Input please Fire/Storm build


Akia

 

Posted

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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Posted

Quote:
Originally Posted by Local_Man View Post
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.
I have all those Defense/Resistance Procs in my build for imps, cus I use them as meatshields only. As long as they're taking the melee damage instead of me, I really don't care if they do a single point of damage.... cus as a Fire/Storm, I am the guy doing the damage. As for recharge, I has gotten mine down to like 90 seconds which is more then enough. Most times, either they get wiped out so quick that you will have other things on your mind ( like keeping alive) then trying to recast, or they're dancing around you in prefect health after the mob is wiped-out. Most times, I only lose one imp in the first couple mobs on my farm missions.

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

 

Posted

Quote:
Originally Posted by MentalMaden View Post
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.
Might be because I don't have Steamy Mist (my reason: yet another toggle. Had it at one point, then dropped it faster than my END bar. >.> ) One quick END hit works for me. But that's why the YMMV. Season to taste and all that.(Edit: And what the heck, say hi.)


 

Posted

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

 

Posted

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.)
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Posted

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.


 

Posted

Quote:
Originally Posted by Local_Man View Post
I would suggest that Mental Maden and I are suggesting a pretty standard build, while the others are suggesting somewhat unstandard builds.
Indeed. Mine is definately a non-standard build. I tend to make non-standard builds just to see what I can do with them and then am surprised at just how well they work. They often become favorites after that.

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

 

Posted

Quote:
Originally Posted by Akia View Post
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.
The problem I have with the procs that add defense to pets is that it has a limited range. With a single, normal speed pet, it is usually no problem to keep it in range. But the Imps are three annoying ADD kids on crack. They run all over the place and often (usually) run out of range of the proc. Add to that the fact that a small amount of Defense has limited benefit -- for Defense to be really effective, you need a lot of it.

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

 

Posted

Quote:
Originally Posted by Local_Man View Post
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).
I am already 39, I chose to take it later just because this would be a respec.
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.

Quote:
Originally Posted by Local_Man View Post
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.
I moved flashfire up to level 12, and added the slot. I actually changed the slotting a bit. Stupify for recovery, and hp. Then 2 slot of razzle dazzle for more recovery.

Quote:
Originally Posted by Local_Man View Post
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.
I have smoke more for others then myself. I picked up O2 boost in place of it. The suggestion to heal my imps and remove mez effects is more beneficial. I honestly had not thought of it.

Quote:
Originally Posted by Local_Man View Post
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 moved freezing rain, and adjusted the slotting a bit. Undermined defenses for 1.8 endurance, and Shield breaker for recovery.

Quote:
Originally Posted by Local_Man View Post
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.
I actually chose to 5 slot it for the set bonus's. I did change back to performance shifter, not sure why I put the other. Perhaps just tired.

Quote:
Originally Posted by Local_Man View Post
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.
While I do solo, I won't be soloing exclusively. I have a tank that I use for solo farming. I chose those two sets for the bonus to damage overall, HP, and end boost.

Quote:
Originally Posted by Local_Man View Post
Hurricane can get by on 4 Dark Watcher.
I chose to 5 slot here for the damage buff as well.

Quote:
Originally Posted by Local_Man View Post
Tornado has very high accuracy -- all it really needs is Recharge, Damage and EndRdx.
I mainly chose the slotting in tornado to boost my imps, and for the set bonus that commanding provides.

Quote:
Originally Posted by Local_Man View Post
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.
I kept decimation in Lighting storm mainly for the 4 set bonus, 2.25 endurance. On the 5th slot I added the chance for hold from proc from Devistaion.

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)
------------
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)
  • 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)
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
Impervium Armor
(Steamy Mist)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
Steadfast Protection
(Steamy Mist)
  • Knockback Protection (Mag -4)
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
Razzle Dazzle
(Flashfire)
  • 2% (0.03 End/sec) Recovery
Undermined Defenses
(Freezing Rain)
  • 2% DamageBuff(All)
  • 1.8% Max End
Shield Breaker
(Freezing Rain)
  • 2.5% (0.04 End/sec) Recovery
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)
Eradication
(Hot Feet)
  • 1.8% Max End
Obliteration
(Hot Feet)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
Miracle
(O2 Boost)
  • 2.5% (0.04 End/sec) Recovery
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 (Exceeded 5 Bonus Cap)
  • 5% Enhancement(RechargeTime)
  • 2% DamageBuff(All)
Stupefy
(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)
Commanding Presence
(Fire Imps)
  • 1.5% (0.03 End/sec) Recovery
  • 11.4 HP (1.13%) HitPoints
  • 1.35% Max End
Commanding Presence
(Tornado)
  • 1.5% (0.03 End/sec) Recovery
  • 11.4 HP (1.13%) HitPoints
  • 1.35% Max End
Decimation
(Lightning Storm)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
Positron's Blast
(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)


 

Posted

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

 

Posted

Quote:
Originally Posted by Circuit_Boy View Post
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.
I agree that too many people become "build happy" and slot too much for bonuses rather than the needed enhancement in the power. Snow Storm uses a fair amount of endurance. I generally slot it with 2 EndRdx and that's it. It is already near the Run Speed cap (which is 90%) and at the -Recharge cap (-75%) Anything less than one EndRdx, and it will use too much endurance to use for very long -- and even that may not be enough. One problem with the Slow sets is that they have very little EndRdx.

Quote:
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).
I agree that those extra slots might be better used somewhere else. If using three slots in Stamina, three common vs. the EndMod and the Proc from Performance Shifter plus a common EndMod are pretty much even on Recovery. If you can go with 4, then the Perf Shifter Proc can add some decent amount.

Quote:
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 Celerity Stealth in Super Speed combines with the inherent stealth in Super Speed to turn SS into full invisibility as well as a travel power. Most forms of stealth in the game can be thought of as "half invisibility." Storm's Steamy Mist, Cold's Arctic Mist, Dark Miasma's Shadowfall, and Shadow Cloak in Dark armor and for Warshades are all "half invisibility." Same with Stealth from the power pool and the stealth in Super Speed and the stealth from a Stealth IO. To get full invisibility, you have to combine two of them, but some won't combine to stack. The stealth in Super Speed combines with all of them.

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

 

Posted

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

 

Posted

Quote:
Originally Posted by Circuit_Boy View Post
My rationale is that Sprint is always with you, even when you exemp down below 6 / 14 (depending on your Vet status). .
Lets hope he never has to lead someone out to complete the mission when solo. That's why I wouldn't put it in Sprint.


/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 Circuit_Boy View Post
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.
The way I read your previous post, it appeared that you were saying to not put the Stealth IO in Super Speed because it wouldn't work because SS had its own stealth . . . which is obviously not true. I'm sorry if I misunderstood.

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.)


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

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
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Posted

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.


 

Posted

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)
Trap of the Hunter
(Fire Cages)
  • 5% Enhancement(Immobilize)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
Miracle
(O2 Boost)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
Obliteration
(Hot Feet)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Speed)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • Knockback Protection (Mag -4)
Positron's Blast
(Freezing Rain)
  • 2.5% (0.04 End/sec) Recovery
Tempered Readiness
(Freezing Rain)
  • 1.5% (0.03 End/sec) Recovery
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Basilisk's Gaze
(Cinders)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Steamy Mist)
  • 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)
Stupefy
(Thunder Clap)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Expedient Reinforcement
(Fire Imps)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Entropic Chaos
(Lightning Storm)
  • 10% (0.42 HP/sec) Regeneration
Devastation
(Lightning Storm)
  • 12% (0.51 HP/sec) Regeneration
Thunderstrike
(Lightning Storm)
  • 2% (0.03 End/sec) Recovery
Positron's Blast
(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)


 

Posted

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


 

Posted

Quote:
Originally Posted by Circuit_Boy View Post
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).
Quote:
Originally Posted by Circuit_Boy View Post
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).
I'm not sure if Circuit_Boy is not considering the case of 4 slotting stamina or simply falling victim to a common misconception. If you are going to 3 slot stamina: use the Performance Shift: +end, Performance Shifter: Endurance Mod and a common End Mod IO.

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
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