earth/storm IO optimizing.
Do Lightning Storm and Tornado inherit the 15% global damage buff from sets that your character gets? They are "pseudo-pets," and I think they get a damage buff that's been cast on you, like Accelerate Metabolism, but I'm not confident they get the global IO set bonuses to damage. Can anyone clarify? And the same for global accuracy bonuses?
Off the top of my head, your global recharge bonus is only 10%...generally I would slot for more if I were going to spend the time setting up an IO build on a Controller. My ideal would be to frankenslot the really best powers, or semi-frankenslot them (like 4 of one set for a good bonus then two triples from other sets to fill in as much enhancement as you can), and then look for recharge bonuses first.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
That's really mostly what I did. Frankenslotting for max enhancement benefit seems to yield the best results here. All the good recharge bonuses, much like ranged defense bonuses, seem to require very non-optimal slotting for the powers I would get them from.
I think pets do inherit global damage, but I'm not entirely sure.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Do Lightning Storm and Tornado inherit the 15% global damage buff from sets that your character gets? They are "pseudo-pets," and I think they get a damage buff that's been cast on you, like Accelerate Metabolism, but I'm not confident they get the global IO set bonuses to damage. Can anyone clarify? And the same for global accuracy bonuses?
Off the top of my head, your global recharge bonus is only 10%...generally I would slot for more if I were going to spend the time setting up an IO build on a Controller. My ideal would be to frankenslot the really best powers, or semi-frankenslot them (like 4 of one set for a good bonus then two triples from other sets to fill in as much enhancement as you can), and then look for recharge bonuses first. |
One of the I-15 nerfs was to stop pets and pseudo-pets from getting your recharge buffs. There was much whining, complaining and knashing of teeth from Storm players, because Lightning Storm no longer got the huge buff from Recharge that allowed it to fire off lightning bolts constantly -- that nerf dropped the damage output from Lightning Storm by more than half.
The reason, allegedly, was that many of the pets had an attack chain that got messed up by recharge, so the devs prevented pets from getting recharge. So now Jack Frost has a better attack chain, but Lightning Storm does half the damage.
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
I went with a general build that I can use to do TFs (total invisibility with Steamy Mist and a +Stealth IO, Recall Friend, sacrificing Tornado which doesn't always team well). I emphasized recharge and ranged defense bonuses, but didn't go crazy. The priciest items were the Steadfast -KB, Achilles Heel proc, Winter's Gift Slow resistance and the Celerity +Stealth, all of which I acquired over a couple of years. Otherwise I don't have any Numinas or LotGs or other crazy expensive purple sets.
Most people won't be able to use this build because of the single travel power. I used to have Air Superiority/Crushing Impact but swapped it out for Stone Cages/Positron's Blast when I got the City Traveler Vet badge.
Maximizing recharge is the way to go, I think, but whether you do it via Frankenslotting or global recharge bonuses doesn't really matter as long as you get the recharge on the powers you need it on.
I tried to maximize Ranged Defense without making crazy slotting and power choices, figuring that there are enough to-hit debuffs in the powers to effectively soft-cap defense. And, as you aptly pointed out, you can fire off those debuffs outside the line of sight, so you rarely have to suffer an undebuffed alpha strike.
I may do a second build some day that goes for maximum carnage, but it's already pretty crazy as is.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Elemental Force: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- G'Wdw-Acc/Rchg:40(A), G'Wdw-EndRdx/Hold:40(3), G'Wdw-Acc/EndRdx:40(3), G'Wdw-Hold/Rng:40(5), G'Wdw-Acc/Hold/Rchg:40(5)
Level 1: Gale -- Acc-I:50(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-Rchg:35(7), Dct'dW-Heal/EndRdx/Rchg:40(9), Dct'dW-Heal:40(37), Dct'dW-Heal/Rchg:50(40)
Level 4: Snow Storm -- EndRdx-I:50(A), P'ngTtl--Rchg%:30(37), EndRdx-I:40(46), P'ngTtl-EndRdx/Rchg/Slow:50(50)
Level 6: Quicksand -- Slow-I:40(A), Slow-I:40(7)
Level 8: Hasten -- RechRdx-I:40(A), RechRdx-I:40(9), RechRdx-I:40(17)
Level 10: Stone Cages -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(11), Posi-Dmg/Rchg:35(11), Posi-Dmg/Rng:35(17), Posi-Acc/Dmg/EndRdx:35(21)
Level 12: Stalagmites -- Stpfy-Acc/Rchg:40(A), Stpfy-Acc/EndRdx:40(13), Stpfy-Acc/Stun/Rchg:40(13), Stpfy-Stun/Rng:40(15), Stpfy-EndRdx/Stun:40(15)
Level 14: Fly -- Flight-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Freezing Rain -- UndDef-Rchg:35(A), UndDef-DefDeb/Rchg:35(19), UndDef-DefDeb:35(19), UndDef-DefDeb/Rchg/EndRdx:35(21)
Level 20: Health -- Heal-I:50(A)
Level 22: Stamina -- EndMod-I:40(A), EndMod-I:40(23), EndMod-I:40(23)
Level 24: Steamy Mist -- RedFtn-Def:35(A), RedFtn-EndRdx:35(25), RedFtn-Def/EndRdx:35(25), S'fstPrt-ResKB:23(37), RedFtn-Def/EndRdx/Rchg:35(46), RedFtn-Def/Rchg:35(50)
Level 26: Volcanic Gasses -- Lock-Acc/Hold:35(A), Lock-Acc/Rchg:35(27), Lock-Rchg/Hold:35(27), Lock-EndRdx/Rchg/Hold:35(29), Lock-Acc/EndRdx/Rchg/Hold:35(29), Lock-%Hold:35(34)
Level 28: Earthquake -- DampS-ToHitDeb/Rchg:36(A), DampS-ToHitDeb:35(31), DampS-ToHitDeb/Rchg/EndRdx:30(31), Achilles-ResDeb%:20(31), DampS-Rchg:35(34), DampS-Rchg/EndRdx:30(34)
Level 30: Recall Friend -- Winter-ResSlow:28(A)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg:35(A), ExRmnt-Acc/Dmg:35(33), ExRmnt-Dmg/EndRdx:35(33), ExRmnt-Acc/Dmg/Rchg:35(33), ExRmnt-EndRdx/Dmg/Rchg:35(36), ExRmnt-+Res(Pets):35(43)
Level 35: Hurricane -- DampS-ToHitDeb/EndRdx:35(A), DampS-Rchg/EndRdx:35(36), DampS-ToHitDeb/Rchg/EndRdx:35(36)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:40(A), Thundr-Acc/Dmg/EndRdx:40(39), Thundr-Dmg/EndRdx:40(39), Thundr-Acc/Dmg/Rchg:40(39), Thundr-Dmg/Rchg:40(40), Thundr-Dmg/EndRdx/Rchg:40(40)
Level 41: Fire Blast -- Thundr-Acc/Dmg:44(A), Thundr-Dmg/EndRdx:44(42), Thundr-Dmg/Rchg:44(42), Thundr-Acc/Dmg/Rchg:44(42), Thundr-Acc/Dmg/EndRdx:44(43), Thundr-Dmg/EndRdx/Rchg:44(43)
Level 44: Fire Shield -- TtmC'tng-ResDam:40(A), TtmC'tng-EndRdx:40(45), TtmC'tng-ResDam/EndRdx:40(45), TtmC'tng-ResDam/EndRdx/Rchg:40(45), TtmC'tng-ResDam/Rchg:40(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Consume -- Acc-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:35(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:
- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 10.9% Defense(Energy)
- 10.9% Defense(Negative)
- 14.4% Defense(Ranged)
- 2.5% Defense(AoE)
- 7.65% Max End
- 4% Enhancement(Heal)
- 3% Enhancement(Stun)
- 40% Enhancement(RechargeTime)
- 5% Enhancement(Held)
- 39% Enhancement(Accuracy)
- 8% FlySpeed
- 53.4 HP (5.25%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 7.45%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 7.45%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 11.5% (0.19 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.7% Resistance(Fire)
- 15.7% Resistance(Cold)
- 10% Resistance(Energy)
- 12.5% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 13% RunSpeed
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I went with a general build that I can use to do TFs (total invisibility with Steamy Mist and a +Stealth IO, Recall Friend, sacrificing Tornado which doesn't always team well). I emphasized recharge and ranged defense bonuses, but didn't go crazy. The priciest items were the Steadfast -KB, Achilles Heel proc, Winter's Gift Slow resistance and the Celerity +Stealth, all of which I acquired over a couple of years. Otherwise I don't have any Numinas or LotGs or other crazy expensive purple sets.
Most people won't be able to use this build because of the single travel power. I used to have Air Superiority/Crushing Impact but swapped it out for Stone Cages/Positron's Blast when I got the City Traveler Vet badge. Maximizing recharge is the way to go, I think, but whether you do it via Frankenslotting or global recharge bonuses doesn't really matter as long as you get the recharge on the powers you need it on. I tried to maximize Ranged Defense without making crazy slotting and power choices, figuring that there are enough to-hit debuffs in the powers to effectively soft-cap defense. And, as you aptly pointed out, you can fire off those debuffs outside the line of sight, so you rarely have to suffer an undebuffed alpha strike. I may do a second build some day that goes for maximum carnage, but it's already pretty crazy as is. |
You make some other choices different than I would -- not wrong, just different. And if someone wants to use your build but doesn't have the 60 Month vet reward yet, then just switch Fly to Super Speed. Its a good choice since Steamy Mist + Super Speed gives full invisibility in PvE.
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
I see Radion went for more global recharge at the expense of some non ed capped recharge regular enhancement. The net result being about the same recharge on those powers and a bit more on the rest. I hadn't considered going that route, but it is a thought worth considering once you add all the powers together. My only trepidation there is how well it will exemp.
I like your thoughts on the slotting of fossilize, Local Man.
to the OP: for what it's worth, i think you had a good idea thinking about improving your ranged defense. it's the route i've chosen for my earth/storm/fire controller. here's the build, and i think you will like the final numbers. if you enjoy playing your earth/storm, you won't mind dumping a respectable amount of INF into IO's...and this build won't go over half a billion (at current prices). enjoy and please critique.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
The Golem King: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/Rchg(46)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/Rchg(3), Enf'dOp-Immob/Rng(7), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11)
Level 4: O2 Boost -- Numna-Regen/Rcvry+(A), Numna-Heal(5)
Level 6: Quicksand -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Stalagmites -- Stpfy-Acc/Stun/Rchg(A), Stpfy-KB%(13), Stpfy-Stun/Rng(13), Stpfy-EndRdx/Stun(15), Stpfy-Acc/Rchg(15), Stpfy-Acc/EndRdx(43)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/EndRdx(17), LdyGrey-DefDeb/Rchg/EndRdx(19), Achilles-ResDeb%(19)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(23)
Level 24: Steamy Mist -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(42)
Level 26: Volcanic Gasses -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(27), Lock-EndRdx/Rchg/Hold(27), Lock-Rchg/Hold(37), Lock-Acc/Hold(40), Lock-Acc/Rchg(42)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(29), DarkWD-ToHitdeb/Rchg/EndRdx(29)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 32: Animate Stone -- BldM'dt-Acc/EndRdx(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Dmg(34), BldM'dt-Acc/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-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(40), Thundr-Acc/Dmg(40)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Fire Ball -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/Rchg(45), AirB'st-Dmg/Rng(45), AirB'st-Dmg/Rchg(45), AirB'st-Dmg/EndRdx(46), AirB'st-Acc/Dmg(46)
Level 47: Fire Shield -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam(48), RctvArm-EndRdx(48)
Level 49: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc/Rchg(50), P'Shift-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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I love my earth/storm. She is a beast of control and always has a tool up to handle the situation. I love IO's. I enjoy making builds that overcome the weaknesses or stress the strengths of a character using all the lovely bonuses we have available.
I can't seem to find a way to improve on this monster controller combo! I suppose some sets lend themselves more to game-changing set bonus improvement, but earth/storm seems to have it all under control. I could go for ranged defense to help mitigate the blowback from my alpha controls, but I'd have to do a lot of irritatingly non-optimal power enhancement to reach a significant amount of it. Frankly corners and placeable powers make this mostly a non-issue anyhow. In my current build I have gone for fairly heavy recovery bonuses, as both sets can be a hog. Frankenslotting of course helps get the most out of this slot hungry build, and really brings down end consumption through endredux, but I feel like I'm missing something here. Here is my build as it stands:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Oresteia: Level 50 Natural Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize -- 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: Stone Cages -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(7), TotHntr-EndRdx/Immob(9), TotHntr-Dam%(9), Posi-Dam%(11)
Level 4: O2 Boost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(43), H'zdH-Heal/EndRdx/Rchg(43), H'zdH-Heal/Rchg(46)
Level 6: Quicksand -- RechRdx-I(A), ImpSwft-Dam%(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Stalagmites -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), RzDz-Acc/Stun/Rchg(15), RzDz-Acc/Rchg(17), RzDz-EndRdx/Stun(17), Stpfy-EndRdx/Stun(19)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-DefDeb/Rchg/EndRdx(21), UndDef-DefDeb/Rchg(21)
Level 18: Earthquake -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/Rchg(23), UndDef-Rchg/EndRdx(23), UndDef-Rchg(25)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
Level 22: Super Speed -- Zephyr-ResKB(A)
Level 24: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), GftotA-Def/EndRdx(29), GftotA-Def(31), S'fstPrt-ResDam/Def+(31)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(36)
Level 30: Thunder Clap -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(46)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Dmg(37), SvgnRt-PetResDam(37), ExRmnt-+Res(Pets)(37)
Level 35: Tornado -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(40), BldM'dt-Dmg(40), BldM'dt-Dmg/EndRdx(48), SvgnRt-Dmg/EndRdx(48), KinCrsh-Rechg/EndRdx(48)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Ruin-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Det'tn-Dmg/Rchg(42), RechRdx-I(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg(46)
Level 47: Earth's Embrace -- Mrcl-Heal/Rchg(A), H'zdH-Heal/Rchg(50), H'zdH-Heal/EndRdx/Rchg(50), Mrcl-Heal/EndRdx/Rchg(50)
Level 49: Recall Friend -- Range-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:
I mostly team, but do solo off and on, and have no major problems doing either at the moment. My usual solo strategy is to leverage the cages' -kb to turn LS and tornado into AOE grind machines while stoney and I pound away.
As far as power choice goes, I'm fairly happy. I do vaguely want rock armor and considered that instead of recall, but the visual just doesn't fit the character at all. Recall is handy for stealthing and hauling the team to the end to speed up quite a few troublesome missions. I would be happy for input on any aspect of the build, but I'm mostly interested in what other earth/storms out there have done with their IO build. Whether you built for bonuses, purely frankenslotted, or the usual combination of the two, how did you leverage IO's in your build?