LF some Earth/Storm Help


AWRocketman

 

Posted

Greetings, folks. Having seen some excellent feedback and help on other builds over the years, I was hoping to get some feedback and suggestions for my Earth/Storm controller.

What I'm looking for: This is primarily a toon for fun & teaming, but some solo survivability would be nice so I could nail the occasional Tip mission when I can't find a team. I wanted the flashy pet/pseudo-pet powers as well as lots of aoe crowd control. I fought with the build for a little while, shooting for soft-capped Ranged defense. In the end, I managed that, but the Recovery looks too weak, and aside from knockback/confuse, I've got pathetic Status def/res. I don't know how much more can be managed, but I'm cross-eyed from swapping slots & sets around at this point, so I figured it couldn't hurt to ask for some help. I'm also not opposed to abandoning the soft-cap effort in favor of decent M/R/A levels of defense... and I'm also toying with a full on offensive build, designed to kill mobs faster in lieu of making a stand, but I'm not even sure that's practical with these power sets.

Note that the slots have been juggled lots, so the level assignments may look like silly choices. I was planning to do a clean level-up redux after I found my target build.

Any help/feedback would be appreciated

Hero Plan by Mids' Hero Designer 1.81
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Click this DataLink to open the build!

Dark Pharoah 2: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Lockdown - Accuracy/Hold
  • (5) Lockdown - Accuracy/Recharge
  • (5) Lockdown - Recharge/Hold
  • (7) Lockdown - Chance for +2 Mag Hold
  • (11) Lockdown - Endurance/Recharge/Hold
  • (11) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 1: Gale
  • (A) Positron's Blast - Accuracy/Damage
  • (46) Positron's Blast - Accuracy/Damage/Endurance
Level 2: Stone Cages
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (3) Trap of the Hunter - Endurance/Immobilize
  • (3) Trap of the Hunter - Accuracy/Endurance
  • (9) Trap of the Hunter - Immobilize/Accuracy
  • (9) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (23) Trap of the Hunter - Chance of Damage(Lethal)
Level 4: O2 Boost
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (7) Numina's Convalescence - Heal
  • (21) Numina's Convalescence - Heal/Endurance
  • (21) Numina's Convalescence - Endurance/Recharge
  • (25) Numina's Convalescence - Heal/Recharge
  • (42) Numina's Convalescence - Heal/Endurance/Recharge
Level 6: Quicksand
  • (A) Pacing of the Turtle - Accuracy/Slow
Level 8: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (13) Luck of the Gambler - Defense
  • (13) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Endurance/Recharge
Level 10: Steamy Mist
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Endurance/Recharge
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 12: Stalagmites
  • (A) Stupefy - Accuracy/Recharge
  • (15) Stupefy - Endurance/Stun
  • (15) Stupefy - Accuracy/Endurance
  • (25) Stupefy - Stun/Range
  • (34) Stupefy - Accuracy/Stun/Recharge
  • (39) Stupefy - Chance of Knockback
Level 14: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 16: Freezing Rain
  • (A) Shield Breaker - Defense Debuff
  • (17) Shield Breaker - Accuracy/Defense Debuff
  • (17) Shield Breaker - Accuracy/Recharge
  • (23) Shield Breaker - Chance for Lethal Damage
  • (31) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (31) Shield Breaker - Accuracy/Endurance/Recharge
Level 18: Earthquake
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (19) Dark Watcher's Despair - To Hit Debuff
  • (19) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 20: Salt Crystals
  • (A) Accuracy IO
Level 22: Hurricane
  • (A) Endurance Reduction IO
Level 24: Hasten
  • (A) Recharge Reduction IO
Level 26: Volcanic Gasses
  • (A) Lockdown - Accuracy/Hold
  • (40) Lockdown - Accuracy/Recharge
  • (42) Lockdown - Chance for +2 Mag Hold
  • (43) Lockdown - Recharge/Hold
  • (43) Lockdown - Endurance/Recharge/Hold
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 28: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (31) Stupefy - Endurance/Stun
  • (37) Stupefy - Accuracy/Endurance
  • (40) Stupefy - Stun/Range
  • (40) Stupefy - Accuracy/Stun/Recharge
  • (46) Stupefy - Chance of Knockback
Level 30: Snow Storm
  • (A) Pacing of the Turtle - Accuracy/Slow
Level 32: Animate Stone
  • (A) Call to Arms - Accuracy/Recharge
  • (33) Call to Arms - Accuracy/Damage
  • (33) Call to Arms - Damage/Endurance
  • (33) Call to Arms - Accuracy/Damage/Recharge
  • (34) Call to Arms - Endurance/Damage/Recharge
  • (34) Call to Arms - Defense Bonus Aura for Pets
Level 35: Tornado
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 38: Lightning Storm
  • (A) Thunderstrike - Accuracy/Damage
  • (39) Thunderstrike - Accuracy/Damage/Endurance
  • (39) Thunderstrike - Accuracy/Damage/Recharge
Level 41: Fissure
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Accuracy/Damage/Endurance
Level 44: Seismic Smash
  • (A) Mako's Bite - Accuracy/Damage
  • (45) Mako's Bite - Damage/Endurance
  • (45) Mako's Bite - Damage/Recharge
  • (45) Mako's Bite - Accuracy/Endurance/Recharge
  • (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (48) Mako's Bite - Chance of Damage(Lethal)
Level 47: Hurl Boulder
  • (A) Thunderstrike - Accuracy/Damage
  • (48) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Accuracy/Damage/Recharge
Level 49: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run



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Posted

Ohh... it may be obvious, but I'm still up in the air a little about travel pools. I like Flight for simplicity, but I realize it clashes with Stalagmites. I may swap Hover for Comat Jumping and just stick with Speed for the stealth synergy with Steamy Mist. That leaves a slot open at the end for something else... *wander off muttering*


 

Posted

To me, this looks like a bit of the "IO Set Bonus Syndrome." That's where you slot your powers for Set Bonuses first, and worry about how effective they are later. I prefer to do it the other way around . . . make sure that the powers are effective first, then see if I can fit in some desirable set bonuses.

For example: Hurricane. Instead of Defense, I rely upon the ToHit Debuff and repel of Hurricane to keep me safe. You have it slotted for a single EndRdx. I start with 4 Dark Watcher, or maybe some Enzyme Hami-Os, or something that will increase the ToHit Debuff.

Another example: the Chance for Knockback in Stupify. That proc has a chance to knock foes out of your control patches. It is counter-productive to what you want to do as a controller.

Lightning Storm is woefully underslotted, while Gale has 2 slots of Posi blast.

Personally, I like to go for Recharge first. Then Recovery. Instead of Defense, I rely upon either (a) the team tank to draw aggro, or (b) using invisibility from Super Speed + Steamy Mist to lead Rocky into melee to draw aggro, and then (c) using my controls and Hurricane as needed. Any advice I give you would be from a different perspective than what you have slotted for.


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 went on a IO buying/making spree a couple days ago trying to make my mostly-SO/Gen IO enhanced Earth/Storm less squishy. I had the same basic idea as you to raise up my Ranged Defense but tried to strike more of a middle ground between keeping my power utilities versus set IOs. I ultimately ended up around 30% ranged defense which will be a few points higher when I add Weave with I19 and will be softcappable with a small purple when I need it. One point where I really need to agree with Local Man is with Hurricane. The whole reason I could afford to not sweat melee defense is because Hurricane either blows them out of range or else floors their To-Hit if they get close enough. I'd really work on slotting and enhancing your Hurricane for utility even if it means losing some set bonuses elsewhere.

As far as the knockback in Stupefy, I personally didn't have any real problem with it. It doesn't seem to hit very often, doesn't knock them back far and I haven't had a noticeable issue yet with knocking mobs out of control patches and having it be an issue. Over the long haul, the extra defense is worth it to me for the occasional stray minion that needs a good Fossilizing.


 

Posted

Quicksand - This is autohit to Acc does nothing. Just slot with a Slow or Recharge or Endurance. Same is true for Snow Storm, except definitely use the slot for End Reduction.

I guess you're going for the Accuracy buff with all the LOTGs in Hover. Earth/Storm is a massive Def debuffer so chasing Accuracy bonuses aren't as critical. I'd move 2, maybe 3 slots elsewhere.

If you're looking for Ranged Def, then 6 slot out those Thunderstrikes in Lightning Storm and Hurl Boulder. That's 2.5% more there.

One more Dark Watcher's in Earthquake will get you a 5% Rch bonus.

To be honest, I can't view the build in Mids where I am (work) so I can't see the "big picture". I think my first 2 points are relevant regardless of build goals.


Global = Hedgefund (or some derivation thereof)

 

Posted

I've got a 40 Earth/Storm that I play every once in a while and in looking at your build it is obvious that what Local Man said is true. You've de-emphasized overall effectiveness of powers for the set bonuses and this will hurt you.

Here are some general comments:

- Go with Combat Jumping and Super Jump as your travel powers instead of Flight. Hover and Stalagmites doesn't work well and Hover also has a much higher endurance cost over Combat Jumping - and Earth/Storm is an endurance-hungry pairing. Additionally, you need to slot Hover for flight speed if you want to use it in combat.

- One of the most beneficial IO sets to slot for ranged defense is Thunderstrike. O2 Boost can be useful, but consider slotting Stone Prison up with Thunderstrikes in that spot instead. It will get you more ranged defense and you will need the damage from Stone Prison.

- You're going to want to 3-slot Hasten

- Thunderclap is of dubious value. You're building for ranged defense and will use Hurricane to herd up baddies and keep them at range, yet Thunderclap is a PBAoE. You won't use it much, if at all. I don't have it in my build and those slots can be better used elsewhere.

- Steamy Mist has as much value as a resistance power as it does as a defense power. When properly paired with a resistance power from an epic pool you can get some very nice resistances across almost the entire spectrum of damage types.

- Freezing Rain should be slotted for recharge first. The more this power is out, the better. It can also use a little endurance reduction.

- I don't find I need Snow Storm. It's a nice to have, but I never use it.

- Salt Crystals is a worthless power for this combo.

- Your choice of epic, like Thunderclap, contradicts the ranged basis for the build. Fissure and Seismic Smash are both great powers, but are also both close range. Fissure can potentially work when slotted for range, but Seismic Smash is likely a waste. Also, Rock Armor and Earth's Embrace are very important powers to take out of this pool and Hurl Boulder is not. Additionally, this pool isn't being slotted enough to make it the most useful. Still, I would switch to something like Fire or Psy (for Indomitable Will - when Hurricane goes down due to mez you die quickly).

I haven't redone my build for I19 yet, but just did a quick one by slotting up Sprint as a proxy for Stamina. Note that you will need 4-slots in Stamina with the 4th being a Performance Shifter chance for +end proc

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Stone Prison

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (40) Thunderstrike - Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Recharge
  • (50) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge
Level 1: Gale
  • (A) Empty
Level 2: Fossilize
  • (A) Lockdown - Accuracy/Hold
  • (3) Lockdown - Accuracy/Recharge
  • (7) Lockdown - Recharge/Hold
  • (21) Lockdown - Endurance/Recharge/Hold
  • (23) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (43) Lockdown - Chance for +2 Mag Hold
Level 4: Stone Cages
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (5) Trap of the Hunter - Endurance/Immobilize
  • (5) Trap of the Hunter - Accuracy/Endurance
  • (7) Trap of the Hunter - Immobilize/Accuracy
  • (23) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (45) Trap of the Hunter - Chance of Damage(Lethal)
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 8: Boxing
  • (A) Empty
Level 10: Steamy Mist
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Defense/Endurance
  • (15) Aegis - Resistance/Endurance
  • (37) Aegis - Resistance
  • (43) Aegis - Resistance/Endurance/Recharge
Level 12: Stalagmites
  • (A) Stupefy - Accuracy/Recharge
  • (13) Stupefy - Endurance/Stun
  • (13) Stupefy - Accuracy/Endurance
  • (15) Stupefy - Stun/Range
  • (34) Stupefy - Accuracy/Stun/Recharge
  • (43) Stupefy - Chance of Knockback
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (46) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Freezing Rain
  • (A) Touch of Lady Grey - Recharge/Endurance
  • (17) Undermined Defenses - Recharge/Endurance
  • (17) Recharge Reduction IO
Level 18: Earthquake
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (19) Dark Watcher's Despair - Recharge/Endurance
  • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 20: Hurricane
  • (A) Endurance Reduction IO
  • (21) Endurance Reduction IO
Level 22: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 24: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
Level 26: Volcanic Gasses
  • (A) Lockdown - Accuracy/Hold
  • (27) Lockdown - Chance for +2 Mag Hold
  • (27) Lockdown - Recharge/Hold
  • (46) Lockdown - Endurance/Recharge/Hold
Level 28: Hasten
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
Level 32: Animate Stone
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 35: Tornado
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 38: Lightning Storm
  • (A) Devastation - Chance of Hold
  • (39) Devastation - Accuracy/Damage/Endurance/Recharge
  • (39) Devastation - Damage/Recharge
  • (39) Devastation - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Damage/Recharge
Level 41: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense/Recharge
  • (42) Red Fortune - Defense/Recharge
  • (42) Recharge Reduction IO
Level 44: Mind Over Body
  • (A) Impervium Armor - Resistance
  • (45) Impervium Armor - Resistance/Endurance
  • (45) Impervium Armor - Resistance/Endurance/Recharge
Level 47: Psionic Tornado
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Quicksand
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
  • (9) Empty
  • (9) Empty
  • (31) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 2: Ninja Run
------------
Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 11.1% Defense(Fire)
  • 11.1% Defense(Cold)
  • 15.8% Defense(Energy)
  • 15.8% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 3% Defense(Melee)
  • 24.9% Defense(Ranged)
  • 11.8% Defense(AoE)
  • 61.3% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 5% Enhancement(Immobilize)
  • 5% Enhancement(Held)
  • 25% Enhancement(Accuracy)
  • 4% FlySpeed
  • 110.6 HP (10.9%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 9.65%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.15%
  • MezResist(Terrorized) 2.5%
  • 13.5% (0.23 End/sec) Recovery
  • 62% (2.63 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.6% Resistance(Fire)
  • 11.6% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 9% RunSpeed
------------
Set Bonuses:
Thunderstrike
(Stone Prison)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Lockdown
(Fossilize)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Trap of the Hunter
(Stone Cages)
  • 5% Enhancement(Immobilize)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Steamy Mist)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Aegis
(Steamy Mist)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Stupefy
(Stalagmites)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Blessing of the Zephyr
(Super Jump)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • Knockback Protection (Mag -4)
Dark Watcher's Despair
(Earthquake)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 3% Defense(All)
Luck of the Gambler
(Weave)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Lockdown
(Volcanic Gasses)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Blood Mandate
(Animate Stone)
  • 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)
Expedient Reinforcement
(Tornado)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.42 HP/sec) Regeneration
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 10% Resistance(All)
Devastation
(Lightning Storm)
  • 12% (0.51 HP/sec) Regeneration
  • 22.9 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Luck of the Gambler
(Indomitable Will)
  • 10% (0.42 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Impervium Armor
(Mind Over Body)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
Positron's Blast
(Psionic Tornado)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Quote:
Originally Posted by Local_Man View Post
... Personally, I like to go for Recharge first. Then Recovery. Instead of Defense, I rely upon either (a) the team tank to draw aggro, or (b) using invisibility from Super Speed + Steamy Mist to lead Rocky into melee to draw aggro, and then (c) using my controls and Hurricane as needed. Any advice I give you would be from a different perspective than what you have slotted for.
This and I'd add that solo I'd also rely heavily on Earth's ability to drop its patches from around or behind cover (also true of Freezing Rain). If you can't be seen or targeted it really doesn't matter what your defense is. When I can't, stealth lets me decide when and how to start the fight and which inspires I might need (the other reason I go recharge and recovery first) to handle any return fire.


 

Posted

Deacon's points are correct. As I said in my prior post, my focus on my two Earth/Storms are different than the build posted. In the context of wanting to build to make the powers and the build overall more effective rather than set bonuses, I'll add a few other comments.

Fossilize: This can be a significant source of damage in a low damage build, as well as a key personal protection and control power. I tend to slot it with 4 Basilisk's Gaze for the Recharge buff, and then some Acc and as much damage as I can fit in. At 50, I go with an Acc/Dam Hami-O and a common Damage in the last two slots.

Gale: I rarely use it, so I only slot it with a single Acc. Once in a while I'll use it to push foes into a cul-de-sac or as a "get-out-of-my-face" power, but Hurricane is generally better. The damage it does is small and not worth slotting.

Stone Cages: I generally go for Acc and EndRdx, and then go for Damage procs. If you want to (and can) spend the Infl, the purple Gravitational Anchor Chance for Hold proc is wonderful at level 50, and 5 of that set is a nice 10% recharge.

O2 Boost: The Numina's proc is mostly wasted here since it will only activate when you use the power, but you need all 6 for that ranged defense. I would rather 6-slot Health than O2 Boost to get that Numina's Regen/Recovery all the time. Personally, the only time I 6-slot Numina's is if I have a character that needs that Ranged Defense to hit the softcap. I mainly slot O2 Boost for Heal and EndRdx.

Quicksand: I slot it for Recharge. I like to throw it underneath everything for the great 25% Defense Debuff and the added control. 2 Recharge usually means it is up for every group and is perma.

Steamy Mist: I put my knockback protection here -- much cheaper than a Zephyr, as it will take either Karma or Steadfast. I also prefer to slot Steamy for EndRdx and Resistance.

Stalagmites: I would replace the proc with a common Recharge. It will have the power up more often.

Freezing Rain: I slot it for Recharge and then some procs if I have room. Earth already has plenty of Defense Debuff, especially if you use Quicksand a lot. Maybe some EndRdx.

Earthquake: Recharge is most important to have it up as often as possible. Some ToHit Debuff is nice if you have slots to spare, and as Deacon said, 4 Dark Watcher is an extra 5% Recharge.

Salt Crystals is the most skippable power in the Earth set. It might be situationally useful if slotted decently, but with only a single Acc, I would rather go for something useful with a single slot, like Recall Friend. If you need a mule for a LotG Recharge, Combat Jumping is good.

Hurricane: Needs decent ToHit Debuff and EndRdx, as previously stated.

Hasten: At least 2 and preferably 3 Recharge.

Volcanic Gasses: The Lockdown set is . . . ok for this power, but because of the way it works, by generating pets as the vents, procs can hit more often. Slot for Hold and Recharge, maybe some EndRdx if you need it. Then the Lockdown Proc and a damage proc if you can.

Hover: I have trouble spending 4 slots on defense in Hover even on characters use it. Personally I prefer Super Speed on my Earth/Storms, since SS+Steamy Mist gives full invisibility. I suppose Hover could be a mule for a LotG Recharge, but I personally don't like taking mule powers.

Thunderclap: Has some use to stack Stun with Stalagmites, but on its own it only stuns minions. Looks cool. I find that Super Speed + Steamy Mist helps it be more useful since I can run within range of a boss while invisibile, hit T-clap and Stalagmites. Again, the proc should be replace with a Recharge if you keep it.

Snow Storm: I skipped it on my build, but will add it with I-19. Only needs 2 EndRdx, or maybe 1 if you don't use it much. Quicksand provides the Slow, but Snow Storm has -Fly and -Recharge -- foes in Stone Cages + Snow Storm can only attack once in a while. I have it on most of my other Stormies. It is wonderful on the ITF, since those guys resist a lot of other controls but not Slows. Put it on the Cyclops and Minotaur to slow them to a crawl.

Animate Stone a/k/a Rocky: After Damage and some Acc, I try to put both Resist procs in Rocky. Building up his already high Resistance makes him almost unkillable.

Tornado: I slot it like Phantom Army -- 4 Expediant Reinforcement, 2 Call to Arms Triples. However, accuracy does nothing in this power since it is autohit.

Lightning Storm: Damage, Recharge and some EndRdx. I like the Decimation Chance for Hold in it.

APP set: I prefer Ice for Earth/Storm, but have Fire on one of mine for concept reasons. Ice gives you Hibernate, which gives you both an emergency heal and recovery power. Two AoE damage powers work since you can lock down foes. Plus a Defense-based shield, like Earth but far less ugly.


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