arachnos spider bots get up from being knocked down so fast that they might as well be immune.

Volcanic Gasses- I love this power and fully slotted it. Why? Well it's your "Oh so of a-" power for when the trash hits the fan and your team has taken on a few too many enemies or they're too spread out for you to lock them down with your other powers.

Animate Stone- The worst pet in the game. Horrible attack speed, low damage. It's meant to be a tank and it can take a good amount of damage but I've never seen it hold aggro at all. But, any pet is worth taking.


Weather

Weather is pretty controller-ish on it's own. Combined with earth and... wow. It can also make up for Earth's lack of damage.

Gale- You take this because you have to. I can count on one hand how many times I've used it. I've got too many other powers to focus on than this which is a pretty crappy power in my opinion. People will tell you it's good for gathering enemies up and keeping them in your holds. I've never had a problem with either of these things.

O2 Boost- I took it and I slotted it for -end and healing. It cures stun and sleep, and gives allies resistance to endurance draining attacks from your enemies. It's a solid power.

Snow Storm- Slows your enemy's movement and attack rate which are always good things. It also stops flying which is a must for earth controllers because all of our powers require enemies to be on the ground.

Steamy Mist- A great power which gives a bit of defense to all forms of attack and some resistance to energy/fire/cold and it gives some stealth on top of it all. I slotted it for both defense and resistance and it really helped keep me alive.

Freezing Rain- Get this power as soon as possible! It slows movement, it slows recharge, it knockdowns, it does some damage, it makes enemies take more damage, it slices, it dices, it the perfect holiday gift! Pretty costly on your endurance though I have 2 recharges on it and 2 -endurance. This with earthquake devistates enemies.

Hurricane- Well, plus side is that it has a massive -acc debuff on it. That's all the good I can say about it. I never took it and even if I had I can't think of a time when I'd have needed it.

Thunder Clap- Wish the animation time weren't so long. But other than that it's a solid power. It will only stun minions but if you use it with Stalagmites you can stun bosses too. You see every control power has a "Mag" rating on it which determin who it can effect. Thunder Clap is a "Mag 2" power which Stalagmites is a "Mag 3" power. Here's how it works, to stun pets (Rikti monkeys) you need mag 1. To stun minions, you need mag 2. To stun LTs you need mag 3. To stun bosses you need mag 4. So to stun a boss, you'll need more mags than what Stalagmites or Thunderclap give alone. But mags add up, so together these two powers will stun bosses which is a great great thing. But isn't required because your earthquake and freezing rain will already be knocking them on their butts so many times they'll be lucky to get a few shots off in the whole battle.

Tornado- This power is both really good... and really really bad. It depends on the situation. It summons a tornado pet which runs around throwing enemies around like a puppy with a chew toy. For a controller, this is really bad because you need your enemies grouped together in one spot to control them all. BUT! It does have it's uses! And that's on enemies that are immune to Knockback such as Arch-Villains. For these guys the tornado can't knock them back. So what does it do? It sits on them like a sumo-wrestler doing a lot of damage. I slotted it for damage and recharge just for when I fight Arch-Villains.

Lightening Storm- Ahhh you're first, and maybe your last, taste of damage with your earth/storm controller. It summons a storm cloud which will lash out with lightening bolts at your enemies. A must have power.

And that's it! That's all you need to know for being possibly one of the most uber controllers in the game.

Epic Pools

Which epic pool should I take? That's a good question. I've been wondering that for the last 40 levels and I still don't have an answer for you. Any one of the epic pools would work great for an earth/storm.

Fire Mastery: You're already ubered for control. This set if for those hungering for some damage on top of it. But unlike other sets, it doesn't give you any more control.

Ice Mastery: Please see Fire Mastery.

Primal Forces: A lot of people take this one to make their holds last even longer with Power Boost. To be honest, in most of the teams I've been in in late game, fights go so fast that most of the enemies are dead before my un-Power Boosted holds wear off. Besides, it does nothing for your earthquake/freezing rain combo.

Psionic Mastery: Many people also take this one. It gives mez protection in the form of Indomitable Will, and an auwsome attack in the form of Psionic Tornado. I'd only take it if you find you're really having problems with being stunned, held, etc.

Stone Mastery: .... Oh man... Fissure... Fissure man! A THIRD mass stun attack! It's so tempting... It really is! But the damage shield looks like crap (like all earth shield powers) and Hurl Bolder has a stupid long animation time. Earth's Embrace increases max HP but with a third mass stun and all your Knockdown powers who could possibly still be attacking you? I'm really torn between fire (I'm sick of not doing any damage) and this.


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

Check out my Deviant Art: http://darkauthor81.deviantart.com/

 

Posted

Some good information in there, but I think it could still use a little work. Some things that I would have liked to have seen, being that I am in the process (slow process, but process!) of making an Earth/Storm myself, would be:

You mention that Stone Cages isn't worth taking and that Tornado is an issue because it tosses mobs around. What about the synergy using both at the same time? Cages will prevent the mobs from being knocked back by Tornado and unleash some serious damage (if you slot for that) or more control in Stun.

What about the stun attacks (Stalagmite, Fissure, and Thunderclap) plus an immobilization synergy? That is essentially a hold (Stun + Immob).

Some of the other power combinations have similar synergies that would be nice to cover in your guide.


I think information like this would be helpful for your guide. Also some slotting advice, possible builds perhaps?


 

Posted

[ QUOTE ]
Stone Prizon- I am not a fan of immobilization at all. Mostly because there is not an enemy I've seen that doesn't have a long ranged attack... meaning these powers get you killed and do nothing to protect your team, making powers like this skippable. But for an earth/storm they're not only skippable, but a really... REALLY... REALLY bad idea! Why? You've already got quicksand and snow storm to slow your enemies to a crawl so they are your immobilization power. Immobilization powers also stop knockdown which is the bread and butter of an earth/storm. As I've said to controllers I've teamed with who insisted on ruining my earthquake/freezing rain combo with their immobilization powers "Would you rather have them immobilized and still killing you or on their backs and helpless?" If they insist on doing them after that I typicaly quit the team.

[/ QUOTE ]

It's also good for knocking fliers out of the sky (although you can use Snow Storm too) and keeping AVs from running.

The -knockback is situationally useful for Hurricane, Tornado, and Lightning Storm.


[ QUOTE ]
Stone Cages: Please see Stone Prizon for my opinion on this. There's only one time when I wish I had this and that's when fighting slow immune enemies (werewolves). Some people will take this and slot it for damage. That is a mistake. If you take this tactic, please, whenever you're in debt and your team is wiped, think of me and how I said "I told you so"

[/ QUOTE ]

Werewolves are immune to immob.

[ QUOTE ]
Animate Stone- The worst pet in the game. Horrible attack speed, low damage. It's meant to be a tank and it can take a good amount of damage but I've never seen it hold aggro at all. But, any pet is worth taking.

[/ QUOTE ]

In my opinion, Stoney's best use is to take the alpha strike when Stalagmites isn't an option (e. g., mezzing bosses) and you can't cast around a corner.

You're right that he doesn't hold aggro very well. This is because he lacks AoEs. His attacks do have a built-in taunt, though, even if they only affect one target at a time.

[ QUOTE ]
Gale- You take this because you have to. I can count on one hand how many times I've used it. I've got too many other powers to focus on than this which is a pretty crappy power in my opinion. People will tell you it's good for gathering enemies up and keeping them in your holds. I've never had a problem with either of these things.

[/ QUOTE ]

Gale is situational and requires slotting to effective, but sometimes it works when nothing else does. One of its more common uses is to keep a boss off his feet - they're not inherently immune to knockback.

[ QUOTE ]
Hurricane- Well, plus side is that it has a massive -acc debuff on it. That's all the good I can say about it. I never took it and even if I had I can't think of a time when I'd have needed it.

[/ QUOTE ]

Hurricane has a number of uses:
- keeping enemies away from squishies/yourself
- pushing escaped mobs back into your QS/FR/VG/EQ
- just plain pinning an entire group of enemies against a corner

I don't run Hurricane all the time like some other people, but it's definitely a power you should take and use at least situationally. The -acc is huge - it makes a BIG difference against mobs you can't control for whatever reason.

It also has a -range effect.


 

Posted

[ QUOTE ]
Some good information in there, but I think it could still use a little work. Some things that I would have liked to have seen, being that I am in the process (slow process, but process!) of making an Earth/Storm myself, would be:

You mention that Stone Cages isn't worth taking and that Tornado is an issue because it tosses mobs around. What about the synergy using both at the same time? Cages will prevent the mobs from being knocked back by Tornado and unleash some serious damage (if you slot for that) or more control in Stun.

What about the stun attacks (Stalagmite, Fissure, and Thunderclap) plus an immobilization synergy? That is essentially a hold (Stun + Immob).

Some of the other power combinations have similar synergies that would be nice to cover in your guide.


I think information like this would be helpful for your guide. Also some slotting advice, possible builds perhaps?

[/ QUOTE ]

About the stone cages + tornado combo. I had the same idea you did and while it looks good on paper... it doesn't pan out in game. Man did that tick me off. Here are some reasons 1: The immob ruins your KD combo, I can't stress how powerfull this combo is 2: It does smashing damage, which is highly resisted 3: Unless enemies are standing right next to each other, it only hits one at a time 4: It doesn't stay on one enemy for more than a moment. The thing has an attention span of a five year old on crack on Christmas morning. Yes, it's great for throwin in some damage on an Arch Villain but other than that I can count on one hand how many time I used the Stone Cages + Tornado thing before I threw Stone Cages away.

As for Stun + immob you have quicksand and snow storm that brings enemies to such a slow rate of movement they might as well be immobilized. Immob just isn't worth ruining your earthquake+freezing rain KD combo.


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

Check out my Deviant Art: http://darkauthor81.deviantart.com/

 

Posted

Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php

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

Hero Profile:
Level 1: Fossilize <ul type="square">[*] (A) Hold Duration IO: Level 50[*] (3) Hold Duration IO: Level 50[*] (5) Endurance Reduction IO: Level 50[*] (7) Accuracy IO: Level 50[*] (7) Recharge Reduction IO: Level 50[*] (11) Recharge Reduction IO: Level 50[/list]Level 1: Gale <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 2: O2 Boost <ul type="square">[*] (A) Healing IO: Level 50[*] (3) Healing IO: Level 50[*] (11) Endurance Reduction IO: Level 50[/list]Level 4: Snow Storm <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (5) Slow IO: Level 50[/list]Level 6: Quicksand <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (21) Slow IO: Level 50[/list]Level 8: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (9) Recharge Reduction IO: Level 50[*] (9) Recharge Reduction IO: Level 50[/list]Level 10: Hover <ul type="square">[*] (A) Flight Speed IO: Level 50[/list]Level 12: Stalagmites <ul type="square">[*] (A) Disorient Duration IO: Level 50[*] (13) Disorient Duration IO: Level 50[*] (13) Recharge Reduction IO: Level 50[*] (15) Recharge Reduction IO: Level 50[*] (15) Accuracy IO: Level 50[*] (21) Accuracy IO: Level 50[/list]Level 14: Swift <ul type="square">[*] (A) Flight Speed IO: Level 50[/list]Level 16: Freezing Rain <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (17) Recharge Reduction IO: Level 50[*] (17) Endurance Reduction IO: Level 50[*] (25) Endurance Reduction IO: Level 50[/list]Level 18: Earthquake <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (19) Recharge Reduction IO: Level 50[*] (19) Endurance Reduction IO: Level 50[*] (25) To Hit Debuff IO: Level 50[*] (48) Endurance Reduction IO: Level 50[/list]Level 20: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (46) Healing IO: Level 50[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[/list]Level 24: Fly <ul type="square">[*] (A) Flight Speed IO: Level 50[*] (50) Flight Speed IO: Level 50[/list]Level 26: Volcanic Gasses <ul type="square">[*] (A) Hold Duration IO: Level 50[*] (27) Hold Duration IO: Level 50[*] (27) Recharge Reduction IO: Level 50[*] (31) Recharge Reduction IO: Level 50[*] (37) Damage Increase IO: Level 50[*] (40) Damage Increase IO: Level 50[/list]Level 28: Thunder Clap <ul type="square">[*] (A) Disorient Duration IO: Level 50[*] (29) Disorient Duration IO: Level 50[*] (29) Accuracy IO: Level 50[*] (34) Accuracy IO: Level 50[*] (34) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 30: Steamy Mist <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (31) Resist Damage IO: Level 50[*] (31) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[*] (37) Endurance Reduction IO: Level 50[*] (43) Endurance Reduction IO: Level 50[/list]Level 32: Animate Stone <ul type="square">[*] (A) Damage Increase IO: Level 50[*] (33) Damage Increase IO: Level 50[*] (33) Accuracy IO: Level 50[*] (33) Accuracy IO: Level 50[/list]Level 35: Tornado <ul type="square">[*] (A) Damage Increase IO: Level 50[*] (36) Damage Increase IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (36) Endurance Reduction IO: Level 50[/list]Level 38: Lightning Storm <ul type="square">[*] (A) Damage Increase IO: Level 50[*] (39) Damage Increase IO: Level 50[*] (39) Accuracy IO: Level 50[*] (39) Endurance Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[/list]Level 41: Fire Blast <ul type="square">[*] (A) Damage Increase IO: Level 50[*] (42) Damage Increase IO: Level 50[*] (42) Accuracy IO: Level 50[*] (42) Accuracy IO: Level 50[*] (43) Recharge Reduction IO: Level 50[*] (43) Endurance Reduction IO: Level 50[/list]Level 44: Fire Ball <ul type="square">[*] (A) Damage Increase IO: Level 50[*] (45) Damage Increase IO: Level 50[*] (45) Accuracy IO: Level 50[*] (45) Accuracy IO: Level 50[*] (46) Endurance Reduction IO: Level 50[*] (46) Recharge Reduction IO: Level 50[/list]Level 47: Fire Shield <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (48) Resist Damage IO: Level 50[*] (48) Endurance Reduction IO: Level 50[/list]Level 49: Consume <ul type="square">[*] (A) Accuracy IO: Level 50[*] (50) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment



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This is my character's build. As you can see for those of you who are fan of stone cages (don't ask me why) or Hurricane or a you can easily do away with Hover and Fly and get Super Speed instead leaving you an open slot for a power of your choice.

If you don't like the idea of jumping into a mob to use Thunder Clap you could do away with that and replace it with a Leadership or Stone Cages or Hurricane.

This pretty much has everything. Lots of control with some damage thrown in at the end. Could certainly do better with IO sets but I figured I'd keep it simple. I have a lot of endurance reductions on powers that don't really need them but the powers that really do need them don't have room for them. So -end slotting up on the smaller powers makes up for it.

And lastly, the fire epic is easily replaced by one of your choice. The one that comes to mind first is Stone for the Fissure attack giving three, count em, three mass stun attacks.


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

Check out my Deviant Art: http://darkauthor81.deviantart.com/

 

Posted

I really like stone cages + tornado. You just have to work your strategy. Lead with stalagmites + cages, then use Hurricane to push them all in a corner, drop freezing rain to lower resistance, hit stone cages again and unleash the hurricane. Sounds like it would take a long time, but really doesn't.

The other option would be to cast QS on a corner, then pull with SS and duck around corner. The mob will get bunched up on the edge of QS, then just hit stalagmites + cages + freezing rain + tornado. With stoney doing extra damage, mobs melt away like crazy.

There are lots of uses for many of these powers that the OP doesn't seem to like. There really aren't many bad powers in either sets, and with some solid tactics, you can use all of them to good effect.

When going all out control, I agree, I don't use cages much. But when I want to do some damage, cages is GREAT.

Also, I do take the ST immob in the early levels as a attack, and I slot it as that. With stone prison + air superiority + vet attack, you can do solid damage in the low levels and even solo a bit.

Just some thoughts.


 

Posted

Oh, and for reference, here is my current build. Been thinking about going with the earth epic instead of fire, but haven't changed my mind yet.

This build has all the control you'd ever need, and some very tasty damage. The IO levels are not accurate, just the slotting.

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

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

Hero Profile:
Level 1: Fossilize -- Para-Acc/Hold/Rchg:30(A), NrncSD-Acc/Hold/Rchg:30(3), EoCur-Acc/Hold/Rchg:35(3), G'Wdw-Acc/Hold/Rchg:35(11), G'Wdw-Acc/Rchg:35(21), G'Wdw-Hold/Rng:35(21)
Level 1: Gale -- Acc-I:35(A), Acc-I:35(50)
Level 2: Stone Cages -- Acc-I:35(A), TotHntr-Dam%:35(7), Acc-I:35(11), EndRdx-I:35(37), Posi-Dam%:35(40)
Level 4: O2 Boost -- Heal-I:35(A), Heal-I:35(5), Heal-I:35(5)
Level 6: Quicksand -- RechRdx-I:35(A), Slow-I:35(7)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:35(34), C'ngImp-Dmg/EndRdx/Rchg:35(34)
Level 10: Swift -- Flight-I:35(A)
Level 12: Stalagmites -- Stpfy-Acc/Stun/Rchg:35(A), Rope-Acc/Stun/Rchg:35(13), RzDz-Acc/Stun/Rchg:30(13), Stgr-Acc/Stun/Rchg:30(15), Rope-Acc/Rchg:35(15), Rope-Stun/Rng:35(34)
Level 14: Fly -- Flight-I:35(A), Flight-I:35(50)
Level 16: Freezing Rain -- RechRdx-I:35(A), RechRdx-I:35(17), RechRdx-I:35(17), Posi-Dam%:35(46), ImpSwft-Dam%:30(50)
Level 18: Earthquake -- RechRdx-I:35(A), RechRdx-I:35(19), RechRdx-I:35(19)
Level 20: Health -- Heal-I:35(A)
Level 22: Stamina -- EndMod-I:35(A), EndMod-I:35(23), EndMod-I:35(23)
Level 24: Hurricane -- ToHitDeb-I:35(A), ToHitDeb-I:35(25), ToHitDeb-I:35(25), EndRdx-I:35(29)
Level 26: Volcanic Gasses -- Para-Acc/Hold/Rchg:30(A), NrncSD-Acc/Hold/Rchg:30(27), EoCur-Acc/Hold/Rchg:35(27), G'Wdw-Acc/Hold/Rchg:35(29), Hold-I:35(31), RechRdx-I:35(37)
Level 28: Steamy Mist -- EndRdx-I:35(A), Krma-ResKB:30(43)
Level 30: Hasten -- RechRdx-I:35(A), RechRdx-I:35(31), RechRdx-I:35(31)
Level 32: Animate Stone -- BldM'dt-Acc:35(A), BldM'dt-Dmg:35(33), Dmg-I:35(33), Dmg-I:35(33), SvgnRt-PetResDam:35(46)
Level 35: Tornado -- Dmg-I:35(A), Dmg-I:35(36), Dmg-I:35(36), EndRdx-I:35(36), RechRdx-I:35(37)
Level 38: Lightning Storm -- Dev'n-Dmg/Rchg:35(A), Dev'n-Dmg/EndRdx:35(39), Thundr-Dmg/EndRdx/Rchg:35(39), Thundr-Dmg/EndRdx:35(39), Thundr-Dmg/Rchg:35(40), Thundr-Acc/Dmg/Rchg:35(40)
Level 41: Fire Ball -- Det'tn-Acc/Dmg:35(A), Det'tn-Dmg/Rchg:35(42), Det'tn-Acc/Dmg/EndRdx:35(42), AirB'st-Dmg/Rchg:35(42), Det'tn-Dmg/EndRdx:35(43), RechRdx-I:35(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/Rchg:35(45), Thundr-Acc/Dmg/Rchg:35(45), Thundr-Acc/Dmg/EndRdx:35(45), Thundr-Dmg/EndRdx/Rchg:35(46)
Level 47: Fire Shield -- ImpArm-ResDam/EndRdx:35(A), ImpArm-ResDam:35(48), S'fstPrt-ResDam/Def+:30(48), S'fstPrt-ResDam/EndRdx:30(48)
Level 49: Snow Storm -- EndRdx-I:35(A)
------------
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)[*]+21% Enhancement(Accuracy)[*]+5% Enhancement(RechargeTime)[*]+4% FlySpeed[*]+36.2 (3%) HitPoints[*]+4% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 2.2%)[*]+MezResist(Sleep) (Mag 1.65%)[*]+9.5% Recovery[*]+18% Regeneration[*]+0.95% Resistance(Fire)[*]+0.95% Resistance(Cold)[*]+1.88% Resistance(Energy)[*]+9% RunSpeed[*]+1% Debt Protection[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/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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L\ZO:$"6FS)W?8%6)XLD6ZZ]8UT7WQ$U-"QJF?/7L&gt;[^_43;T^T'"9!V?64?:8$?KZ'`_'3[VG)O)[_
_&amp;5-:`TG$S=!=$`B@&lt;,=;#8S@A0TLB0P:QY?J6FU@NMN2(-2[8ZP%C-X(A%U!D:Q)1-#QKXED26Q)
8DEK;`XL*25&amp;X&gt;6I'OR^NH_&amp;"B-R0``
|-----------------------------------------------------------------------------|
</pre><hr />


 

Posted

I recently made a earth/storm troller, and I really appreciate the info!! We've been lacking guides in the post-IO world!!

Edited for grammar!


Global- @SailorET, Justice Server
Sheryl Fiero, 50 AR/Devices Blaster
Louise Fiero, 50 Merc/Traps MM
Various assorted alts
Proudly serving in our military so you don't have to.

 

Posted

QR:

I disagree with some points in the guide, but I'll have to dissect it later.

Nonetheless, a good start and overview.

*adds to favs*


 

Posted

[ QUOTE ]

[ QUOTE ]
Stone Cages: Please see Stone Prizon for my opinion on this. There's only one time when I wish I had this and that's when fighting slow immune enemies (werewolves). Some people will take this and slot it for damage. That is a mistake. If you take this tactic, please, whenever you're in debt and your team is wiped, think of me and how I said "I told you so"

[/ QUOTE ]

Werewolves are immune to immob.


[/ QUOTE ]

Not immune, just resistant, i've locked them down with fire cages on my fire/kin more than once, but it took three applications ((.. or two, can never tell when there is a critical)) -- but then again, these days I suppose alot of controllers slot for damage rather than control, so.. stacking isn't an option


 

Posted

Great guide! Would definitely suggest to future players who are looking into these sets.


 

Posted

ihave a ice storm troller, and i was looking for a good epic once i get there. any ideas on synergy?


 

Posted

Ice/Storm? I've never tried Ice so I don't know what would go good with that one... Well ice/storm with Arctic Air/Glacier/thunderclap all requiring you to be in the thick of things I'd go with an epic that gives the most protection and that would be either ice (hibernation) or psionic (mez protection)


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

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