Elementalist concept
Storm is pretty good for encapsulating Air and Water.
Fire or Earth as a primary...
Earth will be a slow solo-er - Animated Stone, Tronado and Lightning Storm in the 30's will all help, but you won't hit your stride till level 40 this way. The 12 month vet power Sands of Mu helps big time with earth, but you don't have that yet.
Fire on the other hand will be a great soloer out of the box pretty much. Hot Feet, Flashfire and Freezing Rain will let you chew up big spawns solo really easily. Fire/Storm will be endurance intensive, so slot Hot Feet with end reduction and damage equally, and dont forget to turn off Sprint when you're fighting!
Fire/Storm should fit your concept and be a lot of fun.
Try this for starters:
1 Char
1 Gale
2 Ring of Fire
4 Fire Cages
6 Hover
8 Hot Feet
10 Swift
12 Flashfire
14 Fly
16 Freezing Rain
18 Health
20 Stamina
22 Steamy Mist
Fire/Storm/Stone or Fire/Storm/Ice come to mind. Fire Control and Storm go together well and both the Stone epic and Ice epic eventually have a longish recharge healing option (which Storm does not). A Fire/Storm will have enough damage to solo. Hotfeet early, then the Imps, then Tornado/Lightning Storm later.
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
Storm is pretty good for encapsulating Air and Water.
Fire or Earth as a primary... Earth will be a slow solo-er - Animated Stone, Tronado and Lightning Storm in the 30's will all help, but you won't hit your stride till level 40 this way. The 12 month vet power Sands of Mu helps big time with earth, but you don't have that yet. Fire on the other hand will be a great soloer out of the box pretty much. Hot Feet, Flashfire and Freezing Rain will let you chew up big spawns solo really easily. Fire/Storm will be endurance intensive, so slot Hot Feet with end reduction and damage equally, and dont forget to turn off Sprint when you're fighting! Fire/Storm should fit your concept and be a lot of fun. Try this for starters: 1 Char 1 Gale 2 Ring of Fire 4 Fire Cages 6 Hover 8 Hot Feet 10 Swift 12 Flashfire 14 Fly 16 Freezing Rain 18 Health 20 Stamina 22 Steamy Mist |
Of the build above, I think it is pretty good. I would suggest considering taking Air Superiority over Hover, however. Air Sup is a nice melee attack with knockdown . . . and while the foe is getting up, you have time to hit him with Char. And even if you don't hit him with Char, he's taking damage from Hot Feet.
Another option for travel power is Hasten/Super Speed. Super Speed has a built-in Stealth. Add that to the Stealth in Steamy Mist, and you get full Invisibility. Plus, Super Speed gives you great maneuverability for running around with Hot Feet, Hurricane, leading Imps into a fight, getting in just the right position to make Gale useful, or getting in position for using Lightning Storm. However, some people just don't like Super Speed -- that depends on your likes and dislikes. It takes some practice to be effective with Super Speed, and you will rely upon little "extras" like the Raptor Pack to get the vertical movement you occasionally need.
Just a bit of a warning. Storm is not the easiest secondary to play well. If you use your various knockback powers at the wrong times, you will be likely to frustrate teammates. Of course if you are solo, knockback is great mitigation and a form of control.
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
Hmm how well does /cold work with fire and soloing? im prolly going to go with fire/cold or fire/storm
thx for the replies btw
I've got experience with earth/cold, so some measure of caution is needed about what follows ...
/cold is a very solid controller secondary and it seems reasonable to believe that it would be a very nice fit with fire control.
Fire control is potentially very good for crowds, but sometimes the imps have difficulty staying alive against tough single enemies. The buffs on imps (shields, frostworks, and -recharge/slow resistance from arctic fog) and the powerful debuffs (infrigidate, benumb, sleet, heat loss) in /cold make difficult single mobs much easier to take down, and help keep the imps upright and swinging away. Fire control can be a major endurance hog, and heat loss helps greatly for managing that.
Its hard to go wrong, either way. Storm is very powerful, especially at upper levels.
If you want to solo AVs at some point, /cold will probably help you more than storm because /cold has a strong -regen power in benumb. In case that matters to you, which it may well not.
Arc #40529 : The Furies of the Earth
I went with Earth/Storm, and I took the Fire Epic. That basically gives you Earth, Air, Water, and Fire.
Now that we have Thermal and Cold as secondaries, there are lots more options.
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
ok thx guys, im trying out fire/storm atm. I would love to try earth/cold/fire ( earth's graphics look epic) but as stated earths damage is just too low for me :P
You won't regret fire/storm; it's a great combo......be ready to be sucking wind on the endurance though. Try and get as many +recovery and +end bonuses you can.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Cold and Storm are similar, they share three powers.
Storm the chaotic solo-friendly version that heaps extra damage and knockback into the mix, and provides mitigation from a player-based debuff- Hurricane. It protects you too, but can annoy teammates if you play badly (or they're prejudiced against knockback)
Cold is the team version - mitigation comes from ally-only shields and it packs some awesome debuffs that shine when taking on AVs and other things that are too big to solo.
And yeah, Air Superiority is probably better than Hover. Hover and Hot Feet don't work so well together.
If you add in the "Aid Other" power you will have covered the element of "Heart" and thus be able to summon the ever powerful Captian Planet!
|
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
How can you do an environmental concept without Plant powers?!?!
My best friend's 'Dirty Hippie' toon is a Plant/Storm who is taking Earth as an APP.
Go with the man-eating plants!
How can you do an environmental concept without Plant powers?!?!
My best friend's 'Dirty Hippie' toon is a Plant/Storm who is taking Earth as an APP. Go with the man-eating plants! |
I love bad puns.
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
Is his arch nemesis a bar of soap?
I apologize for the above bad hippie stereotype joke, but it had to be done.
ok Im wanting to make a controller that can use 3 dif natural elements. I need help on picking the power sets that would fit this concept BUT , still be able to solo as well and do decently on teams. Im open to all sugestions. I plan on taking flight as a travel power and i am only a 3 month vet( if that helps). Note i am not SUPER imaginative so work with me lol