fire/storm, Ele/Kin, Ill/Rad build advice for I19
Hey there!
I have 3 controllers which I am looking for build suggestions with I19 finally in play. I am really bad at creating builds, and hoping people have some laying around that I can build from. I don't really want to put the effort in to purple sets, I do have a bit of Inf to spend though. Fire/Storm - I would like fly as my travel power, open to suggestions on APP. I have ice currently, and not overtly happy with it. Ele/Kin - I would like fly as my travel power, open to suggestions for APP here also. Ill/Rad - I would also like fly here, I chose fire for my APP, that is not set in stone. Open to suggestions as well. Thanks in advance, -Akia |
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 am finding mutation very helpful, and recall friend fairly helpful so far, you could always take another attack if you wanted but if it where me id pick leadership or something along those lines, but I am very happy I can rez now as well its great.
after i19 i was able to take my perma PA Ill/rad (based very closely on Local_Man's guide) and add mutation, recall friend, and rise of the phoenix. Due to my high recharge I'm able to use rise of the phoenix at least once a minute which has opened up a whole new world of inappropriate tactics to my arsenal. Havent tested yet to see if self destruct lets you use a self rez or not but I will tonite when i get off work... But anywho, recall friend, mutation, and a self rez really helps out and the fire app is so good for Ill/Rad anyway you dont really have an excuse not to take it.
Thanks guys. I will take a good look at your guide as well Local.
ok so here is my attempt at fire/storm for 19. *cowers in a corner*
I can't seem to find enhancements to boost my recovery more. Any advice? I am sure I am wrong all over, I really love to play this toon, but yet to come close to a build that is semi agreeable it seems LOL Will post the others later as time permits.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(37), Dmg-I(37), EndRdx-I(37)
Level 1: Gale -- RechRdx-I(A)
Level 2: Fire Cages -- TotHntr-EndRdx/Immob(A), TotHntr-Acc/EndRdx(5), TotHntr-Immob/Acc(5), TotHntr-Dam%(34), EndRdx-I(43)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Hot Feet -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(25), EndRdx-I(27)
Level 10: Steamy Mist -- LkGmblr-Def(A), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx(11), EndRdx-I(40)
Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(13), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(15), Stpfy-Stun/Rng(15), RechRdx-I(25)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(40), Zephyr-Travel/EndRdx(46)
Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-DefDeb/EndRdx(17), UndDef-Rchg/EndRdx(17), RechRdx-I(23), EndRdx-I(23)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/Rchg(21), RechRdx-I(21)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: O2 Boost -- EndRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(46)
Level 26: Smoke -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(34), DampS-Rchg/EndRdx(36)
Level 28: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(29), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), RechRdx-I(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(34), DefBuff-I(43)
Level 32: Fire Imps -- CmdPres-Acc/Dmg/EndRdx(A), CmdPres-Acc/EndRdx(33), CmdPres-Dmg/EndRdx(33), CmdPres-Acc/Dmg(33)
Level 35: Tornado -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/EndRdx(36), UndDef-DefDeb(45)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), EndRdx-I(40)
Level 41: Fire Ball -- Posi-Dam%(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Rise of the Phoenix -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-Dmg(45), Oblit-Dmg/Rchg(46)
Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod/Acc(48), Efficacy-Acc/Rchg(50)
Level 49: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(50), S'fstPrt-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(7), EndMod-I(7)
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Set Bonus Totals:
- 17.5% DamageBuff(Smashing)
- 17.5% DamageBuff(Lethal)
- 17.5% DamageBuff(Fire)
- 17.5% DamageBuff(Cold)
- 17.5% DamageBuff(Energy)
- 17.5% DamageBuff(Negative)
- 17.5% DamageBuff(Toxic)
- 17.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3.938% Defense(Fire)
- 3.938% Defense(Cold)
- 8.625% Defense(Energy)
- 8.625% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 6.75% Defense(Ranged)
- 4.875% Defense(AoE)
- 6.75% Max End
- 5% Enhancement(Immobilize)
- 63.75% Enhancement(RechargeTime)
- 6% Enhancement(Stun)
- 36% Enhancement(Accuracy)
- 129.71 HP (12.75%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Stun) 4.4%
- 16% (0.267 End/sec) Recovery
- 32% (1.359 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
I have a question on the ele/kin. Is conductive aura that great? It seems to miss a lot, and with transference I don't seem to have any end issues.
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
Conductive Aura's main purpose is to drain endurance from foes. Since it is a pulsing aura, you will see an occasional "miss," but stay in range long enough and it will do its job. The Electric Control set isn't really one power but the combination of several. The combination with Static Field means that you can drain the foes' endurance while they sleep.
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Looking at the Fire/Storm build, I want to say that while I have played a lot of Fire Control and a whole bunch of Storm, that my Fire/Storm is only in the 20's . . . but I feel I know both sets fairly well. I also don't have access to Mids at the moment.
The first problem I see is that you don't have nearly enough EndRdx in Hot Feet. Fire/Storm is one of the worst builds for endurance usage, so you need to use as much endrdx as you can. You also don't have nearly enough Damage slotted in the power. The Multistrike set would be better, but I use a frankenslot combo of Dam/End and Acc/Dam/End from Sirocco, Dam/Slow and Slow/End/Rech from Tempered Readiness, and then an Acc/Dam (Nucleous) Hami-O and a common EndRdx. That gives me capped Damage and EndRdx, good accuracy and a little bit of Slow to keep foes in Hot Feet longer.
Char: I would put an Acc/Dam in place of the EndRdx.
Gale: It has an Accuracy penalty, so Accuracy goes in the default slot.
Fire Cages: I know they are expensive, but the purple Grav Anchor Chance for Hold proc in Fire Cages is simply awesome. And if you get a second Grav Anchor (aim for Accuracy and EndRdx), it has a nice 4% Recovery bonus.
Snow Storm: If you use it much, it needs 2 EndRdx.
Steamy Mist: I prefer to slot it for Resistance, but that's a matter of choice. You could use the Impervium Armor for more Recovery. Also, SM will take either the Steadfast or Karma -knockback, which are a lot cheaper than the Zephyr.
Health: Add a Miracle Heal to boost both your Recovery and your Regen. I like to 4 slot it if I can, to add a Numina Heal also.
Stamina: If you are having endurance issues, it may be worth 4 slotting Perf Shifter or 3 common EndMod and the proc.
Fly: Did you realize that Fly is now at the speed cap with no Flight Speed slotting at all? And that even the temp fly powers like Raptor Pack now travel at the fly speed cap? I personally prefer Super Speed on my Stormies, as SS plus Steamy Mist = full invisibility. For the few times that I may need to fly, I use the Raptor Pack. If I have Fly, one EndRdx is all it needs. Same with Super Speed.
Freezing Rain: The Defense Debuff has a minimal effect, since most attacks are at the accuracy cap anyways. Recharge is the most important thing to slot in this power.
Cinders: I put an Acc/Hold/Recharge in the 5th slot instead of EndRdx. You don't use it all that often and usually as an opener, so endurance isn't that big a problem with it.
Grant Invis: I dislike mule powers with little to no utility. Why not take Hasten here, instead? At least push the mule powers back in the build as far as possible.
O2 boost: Since I mostly use it between fights (or to un-stun teammates), endurance isn't a big issue. I would go with a Heal.
Smoke: I'm not a huge fan of Smoke. On large fast teams, there is no time to use it. (I was on my Fire/Rad last night on an ITF -- I didn't get to use Smoke a single time because the team moved so fast.) Solo and small teams, I use Steamy + Super Speed for full invis, so I don't need the perception debuff and the ToHit debuff is fairly small. I have had it and dropped it several times on my various Fire Controllers. Some people love it, however. On the other hand, I like having Bonfire on my Fire Controllers.
Fire Imps: I slot them with 4 Expediant Reinforcement and the two Call To Arms Triples until level 50, when I replace the Call to Arms with a Dam/Rech and Chance for Build Up from the purple Soulbound set. 3 Imps with a chance to build up can add to their damage pretty well.
Tornado: I slot for Recharge, Damage and EndRdx. This can take another set of Expediant Reinforcement for more Recharge.
Your defense is so small, I wouldn't bother slotting for Defense. In small amounts, Defense is not effective. As you build up Defense, adding small amounts becomes more effective. If I want to slot for Defense, I start with either the Ice or Earth APP set, and then try to build for Smash/Lethal. In choosing an APP set, I try to fill in problems with my build. Do you have a problem getting mezzed? If so, taking the Psi APP with Indomidible Will is the way to go. Psi Tornado is great, too. If mezz isn't a problem, you may want to go with the Earth APP set for Fissure, the short-range AoE damage attack with a chance to stun to stack with your two other Stun powers. Seismic Smash is great for those tough single targets, and you get a defense-based (but ugly) armor.
I understand that you went with Fire for Consume . . . OK, that is an understandable choice, but I found that Consume's Recharge was too long to make is all that useful.
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 understand that you went with Fire for Consume . . . OK, that is an understandable choice, but I found that Consume's Recharge was too long to make is all that useful.
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Consume is enough to make it useful for me. Work is so time consuming that I play wee hours of the morning before work so I am generally on small teams. I rarely have time to play a TF in the evenings
Is it wrong that it is a deciding choice when choosing the APP that looks was actually a consideration? Would be nice if we could change the animations to everything! As to the rest of the comments, something to think about when choosing though I had not looked at it that way. I know my job is to lock things down, it just does not always go as planned.
Fly: Did you realize that Fly is now at the speed cap with no Flight Speed slotting at all? And that even the temp fly powers like Raptor Pack now travel at the fly speed cap? I personally prefer Super Speed on my Stormies, as SS plus Steamy Mist = full invisibility. For the few times that I may need to fly, I use the Raptor Pack. If I have Fly, one EndRdx is all it needs. Same with Super Speed.
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Thanks so much for your reply. I will work those suggestions in and repost again. I am going to post one of the others tomorrow.
Hey there!
I have 3 controllers which I am looking for build suggestions with I19 finally in play. I am really bad at creating builds, and hoping people have some laying around that I can build from. I don't really want to put the effort in to purple sets, I do have a bit of Inf to spend though.
Fire/Storm - I would like fly as my travel power, open to suggestions on APP. I have ice currently, and not overtly happy with it.
Ele/Kin - I would like fly as my travel power, open to suggestions for APP here also.
Ill/Rad - I would also like fly here, I chose fire for my APP, that is not set in stone. Open to suggestions as well.
Thanks in advance,
-Akia