Earth/Storm Build


babyscid

 

Posted

I searched through the forums and got alot of information but each build was not precisely what I wanted.

So I created this for your critique. Please be constructive. I am not a "noob" but I am an IO "newb"

I plan to start slotting at level 27 (22 now) and also plan on exemping sometimes.

So if you think that is not a good idea and I ahould wait let me know that as well as critique the build.

Thank you controller forum!

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Druid of Perez: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Stone Prison

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Gale
  • (A) Accuracy
Level 2: Stone Cages
  • (A) Detonation - Accuracy/Damage
  • (9) Detonation - Accuracy/Damage/Endurance
  • (11) Detonation - Damage/Recharge
Level 4: Fossilize
  • (A) Decimation - Accuracy/Damage
  • (5) Decimation - Damage/Endurance
  • (5) Decimation - Damage/Recharge
  • (15) Decimation - Accuracy/Endurance/Recharge
  • (46) Decimation - Accuracy/Damage/Recharge
Level 6: Quicksand
  • (A) Tempered Readiness - Accuracy/Slow
  • (7) Tempered Readiness - Damage/Slow
  • (7) Tempered Readiness - Accuracy/Endurance
  • (11) Tempered Readiness - Range/Slow
  • (43) Tempered Readiness - Accuracy/Damage/Slow
Level 8: Hurdle
  • (A) Jumping IO
Level 10: Steamy Mist
  • (A) Luck of the Gambler - Recharge Speed
Level 12: Stalagmites
  • (A) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Positron's Blast - Chance of Damage(Energy)
Level 14: Health
  • (A) Miracle - +Recovery
Level 16: Freezing Rain
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (17) Pacing of the Turtle - Damage/Slow
  • (17) Pacing of the Turtle - Accuracy/Endurance
  • (23) Pacing of the Turtle - Range/Slow
  • (34) Pacing of the Turtle - Endurance/Recharge/Slow
  • (50) Pacing of the Turtle - Chance of -Recharge
Level 18: Earthquake
  • (A) Touch of Lady Grey - Defense Debuff
  • (19) Touch of Lady Grey - Defense Debuff/Recharge
  • (19) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (23) Touch of Lady Grey - Recharge/Endurance
  • (31) Touch of Lady Grey - Defense Debuff/Endurance
  • (50) Touch of Lady Grey - Chance for Negative Damage
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Hurricane
  • (A) Kinetic Crash - Damage/Knockback
  • (31) Kinetic Crash - Accuracy/Knockback
  • (37) Kinetic Crash - Recharge/Knockback
  • (40) Kinetic Crash - Recharge/Endurance
  • (46) Kinetic Crash - Damage/Endurance/Knockback
  • (50) Kinetic Crash - Accuracy/Damage/Knockback
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 26: Volcanic Gasses
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (27) Basilisk's Gaze - Accuracy/Recharge
  • (27) Basilisk's Gaze - Recharge/Hold
  • (31) Basilisk's Gaze - Endurance/Recharge/Hold
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (46) Basilisk's Gaze - Chance for Recharge Slow
Level 28: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (29) Stupefy - Endurance/Stun
  • (29) Stupefy - Accuracy/Endurance
  • (43) Stupefy - Stun/Range
  • (48) Stupefy - Accuracy/Stun/Recharge
  • (48) Stupefy - Chance of Knockback
Level 30: Combat Jumping
  • (A) Karma - Knockback Protection
Level 32: Animate Stone
  • (A) Sovereign Right - Accuracy/Damage
  • (33) Sovereign Right - Damage/Endurance
  • (33) Sovereign Right - Accuracy/Endurance
  • (33) Sovereign Right - Accuracy/Damage/Endurance
  • (34) Sovereign Right - Accuracy
  • (34) Sovereign Right - Resistance Bonus
Level 35: Tornado
  • (A) Touch of Lady Grey - Defense Debuff
  • (36) Touch of Lady Grey - Defense Debuff/Recharge
  • (36) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (36) Touch of Lady Grey - Recharge/Endurance
  • (37) Touch of Lady Grey - Defense Debuff/Endurance
  • (37) Touch of Lady Grey - Chance for Negative Damage
Level 38: Lightning Storm
  • (A) Entropic Chaos - Accuracy/Damage
  • (39) Entropic Chaos - Damage/Endurance
  • (39) Entropic Chaos - Damage/Recharge
  • (39) Entropic Chaos - Damage/Endurance/Recharge
  • (40) Entropic Chaos - Chance of Heal Self
  • (40) Explosive Strike - Chance for Smashing Damage
Level 41: Fire Ball
  • (A) Detonation - Accuracy/Damage
  • (42) Detonation - Damage/Endurance
  • (42) Detonation - Accuracy/Damage/Endurance
  • (42) Detonation - Damage/Endurance/Range
  • (48) Detonation - Damage/Recharge
Level 44: Fire Shield
  • (A) Steadfast Protection - Resistance/Endurance
  • (45) Steadfast Protection - Resistance/+Def 3%
  • (45) Steadfast Protection - Knockback Protection
Level 47: Consume
  • (A) Recharge Reduction IO
Level 49: Rise of the Phoenix
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 6: Ninja Run


 

Posted

Oooops almost forgot. My goal is and has been PUG's, occasional duo with a friend, and ultimately solo after 32


 

Posted

No offense intended, but this build needs some major help. You have several powers slotted for aspects that are minor or should not be slotted. It also is not clear if you are slotting for any particular bonus. Some folks slot for Recharge, others for Defense, others for Endurance/Recovery, etc. Because an Earth/Storm controller has tons of -Defense and some -ToHit, I think the most useful bonus on an Earth/Storm is Recovery and Recharge. Earth/Storm will never be very fast to solo, but you can do it, especially as you get Tornado at 35 and Lightning Storm at 38.

Rather than going through each power, I made a sample build for you. I did this quickly, so I'm sure it could probably be improved, but it should give you an idea of what I suggest your changes should be.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Earth-Storm: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Hold-I(37)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Hold%(3), TotHntr-Acc/EndRdx(11), Enf'dOp-Acc/EndRdx(43), TotHntr-Dam%(43)
Level 4: Stone Prison -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(11), Decim-Build%(19), Decim-Acc/Dmg/Rchg(37)
Level 6: Quicksand -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), RechRdx-I(19)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), Achilles-ResDeb%(50)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb(23), DarkWD-Rchg/EndRdx(23), RechRdx-I(48)
Level 24: Steamy Mist -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam(25), S'fstPrt-ResDam/EndRdx(40)
Level 26: Volcanic Gasses -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(27), Lock-Rchg/Hold(27), UbrkCons-Hold/Rchg(31), UbrkCons-Dam%(34), Lock-%Hold(34)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46)
Level 30: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31), DarkWD-Rchg/EndRdx(50)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Acc/Dmg/EndRdx(33), SvgnRt-PetResDam(34)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-EndRdx/Dmg/Rchg(36), RechRdx-I(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Dev'n-Hold%(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 49: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


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

Just a few notes on what I did above --

I added Super Speed. Steamy Mist+Super Speed gives you full invisibility. That becomes very useful not only for teams, but also solo. Once you get Rocky following you around, you are able to lead him into battle to let him draw the aggro.

In Stone Cages, I put a couple of purples in. If you don't have the Influence to get them and before level 50, you can add another Acc/End and another damage proc. However, that Chance to Hold proc is really nice in this power.

Quicksand: It is autohit, so it does not need Accuracy. It does no damage, so damage enhancments do no good. It needs Recharge, and maybe a little Slow, although the Slow only affects Run Speed. The main use of this power is (a) back-up control that you can throw underneath everything else, and (b) a huge 25% Defense Debuff. Use Quicksand a lot, and you don't need to worry about accuracy.

Freezing Rain: probably your single most important power from Storm, and you want it up as much as possible. Slot for Slow? Use Quicksand and you don't need to. Or, if you want the foes to stay in the area, use Stone Cages. However, that will negate the knockdown, so Quicksand is better. With the Slow in Quicksand and the little bit of inherent Slow in Freezing Rain, the foes will already be at cap (90%) for movement debuff.

Earthquake: You want Recharge and ToHit Debuff in this one. You don't need Defense Debuff since Quicksand and other Earth powers already gives you a ton.

Steamy Mist: Needs EndRdx most, then some Resistance is nice and has more effect than the Defense. You could put a LotG Recharge here if you want, but those are expensive.

Volcanic Gasses: You need to slot for max Recharge and Hold. Then procs in this are great because they hit a lot. Look at my Earth/Rad guide for an explanation of the mechanics of this power. That Lockdown proc builds mag to make it more likely to hold a boss.

Hurricane: The most important things to enhance is ToHitDebuff and EndRdx. I consider this to be a situational power and keep it off most of the time. With some practice, you can learn to "herd-i-cane" foes back into your AoE control areas -- super speed is very helpful to do this. The ToHit Debuff is large, and has the same effect as defense.

Animate Stone: a/k/a Rocky -- the pet resistance proc is very helpful to boost his already high resistances. If you can find another slot, you can add the one from Expediant Reinforcement, too.

I added O2 Boost. It can be quite helpful to heal up Rocky when solo.


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

Just to give you another build to look at for ideas, here is my Earth/Storm build.

It is slightly unconventional in that I put 5 slots in Hasten in order to hit Perma-hasten. It is also a bit unconventional in that I took Hover, but Stalagmites requires that you be on the ground. But, I wanted perma-hasten and I had to have hover for concept. You could easily drop Hover and take O2 boost instead, and then use the 2 slots from Hasten somewhere else. I also went with the Fire Epic (Ice or Earth would be superior for Earth/Storm overall) because she is based on my old D&D sorceress, and so she has to have Fireball for concept.

Anyway, this build goes for lots of recharge, and lots of damage procs. I have 9 damage procs in various AOE powers (Stone Cages 1, Quicksand 1, Freezing Rain 2, Earthquake 2, Volcanic Gasses 2, Fireball 1) and I also have 2 chance for -resist procs in AOEs (Freezing Rain, Earthquake) and 1 chance for hold proc in an AOE (Stone Cages).

So yeah, its recharge-Y and proc-Y. Its just another example. Maybe someone else will have a range-capped build or something else, but I like this build because most of the powers are slotted for the qualities that make them good, while still generating global recharge and while still generating all kinds of procs. The best part is that the number of slots would be passable in all the powers even if you are not going for expensive sets, AND the powers are taken in a useful order for general play as you level up.

The down side is that I prefer my builds to totally rely on teams prior to level 32, so that I can get in more actual control powers and not have to worry about pool or other single target damage attacks.

Lewis

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(9), Posi-Dam%(40)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Quicksand -- ImpSwft-Dam%(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), RechRdx-I(50), RechRdx-I(50)
Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15), Acc-I(21)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(17), RechRdx-I(17), Achilles-ResDeb%(21), LdyGrey-%Dam(43), Posi-Dam%(43)
Level 18: Earthquake -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(19), RechRdx-I(19), Achilles-ResDeb%(46), LdyGrey-%Dam(46), ExStrk-Dam%(46)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
Level 24: Steamy Mist -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), TtmC'tng-ResDam/EndRdx(25), LkGmblr-Rchg+(40)
Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-Dam%(29), G'Wdw-Dam%(31)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(34)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Acc/Stun/Rchg(37), Stpfy-Stun/Rng(37)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(45)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), BldM'dt-Dmg/EndRdx(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam(45)
Level 47: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(48), Flight-I(48), LkGmblr-Rchg+(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run



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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

lol no offense taken.....that is why I came here.....I appreciate the sample builds guys and now i know kinda where to go......believe it or not I thought I sorta was slotting for recharge.....

as for stealth..I put that IO in sprint...is that not enough?


 

Posted

A stealth IO in sprint is nice for times you are exemplared below the level at which you have both super speed and steamy mist.

Super Speed + Steamy Mist is enough for full invisibility vs normal foes. So, from that perspective, I don't need the stealth IO in sprint. However, you'll see that in my build, I take Steamy Mist at level 24. That means that if I ever exemplar down to level 15-20 (Positron Task force) then I wont have Steamy Mist. Therefore, I threw a sprint stealth IO in mine because it can combine with Super Speed to also give full invisibility. If you are only running 1 stealth source then foes will see you if you get too close (5 feet or less).

My build isn't actually optimized for the Positron task force, but I do at least like to have SS + SprintStealth + veteran team recall for it.

So, it is optional, but I like having the stealth IO in sprint, just to cover my bases.

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:
Originally Posted by babyscid View Post
lol no offense taken.....that is why I came here.....I appreciate the sample builds guys and now i know kinda where to go......believe it or not I thought I sorta was slotting for recharge.....

as for stealth..I put that IO in sprint...is that not enough?
No, I missed it. That's enough. Steamy Mist+Stealth IO will give you full invis in most situations. However, I like Super Speed on a stormy. SS is great for Herd-i-cane and for getting in just the right position for using powers like Lightning Storm, Thunderclap and Gale.

Louis had some nice slotting in several of the powers. I liked his Freezing Rain slotting. As I said, I just threw my build together quickly this morning, so there was room for improvement. But at least it should have given you an idea of where to go.


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

Again...thanks guys.....
The build that (Louis is it?) made.....like I said...I am a newb at IO's....but is that one going to be a bit pricier?

and is Pricier even a word?

Also.....does assault work well for controllers? and does it work on Stoney?

I read mixed reviews about it on here.

Sorry for all the questions all of a sudden


 

Posted

I think Local Man and Lewis have covered it very well. I'm enough of a Mid's junkie that Lewis' build has me thinking on seeing what I can come up with for proc heavy build. I do have one Earth Storm who's live build does some very similar things. The endurance efficiency/net recovery in his build is also quite impressive even when I altered it for using lvl 25 IO's (which tends to be an IO level I aim for in any build I plan to use frequently for exemplar/tf work).

Here's another build for more thinking on fodder. No Thunderclap but since the epic is Earth Mastery the plan is to stack Fissure and Stalagmites for stuns. The build also has Super Speed very early as a result of having access to City Traveler vet award. If not I'd likely move stuff around so Super Speed ended up at 14th and O2 Boost at 30th, but see also my next paragraph. I wanted to be fully stealthed (Super Speed + Stealth IO) and have the ability to take advantage of the stealth with Recall (and Assemble the Team) while keeping both EQ and O2 Boost in the build pre-20th. Fortunately City Traveler lets me squeeze all that in there.


I also took Stamina at 22nd rather than 20th, taking Earthquake at 20. I find as an Exemplar I really miss the AoE of EQ for something like Posi or Ouroboros missions. While actually leveling the build I'd probably likely shoot to get EQ at 18th, likely relying on Ninja run and putting off Super Speed to fit both EQ and Stamina in there. As an aside procs (damage ones in particular) are also very exemplar friendly, sets not so much once you dip below 22nd level exemplar. This build also keeps virtually every set bonus it has all the way down to lvl 22.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Seismic Susurrus TF build (v2.30.i16 purpled): Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(7), UbrkCons-Dam%(9), Apoc-Dmg(48)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(11), EndRdx-I(15)
Level 4: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31)
Level 6: Recall Friend -- Winter-ResSlow(A)
Level 8: Super Speed -- Zephyr-ResKB(A)
Level 10: Quicksand -- Range-I(A)
Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(19), Amaze-ToHitDeb%(31)
Level 14: Hurdle -- Jump-I(A)
Level 16: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(17), Achilles-ResDeb%(17), UndDef-DefDeb/Rchg/EndRdx(19), AnWeak-DefDeb/EndRdx/Rchg(31), UndDef-Rchg/EndRdx(40)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), Mrcl-Rcvry+(50), RgnTis-Regen+(50)
Level 20: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/Rchg(29), DampS-ToHitDeb/Rchg(40), DampS-Rchg/EndRdx(43)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25), P'Shift-End%(46)
Level 24: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(34), LkGmblr-Rchg+(46), S'fstPrt-ResDam/Def+(48)
Level 26: Volcanic Gasses -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(43)
Level 28: Assault -- EndRdx-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 32: Animate Stone -- S'bndAl-Dmg(A), S'bndAl-Build%(33), C'Arms-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34), SvgnRt-PetResDam(37), C'Arms-+Def(Pets)(50)
Level 35: Tornado -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(36), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Rchg(36), ExRmnt-+Res(Pets)(37), EdctM'r-PetDef(37)
Level 38: Lightning Storm -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dam%(40)
Level 41: Fissure -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
Level 44: Seismic Smash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(46), UbrkCons-Hold(48)
Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A)
Level 49: Swift -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run



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Posted

Quote:
Originally Posted by babyscid View Post
Again...thanks guys.....
The build that (Louis is it?) made.....like I said...I am a newb at IO's....but is that one going to be a bit pricier?

and is Pricier even a word?

Also.....does assault work well for controllers? and does it work on Stoney?

I read mixed reviews about it on here.

Sorry for all the questions all of a sudden
Yep Lewis' build would be a bit more pricey as much by virtue of the purple sets as anything. But then several of the non-purple sets are also fairly pricey ... Basilisk, Decimation and Posi's being the ones that jump out at me. Planning ahead, a great deal of patience with bidding/buying plus using merits can go a long way to reducing your cost for any IO build.

Leadership, Assault, etc. - I like them, I also think if everyone routinely used them the devs would be almost forced to, errrr, do something. They get silly beneficial stacked up on a team the bigger the team the more potent the effect. 8 Controllers all running Assault is a +120% damage boost for everyone on the team for one power choice and one slot apiece. Not so much when only one or two folks are running them (a +30% damage bonus is nice but not mind blowing). There's a reason so many Super Teams tend to run Leadership toggles. Yes it'll work on Stoney, but if you plan to almost exclusively solo post 32 .. well I wouldn't go out of my way to add Assault though it would be a nice power to pick up late that requires no additional slots to be effective (letting you focus on filling out the slotting on other powers).


 

Posted

Quote:
Originally Posted by babyscid View Post
Again...thanks guys.....
The build that (Louis is it?) made.....like I said...I am a newb at IO's....but is that one going to be a bit pricier?

and is Pricier even a word?

Also.....does assault work well for controllers? and does it work on Stoney?

I read mixed reviews about it on here.

Sorry for all the questions all of a sudden
The IOs from purple sets (Gravitational Anchor, Unbreakable Constraint, Absolute Amazement) will be expensive, in the 20-50 mil range. The -knockback IOs and the Luck of the Gambler Recharges will be expensive, but you can get those with merits. And there are some other somewhat expensive IOs in the build as well, where prices can vary quite a bit on the markets. Bas Gaze, Posi Blasts, Decimations and any procs can be quite expensive.

As for Assault . . . The numbers are slightly lower for Controllers than Defenders. Some people love the Leadership toggles . . . but I'm not one of them. I try to get them on most of my Defenders, but I have only one Controller with them. In most cases, I feel that you can choose a power from your primary or secondary that will provide more benefit than those toggles. One exception is a designed team where everyone takes the toggles to stack the buffs, but you said you want to solo later. I believe that it will affact Rocky. It is up to you whether you want to use power pick and an extra slot for the damage buff -- plus you have to decide what you will give up. (Plus, I find the animation to be annoying for some reason.)


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

Quote:
Originally Posted by babyscid View Post
Again...thanks guys.....
The build that (Louis is it?) made.....like I said...I am a newb at IO's....but is that one going to be a bit pricier?
Its Lewis, but I answer to either.

Yes, my build is pricey. It is my first 50, and one of my mains. However, you can have good numbers in the same slotting.

Here is the same build, with only the 2 special-case slots from Hasten moved (to Combat Jumping, just as a throwaway spot). As you can see, the same build can easily have playable numbers using cheap sets. I only posted my more expensive version as an example. However, if you plan your build, you can have one that you can slot cheaply (as below) while retaining the ability to work on getting the expensive sets while actually playing. Then you can just drop them in as you work on them, all while having playable numbers. And hey, if you never get around to the expensive stuff, no worries, since the same power choices and number of slots works on the cheap (as below).

Lewis

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Fossilize -- Para-Acc/Hold/Rchg(A), EoCur-EndRdx/Hold(3), EoCur-Acc/Hold/Rchg(3), G'Wdw-Acc/Hold/Rchg(7), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(40)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Stalagmites -- Stgr-Acc/Rchg(A), Stgr-Acc/Stun/Rchg(13), Rope-Acc/Stun/Rchg(13), Stpfy-Acc/Rchg(15), Stpfy-Acc/Stun/Rchg(15), Dsrnt-I(21)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Freezing Rain -- CtlSpd-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(17), P'ngTtl-EndRdx/Rchg/Slow(17), RechRdx-I(21), Slow-I(43), Achilles-ResDeb%(43)
Level 18: Earthquake -- DampS-Rchg/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(19), DampS-ToHitDeb(19), DampS-ToHitDeb/Rchg(46), DampS-ToHitDeb/EndRdx(46), DampS-Rchg(46)
Level 20: Health -- Heal-I(A), Heal-I(50)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Steamy Mist -- EndRdx-I(A), EndRdx-I(25), ResDam-I(25), Krma-ResKB(40)
Level 26: Volcanic Gasses -- Para-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(27), G'Wdw-Acc/Hold/Rchg(27), Lock-Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 28: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(31), DampS-ToHitDeb/Rchg/EndRdx(31), DampS-ToHitDeb/EndRdx(34)
Level 30: Thunder Clap -- Stgr-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(34), Rope-Acc/Rchg(34), Rope-Acc/Stun(37), Stpfy-Acc/Stun/Rchg(37)
Level 32: Animate Stone -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(45)
Level 35: Tornado -- Dmg-I(A), Dmg-I(36), Dmg-I(36), UndDef-Rchg/EndRdx(36), LdyGrey-Rchg/EndRdx(37)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(39), RechRdx-I(40)
Level 41: Fire Ball -- AirB'st-Dmg/Rchg(A), Det'tn-Acc/Dmg(42), Det'tn-Acc/Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(43)
Level 44: Fire Shield -- EndRdx-I(A), ResDam-I(45), TtmC'tng-ResDam/EndRdx(45)
Level 47: Hover -- Flight-I(A), Flight-I(48), Srng-EndRdx/Fly(48), Krma-ResKB(48)
Level 49: Combat Jumping -- Empty(A), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run



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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:
Here is the same build, with only the 2 special-case slots from Hasten moved (to Combat Jumping, just as a throwaway spot). As you can see, the same build can easily have playable numbers using cheap sets. I only posted my more expensive version as an example. However, if you plan your build, you can have one that you can slot cheaply (as below) while retaining the ability to work on getting the expensive sets while actually playing. Then you can just drop them in as you work on them, all while having playable numbers. And hey, if you never get around to the expensive stuff, no worries, since the same power choices and number of slots works on the cheap (as below).
I do much the same on builds I plan to invest more time, effort and enhancements in ...

I also will often use the second build for this. Make a "cheap" build using generic IO's perhaps some sets, while saving and placing the long term sets in the second build. Meanwhile playing and using the first build while working towards the 'final' (riiiight! ) build.


 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
Just to give you another build to look at for ideas, here is my Earth/Storm build.

It is slightly unconventional in that I put 5 slots in Hasten in order to hit Perma-hasten. It is also a bit unconventional in that I took Hover, but Stalagmites requires that you be on the ground. But, I wanted perma-hasten and I had to have hover for concept. You could easily drop Hover and take O2 boost instead, and then use the 2 slots from Hasten somewhere else. I also went with the Fire Epic (Ice or Earth would be superior for Earth/Storm overall) because she is based on my old D&D sorceress, and so she has to have Fireball for concept.
Would you be willing to put something up that shows an Ice or Earth Epic? I'm currently using Fire (and have playing tastes quite similar to yours), so I'm curious what you'd do in those cases. I'd like to work in CJ instead of SS, and O2... last? Something along those lines.

Thanks!


Project 86 - Bane SoA
Threat Agent - Elec/Shield Scrapper
Voodoo Hood - Thugs/Dark MM
And numerous other minions as well...

 

Posted

Opinion question would putting forcefeedback chance for recovery proc in tornado or freezing rain be worthwhile considering it ticks so often?


 

Posted

Quote:
Originally Posted by randomhero6 View Post
Opinion question would putting forcefeedback chance for recovery proc in tornado or freezing rain be worthwhile considering it ticks so often?
Force Feedback is a tricky proc because of the suppression period. If it fires the fires again before the suppression time runs out it won't have an effect. As a result it usually does better in a click power than a toggle. Also, with a pseudo-pet like Freezing Rain, it will have a chance to fire when you activate the power. If it subsequently fires for the pseudo-pet it will have no effect on your recharge.

Check out the Paragon wiki page for a better idea of how the suppression works here.