Input please Fire/Storm build
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.
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And in the ITF I was just in, they kept getting wiped as soon as I summoned them and I ended up not worrying about it.
And you need the Performance Shifter:Chance for +End in Stamina.... it goes off alot, and in my case the ten points helps out alot.
Plus, you want to get the recharge time of Conserve Power to as near Perm as possible.
/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
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.
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I'm going to throw you a curveball here Akia and reccommend a Hurricaneless Fire/Storm/Stone build.
Focus on recharge and stacked stuns.
Your primary powers in this case will be Flashfire, Thunderclap, and Fissure. With those 3 powers you can keep entire spawns stunned while you melt stuff with Hot Feet, procced Fire Cages, and Fissure, Imps, and Tornado.
Seismic Smash will stack with Char and Cinders if you run into things that are stun resistant.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
As you can see, there are a variety of playstyles for this build. "Take Smoke -- skip Smoke" "Take Hurricane -- Skip Hurricane" "Fire Imps for damage -- Fire Imps as meatshields"
I would suggest that Mental Maden and I are suggesting a pretty standard build, while the others are suggesting somewhat unstandard builds. Try the standard first, and then see what you use and don't use.
Hurricane is a situational power for me. I only pull it out when needed. I keep it set up with a bind for a button on my mouse for easy on and off. I most often use it when foes can be pinned into corners and cul-de-sacs, but also use it when getting overrun or to protect teammates. So, while it is not essential, it is a nice tool to have for the right situation.
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
Lately I have found hurricane to be more useful. I can't imagine not having it ATM.
My imps being durable is more useful to me, as they do no damage dead. Yes, I can re-summon them.. but endurance seems to be a real issue and time!
In any event this thread has been very helpful. I am very thankful for the tips and advice. Still playing with mids and will post it again later for more thoughts.
I would suggest that Mental Maden and I are suggesting a pretty standard build, while the others are suggesting somewhat unstandard builds.
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My Energy/Energy/Force blaster is built as a blapper and it is my main. The Fire/Storm/Stone I mentioned is one of my more fun non-standards and sees lots of play time.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Lately I have found hurricane to be more useful. I can't imagine not having it ATM.
My imps being durable is more useful to me, as they do no damage dead. Yes, I can re-summon them.. but endurance seems to be a real issue and time! In any event this thread has been very helpful. I am very thankful for the tips and advice. Still playing with mids and will post it again later for more thoughts. |
If you have a secondary like Cold or FF, then by all means, get the Defense proc. If your secondary is Therm or Sonic, go for the +Resist procs. I love the +Resist procs on my Earth Controller's Animate Stone or Grav's Singularity, both of whom have high resistance already. But a small amount of Defense that only works when the Imps are close to me? I can probably find a better use for that slot.
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
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).
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The two sets I chose were Obliteration for the 3% damage buff, and Eradication for the 1.8 end. I added a slot and put an end redux in there.
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.
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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.
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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.
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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.
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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.
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I chose to 5 slot here for the damage buff as well.
Tornado has very high accuracy -- all it really needs is Recharge, Damage and EndRdx.
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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.
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Here is what I came up with this time.
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-Rchg/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: Steamy Mist -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResKB(50)
Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/Rchg(13), RzDz-Acc/Stun/Rchg(15), RzDz-EndRdx/Stun(15), RechRdx-I(40)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-DefDeb/Rchg/EndRdx(17), UndDef-Rchg/EndRdx(19), ShldBrk-%Dam(46), ShldBrk-Acc/Rchg(48)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
Level 22: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(23), Oblit-Dmg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Dmg/Rchg(27), EndRdx-I(50)
Level 24: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(29)
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 -- CmdPres-Dmg/EndRdx(A), CmdPres-Acc/Dmg(33), CmdPres-Acc/Dmg/EndRdx(37), CmdPres-Acc/EndRdx(39), Dmg-I(39), RechRdx-I(42)
Level 35: Tornado -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(39), CmdPres-Acc/EndRdx(40), CmdPres-Acc/Dmg/EndRdx(40)
Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(43), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Dev'n-Hold%(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)
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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
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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)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.88% Defense(Psionic)
- 1.25% Defense(Ranged)
- 13.1% Max End
- 18% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 25% Enhancement(RechargeTime)
- 5% Enhancement(Immobilize)
- 5% FlySpeed
- 145 HP (14.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 2.75%
- MezResist(Stun) 2.2%
- 21% (0.35 End/sec) Recovery
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Lockdown
(Char)
- 3% DamageBuff(All)
(Char)
- 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.25% Max End
(Fire Cages)
- 5% Enhancement(Immobilize)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
(Snow Storm)
- 1.5% (0.03 End/sec) Recovery
(Steamy Mist)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Steamy Mist)
- Knockback Protection (Mag -4)
(Flashfire)
- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
(Flashfire)
- 2% (0.03 End/sec) Recovery
(Freezing Rain)
- 2% DamageBuff(All)
- 1.8% Max End
(Freezing Rain)
- 2.5% (0.04 End/sec) Recovery
(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)
(Hot Feet)
- 1.8% Max End
(Hot Feet)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
(O2 Boost)
- 2.5% (0.04 End/sec) Recovery
(Cinders)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Hurricane)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
- 5% Enhancement(RechargeTime)
- 2% DamageBuff(All)
(Thunder Clap)
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
- 19.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Fire Imps)
- 1.5% (0.03 End/sec) Recovery
- 11.4 HP (1.13%) HitPoints
- 1.35% Max End
(Tornado)
- 1.5% (0.03 End/sec) Recovery
- 11.4 HP (1.13%) HitPoints
- 1.35% Max End
(Lightning Storm)
- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
(Energy Torrent)
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Sometimes, you have to carefully consider your choices. Mids seems to lead people... well, a bit astray, really.
For example, Snow Storm doesn't need Accuracy at all. It's automatic, so the Acc/* Tempered Readiness is something of a waste. Similarly, it Recharges in a reasonable amount of time (10 seconds), so the */Recharge is also something of a waste. I understand why you put those in there--to get the 1.5% Recovery Set Bonus. But you really have to ask yourself, "Is that worth it?" If you'd put one EndReduction SO somewhere else, you're probably making up that difference and freeing up a slot to put somewhere else, too.
In addition, Tornado is auto-hit as well, and can not actually benefit from Accuracy at all. You want to maximize three things with it: Damage (first), Recharge (it's slow to recharge), and Endurance Reduction (it's expensive), in that order. If you can control it, it's a damage beast. I'm not sure Commanding Presence can do that--eyeballing what you've got slotted suggests another scheme might be better.
Similarly, Stamina doesn't use Accuracy, Recharge, or EndReduction. I understand you're doing that for the global 2.5% Recovery and 2.5% Damage, but you could simply three-slot Stamina and free up three slots to put in other powers, possibly netting yourself much, much more effect. Personally, I'd just do Performance Shifter-EndMod, Efficacy Adaptor-EndMod and one from either of those sets (or even just go common IOs). Maybe add Performance Shifter-Chance for Endurance (judgment call there).
The Celerity-Stealth in Superspeed may be misplaced. SS already has its own -Threat and +Stealth Radius. I'd probably put that in Sprint, though that's a matter of taste, really. You don't need EndReduction in Sprint, though. It's just not that costly.
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
Sometimes, you have to carefully consider your choices. Mids seems to lead people... well, a bit astray, really.
For example, Snow Storm doesn't need Accuracy at all. It's automatic, so the Acc/* Tempered Readiness is something of a waste. Similarly, it Recharges in a reasonable amount of time (10 seconds), so the */Recharge is also something of a waste. I understand why you put those in there--to get the 1.5% Recovery Set Bonus. But you really have to ask yourself, "Is that worth it?" If you'd put one EndReduction SO somewhere else, you're probably making up that difference and freeing up a slot to put somewhere else, too. |
In addition, Tornado is auto-hit as well, and can not actually benefit from Accuracy at all. You want to maximize three things with it: Damage (first), Recharge (it's slow to recharge), and Endurance Reduction (it's expensive), in that order. If you can control it, it's a damage beast. I'm not sure Commanding Presence can do that--eyeballing what you've got slotted suggests another scheme might be better. Similarly, Stamina doesn't use Accuracy, Recharge, or EndReduction. I understand you're doing that for the global 2.5% Recovery and 2.5% Damage, but you could simply three-slot Stamina and free up three slots to put in other powers, possibly netting yourself much, much more effect. Personally, I'd just do Performance Shifter-EndMod, Efficacy Adaptor-EndMod and one from either of those sets (or even just go common IOs). Maybe add Performance Shifter-Chance for Endurance (judgment call there). |
The Celerity-Stealth in Superspeed may be misplaced. SS already has its own -Threat and +Stealth Radius. I'd probably put that in Sprint, though that's a matter of taste, really. You don't need EndReduction in Sprint, though. It's just not that costly. |
The only reason to put the Stealth IO in Sprint would be if you have the Unbounded Leap rather than Celerity. Sprint will take jump IOs, so it can take that one. (This is why the Celerity is more expensive on the market.)
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I'm well aware of how Stealth works in the game. I have an Illusion/* Controller and a */Ninjitsu Stalker, both at 50.
My rationale is that Sprint is always with you, even when you exemp down below 6 / 14 (depending on your Vet status). Also, you can use both Sprint and SS at the same time, and all you need to do is tap the power the +Stealth IO is in to trigger it for the next two minutes.
Also, unless something changed recently, I don't think you can enhance -Recharge Debuffs. You can enhance Slows, but that only does the movement aspect--not the -Recharge. It's unfortunate.
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
/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
I'm well aware of how Stealth works in the game. I have an Illusion/* Controller and a */Ninjitsu Stalker, both at 50.
My rationale is that Sprint is always with you, even when you exemp down below 6 / 14 (depending on your Vet status). Also, you can use both Sprint and SS at the same time, and all you need to do is tap the power the +Stealth IO is in to trigger it for the next two minutes. Also, unless something changed recently, I don't think you can enhance -Recharge Debuffs. You can enhance Slows, but that only does the movement aspect--not the -Recharge. It's unfortunate. |
However, putting the stealth IO in Sprint means that you have to run both SS and Sprint to be invisible. Sprint actually uses a noticable amount of endurance. On the other hand, Super Speed uses a noticable amount of endurance, too. I'm not sure which would use more endurance . . . Super Speed with only a Celerity Stealth, or Super Speed with an EndRdx plus Sprint with a Celerity Stealth (or Unbounded Leap Stealth). (I don't have access to Mids or the game right now, may have to check that out.)
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
It's not needed at all. SS + Steamy mist = invis in PVE. I'd slot a Zephyr -KB and a Zephyr run/end.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I do understand what your both saying. I will get this right eventually LOL Unfortunatly back to work today so..
I will play with mids more.
Hello again,
How is this? I think I covered all suggestions. Please point out where I missed 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 -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(27), Dmg-I(29), Dmg-I(29)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- TotHntr-Dam%(A), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(3), TotHntr-EndRdx/Immob(5), Posi-Dam%(5), EndRdx-I(9)
Level 4: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(39), Mrcl-Heal/EndRdx/Rchg(39)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- EndRdx-I(A), EndRdx-I(9), Oblit-%Dam(11), Oblit-Dmg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Dmg/Rchg(40)
Level 10: Hurdle -- Jump-I(A)
Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(13), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(15), Stpfy-Stun/Rng(17), RechRdx-I(17)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(19), Posi-Dam%(21), Posi-Dmg/EndRdx(23), TmpRdns-Acc/EndRdx(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-EndMod(23), P'Shift-End%(25)
Level 22: Cinders -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Acc/Rchg(37), RechRdx-I(39)
Level 24: Steamy Mist -- EndRdx-I(A), EndRdx-I(34), LkGmblr-Rchg+(36)
Level 26: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(31), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(31)
Level 28: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(40), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), RechRdx-I(45)
Level 30: Recall Friend -- RechRdx-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), Dmg-I(34), RechRdx-I(34)
Level 35: Tornado -- Dmg-I(A), Dmg-I(36), RechRdx-I(36), EndRdx-I(42)
Level 38: Lightning Storm -- Entrpc-Dmg/Rchg(A), Entrpc-Dmg/EndRdx(42), Dev'n-Hold%(43), Dev'n-Dmg/Rchg(46), Thundr-Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rng(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Bonfire -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 5.63% Defense(Energy)
- 5.63% Defense(Negative)
- 3.75% Defense(Ranged)
- 52.5% Enhancement(RechargeTime)
- 5% Enhancement(Immobilize)
- 6% Enhancement(Stun)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 91.6 HP (9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 20% (0.33 End/sec) Recovery
- 22% (0.93 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Basilisk's Gaze
(Char)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Fire Cages)
- 5% Enhancement(Immobilize)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
(O2 Boost)
- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
(Hot Feet)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
(Flashfire)
- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Super Speed)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- Knockback Protection (Mag -4)
(Freezing Rain)
- 2.5% (0.04 End/sec) Recovery
(Freezing Rain)
- 1.5% (0.03 End/sec) Recovery
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Cinders)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Steamy Mist)
- 7.5% Enhancement(RechargeTime)
(Hurricane)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Thunder Clap)
- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Fire Imps)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Lightning Storm)
- 10% (0.42 HP/sec) Regeneration
(Lightning Storm)
- 12% (0.51 HP/sec) Regeneration
(Lightning Storm)
- 2% (0.03 End/sec) Recovery
(Energy Torrent)
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
I also am over the 5 cap bonus for one. I am just not sure what to replace. If you have any suggestions.
Thanks in advance,
Akia
An aside, but the EndMod Set IOs (Performance Shifter and the other one) really seem to have been designed with Short Circuit, Power Sink, Drain Psyche, and/or Consume in mind, not Stamina. Stamina only benefits from the EndMod part of those IOs, not from Recharge or Accuracy or any other aspect (except the Proc).
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Similarly, Stamina doesn't use Accuracy, Recharge, or EndReduction. I understand you're doing that for the global 2.5% Recovery and 2.5% Damage, but you could simply three-slot Stamina and free up three slots to put in other powers, possibly netting yourself much, much more effect. Personally, I'd just do Performance Shifter-EndMod, Efficacy Adaptor-EndMod and one from either of those sets (or even just go common IOs). Maybe add Performance Shifter-Chance for Endurance (judgment call there).
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However, if you are going to 4 slot stamina, then you are actually better off slotting 4 Performance Shifters (@lvl 50, I'd need to redo the calculations for a lower level IO to be sure): 1 straight end mod, the proc, and 2 end mod/X. The +recovery bonus actually makes it better than slotting straight endurance modification IOs even though they are less potent due to being dual IOs. Granted, it is only a MINOR improvement, but in addition to the fraction more recovery, you also net a health bonus.
Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
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An aside, but the EndMod Set IOs (Performance Shifter and the other one) really seem to have been designed with Short Circuit, Power Sink, Drain Psyche, and/or Consume in mind, not Stamina. Stamina only benefits from the EndMod part of those IOs, not from Recharge or Accuracy or any other aspect (except the Proc).
Also, it seems to me that 2-slotting and adding the Proc is not nearly as beneficial as simply 3-slotting Stamina for EndMod. I don't like leaving myself at the mercy of the RNG if I don't have to.
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