Please help tweak my Ill / Storm / Psi?


D-Void

 

Posted

Hello fellow Controllers!

I was hoping to harvest some of the communal wisdom here to make some of the final improvements to a much beloved controller, now entering the "purpled out" stage.

My priorities were: +recharge (for Perma-Hasten and as close to Perma-PA as possible), +ranged defense (survivability) and +recovery as a distant third. It's a themed character, so I'd like to keep Flight and the EPP, but this is the first character I've ever gotten to this stage, so I'm prepared to listen to about anything!

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Name Changed to Protect the Guilty: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind

  • (A) Unbreakable Constraint - Hold/Recharge
  • (3) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (3) Unbreakable Constraint - Accuracy/Recharge
  • (9) Unbreakable Constraint - Endurance/Hold
  • (11) Unbreakable Constraint - Chance for Smashing Damage
  • (11) Lockdown - Chance for +2 Mag Hold
Level 1: Gale
  • (A) Force Feedback - Chance for +Recharge
Level 2: Spectral Wounds
  • (A) Entropic Chaos - Accuracy/Damage
  • (13) Entropic Chaos - Damage/Endurance
  • (13) Entropic Chaos - Damage/Recharge
  • (15) Entropic Chaos - Damage/Endurance/Recharge
  • (15) Entropic Chaos - Chance of Heal Self
  • (17) Devastation - Chance of Hold
Level 4: Deceive
  • (A) Coercive Persuasion - Confused
  • (5) Coercive Persuasion - Confused/Recharge
  • (5) Coercive Persuasion - Accuracy/Confused/Recharge
  • (7) Coercive Persuasion - Accuracy/Recharge
  • (7) Coercive Persuasion - Confused/Endurance
  • (9) Coercive Persuasion - Contagious Confusion
Level 6: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 8: Flash
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (17) Basilisk's Gaze - Accuracy/Recharge
  • (43) Basilisk's Gaze - Recharge/Hold
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (46) Lockdown - Chance for +2 Mag Hold
Level 10: Swift
  • (A) Flight Speed IO
Level 12: Snow Storm
  • (A) Pacing of the Turtle - Chance of -Recharge
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (46) Freebird - +Stealth
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 18: Phantom Army
  • (A) Soulbound Allegiance - Damage
  • (19) Soulbound Allegiance - Damage/Recharge
  • (19) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (21) Soulbound Allegiance - Accuracy/Recharge
  • (21) Soulbound Allegiance - Damage/Endurance
  • (23) Soulbound Allegiance - Chance for Build Up
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (23) Performance Shifter - EndMod/Accuracy
  • (34) Performance Shifter - EndMod/Recharge
  • (45) Performance Shifter - Chance for +End
Level 22: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (42) Touch of Lady Grey - Chance for Negative Damage
  • (42) Positron's Blast - Chance of Damage(Energy)
Level 24: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (25) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (25) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (33) Dark Watcher's Despair - Chance for Recharge Slow
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (27) Glimpse of the Abyss - Endurance/Fear
  • (27) Glimpse of the Abyss - Accuracy/Endurance
  • (33) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (33) Glimpse of the Abyss - Chance of Damage(Psionic)
Level 28: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (29) Stupefy - Endurance/Stun
  • (29) Stupefy - Accuracy/Endurance
  • (31) Stupefy - Stun/Range
  • (31) Stupefy - Accuracy/Stun/Recharge
  • (31) Stupefy - Chance of Knockback
Level 30: Steamy Mist
  • (A) Luck of the Gambler - Recharge Speed
  • (46) Luck of the Gambler - Defense/Endurance
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (34) Expedient Reinforcement - Damage/Endurance
  • (37) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Tornado
  • (A) Absolute Amazement - Stun/Recharge
  • (36) Absolute Amazement - Accuracy/Stun/Recharge
  • (36) Absolute Amazement - Accuracy/Recharge
  • (36) Absolute Amazement - Endurance/Stun
  • (37) Absolute Amazement - Chance for ToHit Debuff
Level 38: Lightning Storm
  • (A) Apocalypse - Damage/Recharge
  • (39) Apocalypse - Accuracy/Damage/Recharge
  • (39) Apocalypse - Accuracy/Recharge
  • (39) Apocalypse - Damage/Endurance
  • (40) Apocalypse - Chance of Damage(Negative)
  • (40) Devastation - Chance of Hold
Level 41: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 44: Mind Over Body
  • (A) Steadfast Protection - Resistance/Endurance
  • (45) Steadfast Protection - Resistance/+Def 3%
Level 47: Psionic Tornado
  • (A) Ragnarok - Damage/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (48) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Chance for Knockdown
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 0: Ninja Run

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Some questions:

1) In Freezing Rain, I've placed a couple damage procs and the Achilles' Heel proc, because I read it was a good strategy and I felt that enhancing defense debuff was overkill. Is there a better slotting strategy for it?

2) The -recharge procs in Snow Storm and Hurricane: keep or toss? Not sure how much good they do...

3) The thing that seems to be my personal nemesis is a lack of AoE defense, but I don't see any way of getting it to even middling (~25%) levels without shooting +recharge in the foot. Thoughts?

Any other slotting or power tweaking ideas would be welcome. Thanks in advance!


 

Posted

Not along wrong with ya build man.
Ya wont need thunder clap if u have flash and spectral terror, Will get through the enemies too fast to use it.
either open with spectral terror, PA, or freezing rain. Ya main aim is to get spectral terror and freezing rain down asap. Open up a lil storm cloud above um, make sure u do it in the middle of the group so it jsut knocks them down and not knock back. Ya probs wont use many other powers. u can do major dmg with jsut spec terror, rain, PA, psi nado, and storm. They will be ya main powers.
Hope this helps.

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Posted

You've spent a lot of money, but I don't think it is as effective as it could be.
Some things I noticed right away:
-spec wounds - use decimation instead of entropic
-snowstorm - slot for end reduction, the proc does next to nothing
-get a miracle into health
-PA is better slotted 4 piece expedient (skip dam/end and the proc), 2 piece soulbound (dam/rech, proc)
-Freezing rain needs recharge. The damage procs are fairly lame (-res proc is great). You want to enhance it for rech and endurance. Aim for a recharge of like 18 seconds. It is worth it.
-Replace proc in hurricane with rech/end from the set
-nado does a lot of damage against things that stay around.
-Last time I used apoc set in LS the proc did damage to you as well. I dunno if it was ever fixed. As to whether apoc is better in LS or spec, it just depends on how you are using the toon and what content you are facing. You'll need to have double LS going for it to be better against single targets. And you need to be decent at packing spawns with hurricane for it to be useful for the aoe damage.
-Mind over body needs real slotting if you plan to actually use it.
-Make sure to get your accolades.

I know you said you weren't focusing on recovery much, but your toon will need a respirator after pretty much every spawn.


 

Posted

I haven't done a full review, but did you look at your endurance? You don't have near enough EndRdx in this build, and it appears to me that you will be draining that blue bar most of the time.


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

Thank you for your replies!

Yeah, the character can feel a little asthmatic at times, but the PA gives me quite a bit of breathing room, plus I have (and can generate) blue pills to keep me going. EndRedux is definitely on the agenda!

I don't have access to my Mids at the moment, so I'm going just by memory and paragonwiki.

1) If I were to drop Thunder Clap, the first thought that occurs to me (to make up the loss of +ranged def in Stupefy) is Maneuvers. But that's another toggle... blue bar whimpers at the thought of it. Alternatives?

2) I've always wondered about slotting Tornado for damage... basically, it's only going to work (provide significant DoT) against EBs / AVs / GMs that resist knockback?

3) Any thoughts on the AoE defense hole?

I'm clearly slot-hungry in this build, and I'm sure I'm making some pretty common mistakes. Thank you again for your insight!


 

Posted

Honestly ya dont really need ranged def at all. I run a ill/rad so i slotted the illusion the same. Most the time i jsut use Maneuvers to slot an extra LOTG +rech. I never use it. You wont need to really use hurricane all that much, Kb is a ***** with this this seeing as ya dotn have an AoE immob. So really u will only have 2 toggles running. Dont slot domg in tornado its a waste. Slot it with stun IO's so ya could use Stupefy in it.


Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
------------
Level 1: Spectral Wounds Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Gale Empty(A)
Level 2: Blind BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), EoCur-Acc/Hold/Rchg(9)
Level 4: Deceive CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13)
Level 6: Flash UbrkCons-Hold(A), UbrkCons-Hold/Rchg(15), UbrkCons-Acc/Hold/Rchg(15), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(17)
Level 8: Snow Storm HO:Micro(A), HO:Micro(19), HO:Micro(19)
Level 10: Steamy Mist LkGmblr-Rchg+(A), RedFtn-Def(21), RedFtn-EndRdx(21), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(25)
Level 12: Hover LkGmblr-Rchg+(A)
Level 14: Fly Flight-I(A)
Level 16: Swift Flight-I(A)
Level 18: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(27)
Level 22: Phantom Army ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(29), ExRmnt-Dmg/EndRdx(29), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31)
Level 24: Freezing Rain Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(31), LdyGrey-DefDeb/Rchg/EndRdx(33), LdyGrey-Rchg/EndRdx(33), LdyGrey-DefDeb/EndRdx(33), Posi-Dam%(34)
Level 26: Hurricane DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(36)
Level 28: Spectral Terror Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(36), Abys-Fear/Rng(37), Abys-Acc/Fear/Rchg(37)
Level 30: Hasten RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 32: Phantasm ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-+Res(Pets)(45)
Level 35: Tornado Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(43)
Level 38: Lightning Storm Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Decim-Dmg/Rchg(40)
Level 41: Indomitable Will RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42)
Level 44: Mind Over Body Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/Rchg(50), S'fstPrt-ResDam/Def+(50)
Level 47: Psionic Tornado Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Maneuvers LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
Level 6: Ninja Run


 

Posted

Quote:
Originally Posted by D-Void View Post
Thank you for your replies!

Yeah, the character can feel a little asthmatic at times, but the PA gives me quite a bit of breathing room, plus I have (and can generate) blue pills to keep me going. EndRedux is definitely on the agenda!

I don't have access to my Mids at the moment, so I'm going just by memory and paragonwiki.

1) If I were to drop Thunder Clap, the first thought that occurs to me (to make up the loss of +ranged def in Stupefy) is Maneuvers. But that's another toggle... blue bar whimpers at the thought of it. Alternatives?

2) I've always wondered about slotting Tornado for damage... basically, it's only going to work (provide significant DoT) against EBs / AVs / GMs that resist knockback?

3) Any thoughts on the AoE defense hole?

I'm clearly slot-hungry in this build, and I'm sure I'm making some pretty common mistakes. Thank you again for your insight!
On my perma-PA Ill/Rad, I don't worry about defense. Between invisibility and Phantom Army and Phantasm's Decoy, I get hit very little -- and I have a self heal. I haven't fully IO'ed out my Ill/Storm yet, but I doubt I would focus on Defense, either. If things get out of hand, I have Hurricane, Tornado and Hibernate.

Tornado does a lot of damage if you can keep it focused on a target. If you read Tal-N's Smoke and Mirrors Guide for Ill/Storm, he explains why. (It is out of date, but still has a lot of good info.) One technique is to trap a foe or group of foes in a corner or cul-de-sac, and let loose with Tornado and Lightning Storm. Those two powers will chew 'em up! Plus, Tornado is able to hit almost-impossible-to-hit foes like Paragon Protectors after they have MoGed. Tornado is often the best way to take them down when they have a sliver of health left.


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 Local_Man View Post
On my perma-PA Ill/Rad, I don't worry about defense. Between invisibility and Phantom Army and Phantasm's Decoy, I get hit very little.
Most likely, that means that I'm doing something wrong. Seems like every time I drop FR -- even with SM and a +stealth IO in Flight -- someone decides to take pot shots at me with grenades. Maybe it's just a Citadel TF thing...

... or maybe it's that I'm a little more hesitant to use Phantasm, since it seems awfully touchy, especially when I'm trying to get close enough to place FR.

My thought was: 20-25% ranged and AoE defense, combined with Spectral Terror and a few small purples on hand, would keep me pretty safe. Even with fairly respectable slotting, there are times that things spiral out of control before I can get my chaos engine humming.

So, what's your secret?


 

Posted

Quote:
Originally Posted by Frosticus View Post
-snowstorm - slot for end reduction, the proc does next to nothing
You can look at my post in the defenders section, here if you are interested in understanding why this proc is worthless. controller numbers are -62.5% for snow storm and -40% recharge for Freezing Rain.

Quote:
-Freezing rain needs recharge. The damage procs are fairly lame (-res proc is great).
Recharge should definitely be your top priority. The res proc is better against tough targets, although the damage procs are actually better against typical mobs. A damage proc deals ~72 damage. Thus inorder to get that benefit from the the -res proc you need to deal 360 damage. A minion only has 430 hit points at lvl 50, which means you (if you didn't round) can just barely make out better with the -res proc, but only if the minions have taken no damage when the proc was applied. And only if you can deal 360 damage in 10 seconds.

Now this is for the proc in a typical power. Because FR has a -res component, the minion will be dead long before you deal that 430 damage. Also, since there are two chances for proccing with Freezing Rain, the damage proc can actually prove much more beneficial against minions.

Facing larger targets there are obviously more hit points so you are not at the same risk of reaching the cap, and on larger teams, the damage is easier to reach. Furthermore -res is not subject to the resistance that the damage procs are, so I would agree that the -res proc is better, but it depends on your application and I wouldn't call the damage procs that much worse than the heel.
Quote:
-Last time I used apoc set in LS the proc did damage to you as well. I dunno if it was ever fixed. As to whether apoc is better in LS or spec, it just depends on how you are using the toon and what content you are facing.
I know that the apoc proc still has a chance to damage you, and I believe that all damage procs in LS are subject to this effect. Of course, this only occurs when LS is summoned, and I find it to be a generally ignorable ammount of damage. Personally, I love the proc in LS, but as Frosticus says it will depend on how good you are positioning your mobs if you can get enough milage out of it.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Quote:
Originally Posted by D-Void View Post
Most likely, that means that I'm doing something wrong. Seems like every time I drop FR -- even with SM and a +stealth IO in Flight -- someone decides to take pot shots at me with grenades. Maybe it's just a Citadel TF thing...

... or maybe it's that I'm a little more hesitant to use Phantasm, since it seems awfully touchy, especially when I'm trying to get close enough to place FR.

My thought was: 20-25% ranged and AoE defense, combined with Spectral Terror and a few small purples on hand, would keep me pretty safe. Even with fairly respectable slotting, there are times that things spiral out of control before I can get my chaos engine humming.

So, what's your secret?
No you aren't wrong. Ill/storm is an entirely different beast than ill/rad.

Your annoyance factor is much higher and covers a much larger area resulting in you often pulling agro that PA has no chance of gathering because they weren't near them to begin with.

You also have no heal, or damage reduction affecting them so you feel everything that slips through.

You have two solid options.
1. Build for some solid defense (like you are trying) and combine that with spec terror and some hurricane use. Layer it with indom will to protect you from the few mezzes that slip through.
2. Ignore defense and go balls to the wall with hurricaning. This can be just as effective (maybe moreso if you get good at packing mobs), but it is very engaging and ime with 3 lvl 50 stormers (def, troller, MM) it wears you down quicker than playing an actively buffing kinetic toon.

Personally I go with option 1 as it allows me to play both aggressively and not as aggressively depending on the team or solo situation. I'd aim for closer to 30% ranged and try to get your endurance consumption under control. If you can still squeeze out 90% global rech (before hasten/slotting) that would be a pretty crazy toon. I use those numbers because I know you can do it, but it will come at the cost of some of the procs you have slotted in attacks.


 

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Originally Posted by Draggynn View Post
Recharge should definitely be your top priority. The res proc is better against tough targets, although the damage procs are actually better against typical mobs. A damage proc deals ~72 damage. Thus inorder to get that benefit from the the -res proc you need to deal 360 damage. A minion only has 430 hit points at lvl 50, which means you (if you didn't round) can just barely make out better with the -res proc, but only if the minions have taken no damage when the proc was applied. And only if you can deal 430 damage in 10 seconds.

Now this is for the proc in a typical power. Because FR has a -res component, the minion will be dead long before you deal that 430 damage. Also, since there are two chances for proccing with Freezing Rain, the damage proc can actually prove much more beneficial against minions.
A well built ill/storm will vaporize minions at a speed that makes blasters dizzy. They aren't why you slot -res proc in FR. Luts and higher are why you slot it and because the additional -res benefits everyone including you, PA, Phantasm, nado, LS, and your entire team. Solo it takes mere seconds for it to be more beneficial than a damage proc. In a team it happens in less than a second.

That said. I like slotting my FR with:
achilies proc, lady grey rech/end, def/end/rech, undeminded rech/end, def/end/rech, damage proc.
But if the build is tight that proc is one of the first slots that will go on the chopping block across all the powers.

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I know that the apoc proc still has a chance to damage you, and I believe that all damage procs in LS are subject to this effect. Of course, this only occurs when LS is summoned, and I find it to be a generally ignorable ammount of damage. Personally, I love the proc in LS, but as Frosticus says it will depend on how good you are positioning your mobs if you can get enough milage out of it.
Ya the self damage didn't stop me from slotting it on my fire/storm either, just mentioning it so he knows. It is sort of like if you put the stupefy set into seeker drones and occasionally get knocked away when you summon them. If you don't know what's happening you might just say "wtf" several times before you clue in.


 

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Originally Posted by Frosticus View Post
A well built ill/storm will vaporize minions at a speed that makes blasters dizzy. They aren't why you slot -res proc in FR. Luts and higher are why you slot it and because the additional -res benefits everyone including you, PA, Phantasm, nado, LS, and your entire team. Solo it takes mere seconds for it to be more beneficial than a damage proc. In a team it happens in less than a second.
Like I said the proc is beneficial against hard targets and on teams, but I don't think it is head and shoulders above the damage proc solo against large groups though (for example +0x8 no bosses). In order for the -res proc to be worthwhile you need to deal 360 damage to the targets hit by the proc. Doing some rough calculations I think that a ill troller can reasonable hit this goal on 10 targets so I think in groups of less than 10 the -res proc can probably outperform. (I assumed enough recharge bonuses for 300% rechange on powers and that all of your uncontrollable pets generally chose different targets, and ignored containment since it's hard for illusion controllers). The problem though is that with group of 16, since you can't control your pets, you need to hope that the enemies they are targetting are the ones that get hit with the debuff, a problem that you don't need to worry about with the damage proc.

Now of course, there's not really a good reason for an ill/storm to run without bosses, and since bosses are more likely to live longer and thus have fire focused on them when there's a proc the -res proc is a good choice. However, I continue to maintain that solo the damage procs can often match or occasionally outperform (depending on how fire is focued) a -res proc and to call them lame is misleading.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

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Originally Posted by Frosticus View Post
No you aren't wrong. Ill/storm is an entirely different beast than ill/rad.

Your annoyance factor is much higher and covers a much larger area resulting in you often pulling agro that PA has no chance of gathering because they weren't near them to begin with.

You also have no heal, or damage reduction affecting them so you feel everything that slips through.
That was my impression of things. I've been improving the build incrementally, and I could very much observe the difference that even 20% ranged defense provides. Since I try to stay out of melee (Hover + Hurricane work well for that), the only really consistent source of incoming damage became AoEs.

While I understand the theory of packing enemies into a corner with Hurricane, it's pretty tricky and demands both enemies that don't mind corners too much (or lack the repel/kb resist to do much about it if they do), and, well, corners. Defense is less situational and thus more widely applicable.

It's not like I'm even being all that deliberate about harvesting aggro. I only go into full-on environmental-anarchy mode when I'm a) solo, b) with a group on the verge of wiping, or c) with a laid-back group without many melee-types. People can get pretty high-strung about knockback, and though I can control it (KB from above, or toward walls/corners), I'm still catching plenty of incoming ouchie.

To me, this is more of a problem than the endurance woes, thus my prioritization, but I do see value in the "get your blue bar squared away and then we'll talk about defense" approach as well. Now it's just finding that happy medium without killing recharge...