Something/Storm suggestions


Contrarian

 

Posted

I have a 50 fire/kin and a 50 ill/rad. Both are powerful builds and fun-ish to play. The fire/kin is great for teaming but exhausting with the constant button mashing. The ill/rad is great for teams and with near perma PA can solo quite well also. /Rad is very laid back generally. Drop anchors and occasional heals, but it doesnt leave me with a feeling of really helping the team. I know the debuffs help on AVs, but in normal teams they seem marginal. I am trying to find a set that falls between the two in terms of fun, usefullness, and power.

I am looking to experiment with the /storm set and trying to find a fun primary to go with it. I see the need for /plant on teams where the AOE immobs could be leveraged well. Seeds looks fun after playing with Deceive quite a bit. /Plant may open up the possibility of leveling on large spawns from the beginning and seeing some areas I normally wouldnt.

I am also considering Illusion again where I could use PA then focus on /storm powers the rest of the fight. I like the powers and pets although it does leave me feeling a bit useless on teams where I cant really contribute much to AOE damage until 40+.

Plant/Storm or Ill/Storm? Suggestions?

-Toxic Tater Tots


 

Posted

Storm is fun. My first toon ever is Ill/storm. lots of chaos. Illusion is a great solo'ing set that gets better as you gain levels, unlike mind which kinda plateaus early.


 

Posted

Anything/storm is teh awesomesauce. Seriously. Can't really make a wrong decision. If you like Illusion, then you'll love Ill/Storm but Plant/Storm wouldn't be a bad choice either. I say roll both!


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Ill/Storm is just plain bananas fun. Probably dangerous in the hands of a novice, but you sounds like you know what you're doing. Plant/Storm probably won't be as wild and unpredictable, but it would be a more solid, lock-down style of play.

Earth/Storm also has alot of great synergies. Some of the most fluid synergies in the game, imho. Not very potent for damage, at least not at first, but if you're teaming alot, you can pretty much shut down multiple groups and let the damage dealers mop up for you.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

Even if you have taken an Ill/Rad to 50, an Ill/Storm is a very different character. Keep in mind that unlike other primaries, you will need to rein in some of your Storm powers on teams -- you don't have the AoE Immobilize that can prevent the knockback from Tornado and other storm powers. Ill/Storm is wonderful solo and on small teams, but you need to be restrained on large teams.

I also have an Ice/Storm at 50. If you want to play a support-oriented melee-centric */Storm Controller, it is a great choice. Thematically, they go together, too. But only go that way if you want to go melee using Arctic Air -- from range, an Earth/Storm is better.

I have enjoyed the Storm secondary so much, taking two */Storm controller up to 50, that I'm working on a Plant/Storm and an Earth/Storm. Both have the AoE Immobilize with -knockback that will make Tornado into a damage machine. Both Plant and Earth are great primaries with good AoE control. Plant does better AoE damage against Minions and Lts, while Earth is more control-oriented with tools to even control bosses, but lacking in damage. I'm working on a couple of Grav/Storms, too, but I'm just not that crazy about the Grav primary.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

For me, my plant/storm was the fastest and most fun ride to 50 yet. She's the only characters I've actually "purpled out", and is the only 50 I continue play regularly. (Of course, YMMV.)

My attack chain @50 involves spamming the following powers whenever they're available. :-)
<ul type="square">[*]Creepers[*]Seeds[*]Freezing Rain[*]Roots[*]Lightning Storm[*]Fissure[*]Tornado[/list]


Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu
- SS/WP B

 

Posted

I'm just starting out a Plant/Storm, and in Mids it looks -hilariously- powerful. I went Stone Mastery and Fissure just looks like so much awesome it's undescribable. Roots + Fissure means a completely shut down spawn, with Strangler stacked up early on to keep the boss under control. And this is if I -don't- just confuse everything - with a 71 second duration and a 17 second recharge on Seeds of Confusion, that feels like an I-Win button all on its own, even without grouping them up, immobilizing them, and dropping Freezing Rain/Tornado/Lightning Storm.


 

Posted

My favorite /Storm controllers are:

Illusion/Storm
Earth/Storm
Plant/Storm

In probably that order, tho its really close, and on some days I like the Earth/Storm more.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

[ QUOTE ]
For me, my plant/storm was the fastest and most fun ride to 50 yet.

[/ QUOTE ]

This was my experience as well, and ive tried them all except Mind/Storm.

Earth/Storm was my absolute favorite, and is still a "master of disaster" for enemy mobs, but Plant/Storm is just a blast to play.

I suggest you try a few varieties and judge for yourself.


 

Posted

My earth/storm is easily my favorite CoX toon. But she's solidly for groups. Solo, she's mediocre by CoH standards, but in a group, she just owns spawns like no other controller. But I have a plant dom too and I can definitely see how storm would turn a plant troller into an early-blooming (pun intended!) solo killing machine, not just a group junkie. I like illusion, but not nearly enough to run it to 50 twice. If your choice is plant or ill, I'd go plant. But if you group most of your playtime, consider earth too - or consider both. I *would* run storm to 50 twice.


 

Posted

I started a plant/storm yesterday and spent a couple hours leveling him up. I am sitting around level 10 and feeling that same old controller feeling of doing no damage and wondering when it will get better. I haven't used a /storm skill once yet, just spamming plant holds. Mid 30s is looking very far away while waiting on /storm to mature. I am liking plant/ though. I wouldn't complain if I did a little more damage. Seeds is fun but currently the recharge is still greater than the confuse duration so it is marginally useful. That will change in a few more levels. I want to fast forward to the mid 20s where I have stamina and a more well rounded skill set.

-Taters


 

Posted

Level 16 is the game changer for Storm. That's when you get the almighty Freezing Rain and your usefulness in groups about triples.


 

Posted

[ QUOTE ]
For me, my plant/storm was the fastest and most fun ride to 50 yet. She's the only characters I've actually "purpled out", and is the only 50 I continue play regularly. (Of course, YMMV.)


[/ QUOTE ]

This!

Most on justice server know how devastating my little plant/storm/stone controller is.
On those towers in cim I will actually herd up 3 or 4 spawns of romans and then decimate them with what i call my carrion creeper forest also Immobilize and storm them to your hearts content.

Honestly, to me the best thing about the combo is that your aoe imobilize prevents knockback (and can be cast very quickly), which keeps your storm powers in check so you can be more liberal with them.

Single hard targets are tough though. Stone helps with Fissure and Seismic smash both offer even MORE control with those attacks.

It was a surprise for me. I chose the sets for theme, but it ended up being a fantastic combo. Unlike others, I didn't get as much joy out of my Ill/storm, and has been sitting at lvl 35 for about 3 years now.

other sets that might play the same.. Stone/Storm maybe O.o ? actually, thats one i havent seen before. Stone has a few cool and unique powers to it, like plant.

I think i'll echo what others have said though, and that is, Most any primary will be fun with /Storm.

Which ever you choose, don't PL the thing, learn how it works. I had never touched the 2 sets before and learning how to apply them has been a fun ride in its own right. knowing when to or to not lay down a creeper patch, or to reign in that tornado .


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

True with a lot of controllers, they take time to mature. Seeds is probably your best form of mitigation, slot it up! while plant does become useful right out of the bat (and is quite a damaging controller primary as far as damage in holds go), storms damage takes a while!

As Oedipus_Tex said, lvl 16 will see a little more in damage with freezing rain (other power to max out your recharge on).

Although it doesnt do a lot of damage itself, it lowers the enemies damage resistance, making them take more damage from your other tools.

Although I didn't go this route at the time, depending on your travel power you could get more damage from an attack, namely the mighty Air Superiority

To be sure. All controllers are tough to solo in the early stages, mostly from damage output. some find it easier than others. I myself was always frustrated with them. I forget how many Pre lvl 20 controllers i've deleted over the years. Even my fire/kin (the cream of the crop i guess), has sat at lvl 17 for over a year now because I can't stand to touch the thing.

Teams though, will LOVE you! And the first time you find a 10 minion spawn and cast a creeper patch underneth it.. you might just have to hold back a giggle


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

This is my quick and dirty plant/storm build, whipped up in just a few minutes, to show where I think I'll go. I'm at level 9 right now - I just got Seeds and it's helping a lot. I am running on Tenacious for the larger spawn sizes. I've soloed only so far, no teams, although I may jump into one or two to help get to 16 and freezing rain. Eventual build is slotting for recharge (almost perma hasten, 124 second recharge) and for ranged defense (soft-capped) but has damned good numbers against just about everything. I figure with my immobs, most of what I'll be taking will be Ranged, though - when I take damage, with that 17s recharge/71s duration Seeds of Confusion and the ability to toss an AoE hold once a minute or so as a panic button and do Roots/Fissure for a pseudo aoe hold while I wait for Confuse to stack on bosses. I'm thinking this is probably the most damage you can get with a solo controller outside of Fire/Kin, and -incredibly- safe to run solo.


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

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

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Acc/Hold(43)
Level 1: Gale -- KBDist-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
Level 4: Snow Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(15), P'ngTtl-Acc/EndRdx(40), P'ngTtl-Rng/Slow(46), P'ngTtl-EndRdx/Rchg/Slow(50), P'ngTtl--Rchg%(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Conf%(13)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(40)
Level 12: Swift -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Freezing Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19), TmpRdns-EndRdx/Rchg/Slow(23)
Level 18: Vines -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-Acc/Rchg(25), BasGaze-Acc/Hold(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(34)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(43), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-Rchg/EndRdx(48)
Level 26: Carrion Creepers -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(27), TotHntr-Acc/EndRdx(27), TotHntr-Immob/Acc(29), TotHntr-Acc/Immob/Rchg(29), TotHntr-Dam%(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(31), ResDam-I(34)
Level 32: Fly Trap -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Rchg(34), ExRmnt-Acc/Dmg(42)
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 -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/Dmg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(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">[*]7% DamageBuff(Smashing)[*]7% DamageBuff(Lethal)[*]7% DamageBuff(Fire)[*]7% DamageBuff(Cold)[*]7% DamageBuff(Energy)[*]7% DamageBuff(Negative)[*]7% DamageBuff(Toxic)[*]7% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]8.31% Defense(Fire)[*]8.31% Defense(Cold)[*]20.2% Defense(Energy)[*]20.2% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]29.9% Defense(Ranged)[*]10.8% Defense(AoE)[*]2.25% Max End[*]5% Enhancement(Immobilize)[*]36% Enhancement(Accuracy)[*]91.3% Enhancement(RechargeTime)[*]2.5% Enhancement(RunSpeed)[*]2.5% Enhancement(FlySpeed)[*]2.5% Enhancement(JumpHeight)[*]2.5% Enhancement(JumpSpeed)[*]3% Enhancement(Stun)[*]4% Enhancement(Confused)[*]5% FlySpeed[*]76.3 HP (7.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 12.5%[*]MezResist(Held) 18%[*]MezResist(Immobilize) 15.3%[*]MezResist(Sleep) 15.3%[*]MezResist(Stun) 14.2%[*]MezResist(Terrorized) 12.5%[*]21% (0.35 End/sec) Recovery[*]50% (2.12 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]13.2% Resistance(Fire)[*]13.2% Resistance(Cold)[*]10% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[*]5% RunSpeed[/list]


 

Posted

Is there a decent plant/storm build floating around out there?

Nevermind, one was just posted.

-Taters


 

Posted

My sample build looks very similar. I was planning on taking Super Speed and Steamy Mist as soon as possible to set up Seeds from stealth. Everything else is close.

-Taters


 

Posted

Would any of you with Ill/Storm Controllers mind posting a sample build?


 

Posted

Interesting build. although I went another route I am loving your defense values


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

I have a friend who absolutely loves building for defense - he'd tell me to sacrifice recharge for soft capping more stuff, but I'm pretty satisfied at how survivable these values are gonna be.

I'm sure if I'd built from the beginning with Defense in mind it would have been higher, but I just sort of realized how easy it would be to bump up a few values and focused on them a little after I got Hasten close to perma.

Heh, I'm glad my first build ever posted didn't get laughed at.


 

Posted

I'll throw you a curveball on this and make 2 different suggestions based on using storms Thunder clap.

Earth/Storm/Stone or Fire/Storm/Stone.

Both will be recharge intensive but allow you to use Stalagmites or Flashfires plus Fissures to perma stun entire spawns.

Fire will be more damaging as you can use Hot feet and Bonfire as AoE damage powers while you season with pets and Tornado.

I have a hurricaneless Fire/Storm/Stone that is built this way it's quite fun to play.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I went recharge crazy on my purple plant/storm build (below). The recent pet recharge change drastically lowered the rate of fire of my Lightning Storm, but I still find it a good power to use against large spawns or hard targets.

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

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

Fumina Hara: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
Level 1: Gale -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(31), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(48)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), GravAnch-Hold%(36)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(21)
Level 10: Steamy Mist -- ResDam-I(A), ResDam-I(23), S'fstPrt-ResDam/Def+(25)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(33), Mrcl-Heal(33)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-End%(33)
Level 22: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(27), Dct'dW-Rchg(40)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(42)
Level 26: Hover -- DefBuff-I(A)
Level 28: Fly -- Flight-I(A)
Level 30: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-Dmg/EndRdx(42)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg/Rchg(40), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 44: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(46), Hectmb-Dmg/EndRdx(50)
Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Rchg(50), Dct'dW-Heal(50)
Level 49: Carrion Creepers -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]4% DamageBuff(Smashing)[*]4% DamageBuff(Lethal)[*]4% DamageBuff(Fire)[*]4% DamageBuff(Cold)[*]4% DamageBuff(Energy)[*]4% DamageBuff(Negative)[*]4% DamageBuff(Toxic)[*]4% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8% Defense(Energy)[*]8% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]5.5% Defense(Ranged)[*]3% Defense(AoE)[*]2.25% Max End[*]78% Enhancement(Accuracy)[*]113.8% Enhancement(RechargeTime)[*]4% Enhancement(Confused)[*]8% Enhancement(Heal)[*]5% FlySpeed[*]42 HP (4.13%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Immobilize) 2.75%[*]MezResist(Terrorized) 4.4%[*]36.5% (0.61 End/sec) Recovery[*]18% (0.76 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]15.8% Resistance(Fire)[*]15.8% Resistance(Cold)[*]8% RunSpeed[/list]


Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu
- SS/WP B

 

Posted

i like this build alot!! im going to give it a try tho admittedly ill have to settle for lesser sets in the purple power sets as im not 50 nor rich enough to afford them


 

Posted

Plant/Storm FTW!


 

Posted

you have more than 5 global recharges i thought after 5 it doesnt count anymore?? whats the deal?