Input please Fire/Storm build


Akia

 

Posted

Hello,

I have made a fire storm controller and really enjoying it. She is lvl 36 now and I thought I would plan ahead.

I don't really "need" hurricane, just was not sure what to put in its place.

I chose to take tactics, maneuvers, and assault for added defense, damage, and accuracy.

I chose the epic pool for power boost, and conserve power. Would I be correct here?

Any advice would be appreciated.

Thanks in advance!
Akia

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(3), G'Wdw-EndRdx/Hold(3), G'Wdw-Acc/EndRdx(34), G'Wdw-Hold/Rng(37)
Level 1: Gale -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(36)
Level 2: O2 Boost -- Mrcl-Rcvry+(A), Mrcl-Heal(7), Mrcl-Heal/Rchg(7), Mrcl-Heal/EndRdx/Rchg(15), Mrcl-EndRdx/Rchg(46)
Level 4: Fire Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Rchg(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-EndRdx/Immob(15)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Smoke -- RechRdx-I(A)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: Steamy Mist -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(13), LkGmblr-Rchg+(17), LkGmblr-Def(17), LkGmblr-Def/EndRdx(46)
Level 14: Fly -- EndRdx-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Numna-EndRdx/Rchg(39)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Acc/Rchg(40)
Level 22: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(23), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(40)
Level 24: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(25), UndDef-DefDeb/Rchg(25), UndDef-DefDeb/EndRdx(36), UndDef-DefDeb(40), UndDef-DefDeb/Rchg/EndRdx(43)
Level 26: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(27), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43)
Level 28: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(29), DampS-ToHitDeb/Rchg/EndRdx(29), DampS-Rchg/EndRdx(36), DampS-ToHitDeb/EndRdx(42)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Fire Imps -- BldM'dt-Dmg(A), BldM'dt-Acc(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Dmg/EndRdx(34), BldM'dt-Acc/Dmg(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Hasten -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46)
Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-EndRdx/Rchg(50)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 9.06% Defense(Fire)
  • 9.06% Defense(Cold)
  • 4.38% Defense(Energy)
  • 4.38% Defense(Negative)
  • 1.25% Defense(Melee)
  • 5% Defense(Ranged)
  • 10.6% Defense(AoE)
  • 5.85% Max End
  • 2.5% Enhancement(Held)
  • 43% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 11% Enhancement(Heal)
  • 62.5% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 5% FlySpeed
  • 133.5 HP (13.1%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 6.65%
  • MezResist(Terrorized) 5%
  • 16% (0.27 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 5.64% Resistance(Negative)
  • 15% RunSpeed
------------
Set Bonuses:
Ghost Widow's Embrace
(Char)
  • 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.25% Max End
  • 2.5% Enhancement(Held)
Positron's Blast
(Gale)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Miracle
(O2 Boost)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 5% Enhancement(Heal)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
Enfeebled Operation
(Fire Cages)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Aegis
(Steamy Mist)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Luck of the Gambler
(Steamy Mist)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Undermined Defenses
(Freezing Rain)
  • 2% DamageBuff(All)
  • 1.8% Max End
  • 7% Enhancement(Accuracy)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Basilisk's Gaze
(Cinders)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
  • Status Resistance 5%
Dampened Spirits
(Hurricane)
  • 2% DamageBuff(All)
  • 1.8% Max End
  • 2.5% Resistance(Negative)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Blood Mandate
(Fire Imps)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Positron's Blast
(Energy Torrent)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)


 

Posted

I wouldn't really recommend leadership with a fire/storm:

1. fire/storm is a HUGE end hog, that many toggles are not your friend.
2. The benefits of leadership will be small as it already does significant damage (its a freaking buzzsaw of a powerset) and without any other significant defense to stack with maneuvers will be nothing but an end drain for you.

For a fire/storm I find that you really want to build for + end and + recovery followed by + recharge. Personally I like hurricane for a panic button and for herdicaning.


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

 

Posted

You're Storm and you fully slotted Gale for Damage (?!) but skipped Lightning Storm completely?


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Quote:
Originally Posted by Circuit_Boy View Post
You're Storm and you fully slotted Gale for Damage (?!) but skipped Lightning Storm completely?
What part of this is advice or suggestions?

I have not played this game in 4+ years. When I last played there was no invention system. I am trying to use a vast amount of information in a VERY short amount of time. So that I can save recipes and hopefully minimize the amount of money I will need to farm. Not everyone has invested all their time here.

A little compassion, and understanding goes a long way. Please troll some place else.

-Akia


 

Posted

I spoke mainly to your questions and didn't really look at the build. Allow me to give you a little advice.

Flashfire and fire cages will be an important part of your attack/control chain. Take is ASAP. Make sure it has max recharge, you want it up and often.

Hotfeet is pretty dern important to the buzzsaw effect of fire/storm.

Gale is pretty overslotted.

Smoke is pretty meh for a fire/storm. It's not really a set that wants the "subtlety" of smoke. It's more "I'm in your face killing your minions".

Snow storm has its uses, but I'd pick it later than sooner.

And as I said, leadership is a bit low priority, especially in a build without a defense based shield ala ice or earth APP. Steamy mist's def is too low in my opinion to benefit from the stacking of maneuvers.

And most important: Lightning storm and tornado are your friends! Take em, love em, use em and laugh at the waste and wreckage behind you!

Hope this helps and welcome back to Coh/v.


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

 

Posted

Quote:
Originally Posted by MentalMaden View Post
I spoke mainly to your questions and didn't really look at the build. Allow me to give you a little advice.

Flashfire and fire cages will be an important part of your attack/control chain. Take is ASAP. Make sure it has max recharge, you want it up and often.

Hotfeet is pretty dern important to the buzzsaw effect of fire/storm.

Gale is pretty overslotted.

Smoke is pretty meh for a fire/storm. It's not really a set that wants the "subtlety" of smoke. It's more "I'm in your face killing your minions".

Snow storm has its uses, but I'd pick it later than sooner.

And as I said, leadership is a bit low priority, especially in a build without a defense based shield ala ice or earth APP. Steamy mist's def is too low in my opinion to benefit from the stacking of maneuvers.

And most important: Lightning storm and tornado are your friends! Take em, love em, use em and laugh at the waste and wreckage behind you!

Hope this helps and welcome back to Coh/v.
My comment was not addressed toward you, sorry if it seemed that way. I was actually in the process of reworking based on your suggestions. Will post again when I am done.

The guides here some are very out of date, and should be removed The one they have listed for slotting imps one of the comments says to have 5 recharge, and 1 end redux.


 

Posted

Okay, well, some advice, then. First, don't plan the whole build with IOs from the start. Play things by ear and by necessity.

Gale does a tiny amount of damage. Slotting it for damage is dubious, at best.

Lightning Storm is one of Storm's critical powers. Skipping it, especially in favor of Leadership, seems a little odd.

Steamy Mist gives a paltry amount of +Defense, so slotting it for that isn't going to net much by way of returns. It grants fairly substantial +Resistance but only to Fire, Cold, and Energy damage. That's worth slotting, but six-slotting it is a waste. Frankly, I'd just "frankenslot" that one for two Resistance/Endurance Reduction IOs and one Resistance IO and leave it at that, unless you're going for some Set IO thing (though I'm always prejudiced against contorting a build for Set IO benefits).

Also, calling long-standing players here "trolls" (or any other name) won't get you very far on these boards, particularly when we ARE giving you advice.


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Oh no problem, I didn't take it that way. I just realized, I just answered your questions and didn't bother looking at the build in detail.


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

 

Posted

As you work on your build, here are a few things to consider:

Char (1), Fire Cages(2), Flashfire (12), Freezing Rain (16), Fire Imps (32), Tornado (35) and Lightning Storm (38) should all be taken as soon as they are available.

Most people would skip Gale if they could, and most put an Accuracy in the default slot and rarely use it.

O2 Boost and Snow Storm are optional -- both have good uses depending on playstyle. Snow Storm has some significant -Recharge, so Fire Cages + Snow Storm means that they can't move and they can't shoot at you very often. O2 Boost is a weak single target ally-only heal with some other nice benefits like undoing Stun and resistance to endurance drain. Either can be taken later in the build, if at all.

Smoke? Easily skippable, although some people like it. Assuming you take Steamy Mist, you don't have a strong need for Smoke. If you want invisibility, consider using Hasten/Super Speed for travel, as Super Speed has a Stealth component that combines with Steamy Mist to equal full invisibility. Or, you can get one of those nice Stealth IOs to put in your travel power or Sprint. Or you can take the Stealth power from the power pool, but I don't recommend that options. Note that you can slot either the Steadfast Protection -knockback proc or the Karma -Knockback proc in Steamy Mist. I prefer to slot Steamy Mist for EndRdx and Resist over Defense. Whether you take it early or after level 20 is up to you.

I like taking Hot Feet early (at 8 or soon after), but some people delay it until after Stamina due to the endurance cost. I like the damage early, even if I have to turn it off some to recover endurance.

Plan on taking at least one of the Fitness powers before level 16, so you can fit in Freezing Rain at 16 and still take Stamina by 20.

I consider Cinders to be pretty close to required. Hasten too. Fit them in sometime.

Hurricane has its uses. It has a large -ToHit Debuff in addition to the ability to push foes around (even if they are immobilized). If you Fire Cage some foes, then touch them or push them around with Hurricane, then the foes can't move and can't hit you very often. You can trap foes in a corner with Hurricane, then use Hot Feet and Lighting Storm and Tornado to destroy them (for as long as your endurance holds out).

There is a huge benefit to being able to stack the stun of Flashfire and Thunderclap. The two together will stun bosses. With the right slotting, Thunderclap recharges quickly and can keep minions in perma-stun. Plus, a PB AoE stun is great since you will be in melee anyway to use Hot Feet. Because of this, Thunderclap is close to being in the "essential" category for a Fire/Storm, while it is skippable on other */Storm builds. I suggest you plan to take Thunderclap as soon as you can at 28.

Like MM, I am not a fan of Leadership on most controllers. Endurance is too tough on this character.

Personally, I would go for the Psi APP Pool. One of your biggest problems will be getting mezzed, and Indomidible Will can stop that most of the time. But I can see where Conserve Power and Power Boost might be attractive.


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 Circuit_Boy View Post
Also, calling long-standing players here "trolls" (or any other name) won't get you very far on these boards, particularly when we ARE giving you advice.
Firstly, thank you for your advice. I am seriously trying to learn, but so much bad advice in the guides that are old it really is hard to discern what to do. I had read that taking leadership was good. I went through 22 pages of posts before posting and found nothing on my build. Mostly fire/kin or some sort of other combination.

That was much better then the first post To be fair, if you look at it, how would you have taken it


 

Posted

Quote:
Originally Posted by Local_Man View Post
Personally, I would go for the Psi Pool. One of your biggest problems will be getting mezzed, and Indomidible Will can stop that most of the time.
I honestly was wondering about having some sort of mezz resist. With endurance being such a huge problem ATM that is why I went with the other. Is it as much of an issue at 50 to warrant not using conserve power?

Quote:
Originally Posted by Local_Man View Post
Or, you can get one of those nice Stealth IOs to put in your travel power or Sprint.
What is the name of the IO? I am not sure SS is a good choice for me. I spend half my time running in to walls with SB LOL I may give it a try though.


 

Posted

Quote:
Originally Posted by Akia View Post
I honestly was wondering about having some sort of mezz resist. With endurance being such a huge problem ATM that is why I went with the other. Is it as much of an issue at 50 to warrant not using conserve power?
If you use IO sets to slot for Recovery and +Endurance bonuses, you may be able to have enough endurance to not worry about needing Conserve Power. But Fire/Storm is one of the most endurance hungry builds there is.


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:
Personally, I would go for the Psi Pool. One of your biggest problems will be getting mezzed, and Indomidible Will can stop that most of the time.
I went earth mastery on mine for fissure (fits well in the fire/storm playstyle and yet another source/potential to stun) and the wonderful earth's embrace, which is nice on a fire/storm as you have no self heal and you do take a fair share of damage if you play it melee centric. You're suggestion of mezz protection is a legitimate argument though. With fire/storm, I just try to killem before they stun meh!


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

 

Posted

Thanks everyone, I will post again later after I have time to work with mids a bit.


 

Posted

Quote:
Originally Posted by Akia View Post
To be fair, if you look at it, how would you have taken it
To be fair, I not only looked at it, I wrote it. I would have taken it and answered it, probably with something along the lines of, "Oh, yeah, that is kind of an oversight, isn't it?"

As I said, I think a lot of what goes on on these boards with posting builds before you're even out of Outbreak/Breakout is kind of useless. I have a few principles I always go by (Swift/Hurdle at 14 or before, Travel Power ASAP, Health at 18 or before, Stamina at 20), but otherwise, I play every build by ear, gauging what the sets need as I go along. I have rough sketches of what I intend to do, but sometimes I find those change--sometimes radically--based on in-game experience.

I don't even slot IOs until 35 (before that, regular SOs are usually equivalent or better, and cheaper), which means a build with Set IOs isn't going to be that useful to me for most of my character's career.


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Quote:
Originally Posted by Akia View Post
What is the name of the IO? I am not sure SS is a good choice for me. I spend half my time running in to walls with SB LOL I may give it a try though.
Each travel power has a IO set with a Stealth IO. For Run Speed, it is Celerity. For Leaping, there is one in the Unbounded Leap set. Flying gets Freebird and Teleport gets Time & Space. It is important to note that both the Run and Jump ones can be slotted into Sprint -- this is a great place to put a Stealth IO. Most of the time, the Jump ones are a lot cheaper than the Run ones, so even if you have Fly or Teleport or Super Speed, you can put that Unbounded Leap Stealth IO in Sprint.


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

My fire/storm is my main farmer.... so I do have some experience.

Leadership pools.... drop them! When I farm, I just have Hotfeet and Mind over Body going, and still can drop my endurance to zero with just one attack chain (flashfire,firecages, freezing rain,hot feet, psionic tornado, lightning storm, smoke). If I didn't keep getting blues on drops, it would really suck.

Gale... I have it cus of Containment, use it every time I cast fire cages.

O2 Boost... teamwise its fine, but I run solo.

Lightning Storm... its a power you want, not kidding here. I love it, and its saved my *** a number of times. I only wish I could keep up more then two for 30 seconds. Throw it up, and you don't have to worry about some mob punk coming up on your six.


But here is a warning... my build with all its aoes, can agg the whole room without much effort.


Here is my build;

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/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Quote:
Originally Posted by MentalMaden View Post
I spoke mainly to your questions and didn't really look at the build. Allow me to give you a little advice.

Flashfire and fire cages will be an important part of your attack/control chain. Take is ASAP. Make sure it has max recharge, you want it up and often.

Hotfeet is pretty dern important to the buzzsaw effect of fire/storm.

Gale is pretty overslotted.

Smoke is pretty meh for a fire/storm. It's not really a set that wants the "subtlety" of smoke. It's more "I'm in your face killing your minions".

Snow storm has its uses, but I'd pick it later than sooner.

And as I said, leadership is a bit low priority, especially in a build without a defense based shield ala ice or earth APP. Steamy mist's def is too low in my opinion to benefit from the stacking of maneuvers.

And most important: Lightning storm and tornado are your friends! Take em, love em, use em and laugh at the waste and wreckage behind you!

Hope this helps and welcome back to Coh/v.
Agree with most of this - except the bit about smoke. I like to have a little more control, personally, about when that next group gets aggroed (even solo I run some rather packed maps) and Smoke helps with that.

And yeah. Fire/storm = END hog. Almost as bad as my BS/SR.

Going to be watching this as well. I need to finish mine up (one of my Virtue characters. Very fun.) I'd post what I have going in the late 30s, but it's been changed a few times, and is going to change some more as I tweak. (No 02 boost here, too much other stuff going on - and I'll fully admit to still not having the hang of Hurricaine. Mostly use it to debuff and nudge stuff into nice little groups.)


 

Posted

for those that solo, is defense an issue? I read another post where the guy had almost maxed out his range defense.


 

Posted

In my opinion, not at the expense of what you are good at.

Softcapping is neat, but far from important. My fire/storm was taking down spawns of +4s in cimerora in the mid 40s without the benefit of defense bonuses. If you lockem down and kill them quickly, who cares if they can hit you?


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

 

Posted

fair point. Just double checking


 

Posted

Quote:
Originally Posted by Akia View Post
for those that solo, is defense an issue?
Nope. The times I get concerned, I eat a couple of purples first. Other than that, they're dealing with smoke, or locked down, hit with one or two AOE stuns, deuffed by hurricane, flopping around on ice... they don't have time to shoot at me.


 

Posted

Here is what I came up with. I crammed as much recovery/endurance as I could find. Let me know if I can add more.

I chose to stay with primal forces mastery for now. Should Conserve power not be needed much I will switch. It was a hard choice.

I chose the slotting in steamy mist for KB protection, and recovery.

The slotting in fire imps, and tornado for the buffs for my pets.

Better, or did I still miss the mark?

-Akia

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Char -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(3), G'Wdw-Dam%(3), G'Wdw-Acc/Hold/Rchg(5), G'Wdw-Acc/Rchg(5), G'Wdw-EndRdx/Hold(17)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- TotHntr-Dam%(A), TotHntr-Acc/Immob/Rchg(7), TotHntr-Acc/Rchg(7), TotHntr-EndRdx/Immob(9), TotHntr-Immob/Acc(9)
Level 4: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 8: Swift -- Run-I(A)
Level 10: Smoke -- ToHitDeb-I(A)
Level 12: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(13), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(15), S'fstPrt-ResKB(15)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Heal-I(50)
Level 18: Freezing Rain -- UndDef-DefDeb(A), UndDef-Rchg(19), UndDef-DefDeb/EndRdx(19), UndDef-DefDeb/Rchg/EndRdx(46), UndDef-Rchg/EndRdx(48)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(23), Efficacy-EndMod/Acc/Rchg(25)
Level 22: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Dmg/Rchg(27)
Level 24: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(29), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31)
Level 26: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Rchg/Hold(33)
Level 28: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(34), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(36)
Level 30: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(36), Stpfy-Acc/EndRdx(36), Stpfy-EndRdx/Stun(37), Stpfy-Acc/Rchg(37)
Level 32: Fire Imps -- EdctM'r-PetDef(A), CmdPres-PetRes(33), CmdPres-Acc/Dmg(37), CmdPres-Dmg/EndRdx(39), CmdPres-Acc/Dmg/EndRdx(39), CmdPres-Acc/EndRdx(40)
Level 35: Tornado -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(39), CmdPres-Acc/EndRdx(40), CmdPres-Acc/Dmg/EndRdx(40), SvgnRt-PetResDam(42), ExRmnt-+Res(Pets)(50)
Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(43), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Energy Torrent -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 5% Defense
  • 0.63% Defense(Fire)
  • 0.63% Defense(Cold)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 1.25% Defense(AoE)
  • 10.8% Max End
  • 5% Enhancement(Immobilize)
  • 45% Enhancement(RechargeTime)
  • 6% Enhancement(Stun)
  • 25% Enhancement(Accuracy)
  • 152.6 HP (15%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 2.75%
  • MezResist(Placate) 10%
  • MezResist(Stun) 2.2%
  • MezResist(Taunt) 10%
  • 20.5% (0.34 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 21.6% Resistance(Fire)
  • 21.6% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed
------------
Set Bonuses:
Lockdown
(Char)
  • 3% DamageBuff(All)
Ghost Widow's Embrace
(Char)
  • 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.25% Max End
Trap of the Hunter
(Fire Cages)
  • 5% Enhancement(Immobilize)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
Tempered Readiness
(Snow Storm)
  • 1.5% (0.03 End/sec) Recovery
Luck of the Gambler
(Steamy Mist)
  • 10% (0.42 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Impervium Armor
(Steamy Mist)
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection
(Steamy Mist)
  • Knockback Protection (Mag -4)
Undermined Defenses
(Freezing Rain)
  • 2% DamageBuff(All)
  • 1.8% Max End
  • 7% Enhancement(Accuracy)
  • 15.3 HP (1.5%) HitPoints
Efficacy Adaptor
(Stamina)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
Eradication
(Hot Feet)
  • 1.8% Max End
Obliteration
(Hot Feet)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Basilisk's Gaze
(Cinders)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Dark Watcher's Despair
(Hurricane)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
  • 2% DamageBuff(All)
Stupefy
(Thunder Clap)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Edict of the Master
(Fire Imps)
  • 5% Defense
Commanding Presence
(Fire Imps)
  • 1.5% (0.03 End/sec) Recovery
  • 11.4 HP (1.13%) HitPoints
  • 1.35% Max End
  • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
  • MezResist(Placate,Taunt) 10%
Commanding Presence
(Tornado)
  • 1.5% (0.03 End/sec) Recovery
  • 11.4 HP (1.13%) HitPoints
  • 1.35% Max End
Sovereign Right
(Tornado)
  • 10% Resistance(All)
Expedient Reinforcement
(Tornado)
  • 10% Resistance(All)
Decimation
(Lightning Storm)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Energy Torrent)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)


 

Posted

I don't have access to Mid's at the moment, but I can see a few things:

Hot Feet is one of your main sources of damage. But it uses a LOT of Endurance in a build that already has endurance problems. Your slotting doesn't have near enough EndRdx. You need to max slot for EndRdx first, then go for as much damage as you can fit in and some accuracy. I think I have Dam/EndRdx and Acc/Dam/EndRdx from Scirocco, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, 1 Acc/Dam Hami-O and a common EndRdx. Those last two can be adjusted for leveling up. I prefer taking it at 8, but it is not unreasonable to delay it (but you'll miss the damage leveling up).

Flashfire at level 12, not 24. 6-slot it. The Stupify set is good, but add a Recharge in the 6th slot. This power needs to recharge as fast as possible. Personally, I'd dump Smoke, or at least move it later. Flashfire is far more important.

Speaking of Smoke, the ToHit Debuff isn't all that much. You have Super Speed with a Celerity Stealth plus Steamy Mist . . . why do you need Smoke? Its primary benefit is the perception debuff.

Freezing Rain at 16, not 18. Yeah, it is that important. It needs to be slotted mainly for Recharge. The Defense Debuff isn't really all that important, as the default amount in the power is enough. Procs are nice.

I'm not a fan of 5 or 6-slotting Stamina. You need those slots other places. 3 Commons or up to 4 Performance Shifters with the Proc.

Char: I prefer 4 from the Baz Gaze set, and some damage in the last two slots. If you are going to solo, you need as much damage as you can get.

Hurricane can get by on 4 Dark Watcher.

Fire Imps: I like the same slotting as Phantom Army -- 4 Expediant Reinforcement, plus the Call to Arms triples until 50, then replace those with Dam/Rech and Chance for Build Up from the purple Soulbound set. Imps run around a lot, so those +5% Defense procs are mostly worthless. Same with the Resistance procs. It is far better to have lots of recharge, so you can call up more Imps when they die. I would take O2 Boost over Smoke, because you can heal your imps and unmez them.

Tornado has very high accuracy -- all it really needs is Recharge, Damage and EndRdx.

Lightning Storm also has high accuracy, so it mainly needs Damage, Recharge and EndRdx too. If you have room, the Devastation Chance for Hold is very nice in this power. I use the Chance for Hold proc in Lightning Storm on most of my Stormies. It has a chance to hit with each lightning strike, and Tesla Cages pop up frequently. Leveling up, I usually frankenslot Lightning Storm with 2 each from Entropic Chaos, Thunderstrike and Devastation, with Dam/Rech and Dam/EndRdx/Rech from each set (except the Chance for Hold proc in Devastation). It gives some decent Regen and Recovery.


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

Lots of good stuff from Local.

Agreed on the stamina slotting. 3 max (maybe very rarely 4) Pretty much standard slotting across the board for me and stamina is 2 50 common IOs and the proc. And everyone knows how much I love recovery.

And agreed on smoke. (Sorry MB, even though you are a homey. Props to Memphis! ) It's pretty wasted on a fire/storm. If another mob happens to aggro me, I'll just throw a tornado at them. It doesn't happen enough to warrant a power selection IMHO. YMMV.


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