Illusion/Storm suggestions?
hello,
I'm also trying to slot for survivability. I typically just run around with Sprint, Steamy Mist, and Weave active. |
Maybe some time down the line I'll be able to solo an AV, once I'm purp'd out, or at least when I have perma-PA. |
So :
- You're going heavy on def power, why don't you take ice shield ?
- lacking a blast
- freezing rain would really benefit from the achil heel proc -res
- you can put a hold proc in lighting storm (ae hold when it proc)
- blind => slot it for dmg ! like 4 bazilic and 2 dmg io
- Deceive => need the contagious purple io
- Stamania => put the stam proc from performence shifter, it's better than any IO in this power.
- You could save slot in weave / steamy mist by using 1 HO.
-2 slot snow storm is useless => 1 end red would be enough.
- You've got 3 bonus +6,25% recharge speed useless because you've got already 5 bonus liek this one.
Opinions on builds are pretty subjective. I have a few on this build, but some of it may be due to a different playstyle. In general, I tend to slot my Controllers to benefit the team, with some ability to solo when I can't find one. Also, I do not have access to Mids at the moment, so this is based just upon looking at the posted build.
You have a several powers and a lot of slotting devoted to Defense. I don't see the need for much defense on an Illusion/Storm controller. You have Phantom Army to draw the aggro. You have AoE control options of Spectral Terror's fear, stun in Thunderclap (minions only), Knockdown in Freezing Rain, Hold in Flash (if you take it), knockback and stun in Tornado, knockback in Gale and several other powers. Most important, you have the huge ToHit Debuff in Hurricane for any foes who come into melee. (I haven't slotted any of my 4 level 50 Illusion controllers for Defense.) Do you really need to devote three power choices to get Weave? A small amounto fo Defense provides very little benefit -- it only becomes significant if you are able t stack up a lot. Your highest Defense number is under 10%, which provides minimal benefit. Combat Jumping will hold a Luck of the Gambler Recharge, give you a small amount of Defense (mostly meaningless), provide Immob protection (important) and use a lot less endurance. It seems to me that you have two choices -- either go all out for Defense by going with a defense-based shield and then stacking up defense, or abandon Defense and rely upon your controls by mostly focusing on Recharge. I prefer the Recharge, as personal Defense does not help your team.
Blind: Lockdown has some nice Defense bonuses if you are stacking enough of the same kind of defense, but you are not. I suggest 4 Baz Gaze (for Recharge) and add some additional Acc and a lot of Damage. (At level 50, I go with an Acc/Dam Hami-O and a common Damage IO.)
Deceive: The first purples you should consider getting is the Confuse set with the proc. It is comparably cheap and the proc adds a huge benefit to Deceive. Plus, it saves a 6.25% Recharge slot (under the "Rule of 5") for another power.
Snow Storm: I slot it with 2 EndRdx and that's it.
Steamy Mist: I slot it for Resist rather than Defense, but that's a matter of taste. The resist values are higher because it only covers three types. Many melee-type characters have high Smash/Lethal Resists, but skimp on the types of Resistance offered by Steamy Mist, so it really helps them. One of the Resist sets has a nice Recovery bonus (Impervium Armor?).
You have Steamy Mist, Superior Invis and Group Invis. Why do you need a Stealth IO in Fly? Leveling up my Ill/Storm, I actually skipped both SI and GI and used Steamy Mist + Super Speed for full invisibility. But then, I like Super Speed with Storm for fast battlefield maneuvering and "herdicaning." I suppose you may be using the stealth in Fly with Steamy for your invis, and using SI and GI only as set mules. However, GI + Steamy will be far better. Just take GI earlier.
Freezing Rain: I don't bother slotting FR for Defense Debuff since the debuff in the Rain is already enough and the accuracy that most people have is already over the 95% cap. It needs Recharge, and maybe an Achilles Heal proc.
Phantom Army: At level 50, replace the Dam/End and the common Recharge with a Soulbound Dam/Rech and the Chance for Build Up.
Spectral Terror: As Numeros kind of suggested, you are over the "Rule of 5" on 6.25% Recharge -- you have 8 in the current build. You could change this to Unspeakable Terror for 5% Recharge.
Thunderclap: Its usefulness is limited because it only stuns minions. Flash is much slower to recharge, but it can hold Lieutenants. Plus it takes Baz Gaz for 7.5% Recharge, and not Stupify for another one of your too many 6.25% sets.
Aid Other/Aid Self: A reasonable choice for a Stormie, which has no self-heal. (I have O2-Boost, but I'm more team-focused.) However, you might be able to skip these two by taking Hibernate. Do you already have those two sets of Panacea? Those cost a heck of a lot. Not worth the price in my opinion. I don't recall the set bonus for Panacea, but you can get 5% Recharge from Doctored Wounds.
Phantasm: The Resist proc doesn't do much unless you have a bunch of Resistance to stack. I like that proc on my Earth and Grav controllers, but not for Phanty. It does nothing for PA. Not worth a slot. Use 4 Expediant Reinforcement, and then maybe an Acc/Dam Hami-O in the 5th slot.
You have passed up APP powers for a couple of mules. You can get more use out of the APP powers. Most importantly, you need a single target blast for your attack chain to get good damage. (Take a look at my Illusion/Rad guide for the explanation of why.) Ice Blast is a good one -- I have it on my Ill/Storm and Ill/Cold. If you want a place for a Luck of the Gambler, take Ice Armor (Or Earth, or Psi's Indomidible Will, but I prefer Ice APP.) Hibernate may eliminate your need for Aid Self, and it only needs a Recharge in the default slot, saving you two power picks and a lot of slots.
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
The main reason I'm slotting for defense is because I want survivability in solo play. I did take the S/G Invis as mules 'cause the way I see it, the defense bonuses I get when those are active go away as soon as I do anything, which is kind of useless for me.
And yeah, I slotted Panacea without knowing just how much it cost, I've since swapped out Doctored Wounds. =)
So what's this rule of 5 you mention? I'm kind of new to serious slotting despite the fact that I've played for a bit. In my experience with this toon, it feels like I need Recharge pretty bad. My play style is more akin to a mastermind... Trying to get perma haste/PA so what I do myself is just debuff/control/herding. That's why I went without a blast power. I chose Hibernate as a kind of UH OH! power for emergencies.
I'd go for Basilisk Gaze... but that's about as expensive as purps are atm. =P I'll probably go for the purp set rather than that.
In Confusion, which set is the set with the "proc"? And what's the "proc"? =) If you're talking about "Contagious Confusion"... that's the purple set, I'm definitely going for that one, but slotting everything first 'cause it's gonna be a while before I can afford it.
Freezing Rain... I mainly slotted this for the bonuses. =) As is, I get the def bonuses and with the current build (pre-purp), I get a recharge of 19.34 sec with a 30 sec duration. So if necessary, I can have it constantly raining.
Thing is, I'm trying to slot for defense on anything but melee. I don't always have Hurricane on except for when baddies start crowding me and I need space (that's why I don't care for melee range and melee type damage defense), herding, or debuffing a boss+.
Anyhow, for me the goal is perma-PA to use as my primary attack power. While the rest of me holds, debufs, slows, herds, etc... With my slow contribution to damage as well with Blind and Spectral Wounds.
I dunno... does that make sense in your experience or does it not work out so well? Currently, I'm only really getting a 16.6% bonus to damage... but even then, I was thinking of taking Spiritual for my alpha slot rather than damage... Thoughts?
Is it feasible to achieve perma-PA on a non-rad? I didn't think that it was, but I've never tried. For survivability, I've had good results on my ill/storm with ranged defense. One thing I like about this approach is there's not a lot of muling required: lots of it comes from six-slotting sets I like in powers I'm happy to slot. Lockdown in the two holds, Red Fortune in Steamy Mist, Thunderstrike in Spectral Wounds, Ice Blast, Lightning Storm, Blood Mandate in Phantasm, Malaise in Deceive. Some of these you're already using. But it's a different sort of build not using Hasten or Fighting, which might not be what you want. I decided to go this route when I noticed that I pretty much lived or died on my old build depending on whether I debuffed things with Hurricane. Ranged defense is pretty handy. Won't protect you from AoE, but most mezzes are ranged, and you can keep melee away from you.
Hibernate does work well too. I prefer it to Aid Self on a controller: one power, no slots instead of two powers, lots of slots, and without some sort of power boost, it still doesn't do *that* much on its own. I'd go with Hibernate and O2 Boost over Medicine.
PA is a fantastic power, but it's not the only good tool ill/storm has. When testing my controller's build, I tend not to use PA at all, to make sure that he's viable when PA is not up. I do find Thunder Clap useful (and slot it with Stupefy for the ranged defense) even though it only stuns minions. It stacks just fine with Tornado.
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Defense is a fickle thing in this game. A little bit is mostly worthless. The more you get, the more valuable it becomes. There are several guides that discuss this -- I think Arcanaville has a very detailed one. The closer you get to the softcap, the more each point of defense adds. If you really want to build up defense, your best choice would be to start with the Ice or Earth APP shield, and then add powers that add general defense or IO sets that add Smash/Lethal Defense. Another way is to focus directly on Ranged Defense . . . but you need to go all out for it.
But you really shouldn't need Defense if you play cautiously. Phantom Army should be drawing the aggro. Even if you don't have perma-PA, you should be able to use Spectral Terror to control foes when PA disappear. If a foe aggroes on you, Deceive or Blind will stop him -- I like Deceive because usually the foe will go back to group up with his buddies. I have virtually no defense on my Ill/Rad or my Ill/TA, and I solo with them all the time -- they rarely faceplant due to my playstyle. My Ill/Storm and Ill/Cold do have the Ice Shield from the Ice APP set, but I haven't really added all that much additional Defense on top. (My Ill/Cold mainly has it so he can match the Ice Armor of everyone else on the team.) Illusion/Storm has so many good powers that I find it difficult to justify taking 3 powers for a small amount of Defense, especially when you don't have Defense stacked up very far.
It is really a matter of Cost/Benefit. Is that small amount of Defense worth 3 power picks and the slots? I don't think so.
The "Rule of 5" is a limit on how many sets you can have with the same bonus. The short version is that you can have up to 5 IO sets with the same bonus, but any more than 5 won't provide any benefit. Note however, that individual IOs with a bonus are counted separately. You can have up to 5 Luck of the Gambler + 7.5%Recharge IOs, and up to 5 sets with 7.5% Recharge.
Your current build has 8 sets with 6.25% Recharge. You only get the benefit of 5 of those and the other 3 are wasted. Decimation, Expediant Reinforcement, Malaise Illusions, Stupify all have the same bonus. This is why I suggested trying to get the purple Confuse set (with a 10% Recharge bonus) and changing to Flash for Thunderclap (Baz Gaze has a 7.5% Recharge bonus for 4). If you want to keep Thunderclap, the purple Absolute Amazement set also has 10% Recharge -- but skip the proc as it is currently bugged and does nothing.
Yes, the "proc" I referred to is the Contagious Confusion proc from the Coercive Persuasion set. It is wonderful in Deceive, as it turns the single-target confuse into an occasional multi-target confuse. I am really cheap with my builds, but the purple Confuse set is worth it.
By the way, Freezing Rain actually only lasts 15 seconds. The Debuff lasts 30 seconds (but there are some bugs that affect this).
As for Hurricane, I don't have it on very often -- only when needed to push foes "outta my face" or if I am "herdicaning." I have a multi-button mouse, and have Hurricane binded (or is that "bound"?) to a button on the mouse for easy turn-on, turn-off.
Yeah, the Baz Gaze sets are expensive, but you only need 4 rather than 5. Plus, you can get the most expensive IOs with Hero Merits.
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
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
Ah, I see... Ok, I've knocked out Glimpse of the Abyss for Unspeakable Terror. Boosted me up to 158.8% recharge.
Frosted Armor is only a defense against Smash/Lethal when on... but if Hibernate is a viable replacement for Aid Self... What do you think of taking Hibernate and Combat Jumping (which I would keep active for defense) as an alternative to Aid Other/Self?
Which 3 powers/slots are you talking about when you say it's only a small defense boost?
Here's my build with what I just mentioned and everything I would have active, active.
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The main reason I'm slotting for defense is because I want survivability in solo play. I did take the S/G Invis as mules 'cause the way I see it, the defense bonuses I get when those are active go away as soon as I do anything, which is kind of useless for me.
. Thing is, I'm trying to slot for defense on anything but melee. I don't always have Hurricane on except for when baddies start crowding me and I need space (that's why I don't care for melee range and melee type damage defense), herding, or debuffing a boss+. Anyhow, for me the goal is perma-PA to use as my primary attack power. While the rest of me holds, debufs, slows, herds, etc... With my slow contribution to damage as well with Blind and Spectral Wounds. I dunno... does that make sense in your experience or does it not work out so well? Currently, I'm only really getting a 16.6% bonus to damage... but even then, I was thinking of taking Spiritual for my alpha slot rather than damage... Thoughts? |
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Hmmm, well my primary focus is definitely recharge. I've got a decent recovery rate, even with all my active powers on. Defenses as they are range between 21-26%... and I have a 29.5% bonus to acc and 118.5% damage. Dunno how that compares to a more polished (pre-purp) build, though.
Local Man,
Quick question. Does the Soulbound proc affect psuedo pets like Tornado?
I decided to see what I could do with your build as far as defense. Although I agree with the others in that straight recharge would benefit you and your team in the long run, if you want to go with a set that will keep you alive all of the time, then slotting for ranged defense will do exactly that. I'm not really sure if I'd want to play this particular build, but if you wanted to work this build into your playstyle, then you will have soft-capped ranged defense and a ~9s PA downtime, which isn't bad; especially if you team a lot. However, to keep the soft-cap, you will have to constantly be re-casting Group Invis (every 120s) and use Hover.
But if you think all this is fine, and you still want a defense-based set, then give this a try
Edit: I didn't realize this until now, but this will not soft-cap you in combat, as I think the Grant invis defense bonus only applies when you're no attacking. However, it's still a pretty solid defense for something that usually has very little.
Here's the build I've come up with:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Lie (Alt): Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Medicine
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Gale -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(34), ExStrk-Dam%(42)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(15), HO:Nucle(37), Dmg-I(42)
Level 4: Deceive -- C'phny-Acc/Rchg(A), C'phny-EndRdx/Conf(5), C'phny-Acc/EndRdx(9), C'phny-Conf/Rng(15), C'phny-Acc/Conf/Rchg(40), C'phny-Dam%(42)
Level 6: Snow Storm -- EndRdx-I(A), EndRdx-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(13)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11), S'fstPrt-ResKB(31)
Level 12: Hover -- LkGmblr-Rchg+(A), DefBuff-I(31)
Level 14: Fly -- Frbd-Stlth(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Achilles-ResDeb%(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(25), RechRdx-I(25)
Level 20: Hurricane -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(21), ExStrk-Dam%(31), ToHitDeb-I(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(27), U'spkT-Acc/EndRdx(27), U'spkT-Fear/Rng(29), U'spkT-Acc/Fear/Rchg(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 30: Aid Other -- Heal-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Dmg(34), BldM'dt-Acc(45)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Dmg/EndRdx(45), ExRmnt-+Res(Pets)(46)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(43)
Level 41: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Rchg(46)
Level 44: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-KB%(45), Stpfy-EndRdx/Stun(48), Stpfy-Acc/Stun/Rchg(48), Stpfy-Stun/Rng(48), Stpfy-Acc/EndRdx(50)
Level 47: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A), DefBuff-I(50)
------------
Level 1: Brawl -- Acc-I(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+(50)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(36)
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Personally I would see Cardiac as a godsend! Having played an Illusion Storm since 2004, the set is very end heavy but extremely fun to play. Survivability falls back up on your play style.
Are you the type of storm that will run ahead of the team and throw out freezing rain, lightening storm etc before the tank/scrappers grab aggro? I played the set when all you could slot was Single Origin Enhancements and Hami O's. Trust me, it's very survivable and compound that with IO bonuses, you'd have to play with wreckless abandon to die easily.
@Ra Ra
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 working on an Ill storm too and this is the build you inspired for me to think about; it has capped range def and capped smashing\lethal defense (most common dmg in the game, useful against melee, ranged, or aoe) along with high recharge (though not quite perma hasten levels). I won't claim this is a cheap build, but more something to work towards, but it also doesn't use any more purple sets than the confuse set and 2 in the pet set, also, for baz gaze, I just recently needed to buy a set myself, and while the quad (Acc, end, rech, hold) is super expensive, I was able to get level 27s of the other 4 non-procs for a total of 30 mil or so, comparatively cheap compared to the level 30 prices and really not much lower in overall enhancing value.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (15) Basilisk's Gaze - Endurance/Recharge/Hold
- (43) Thunderstrike - Accuracy/Damage
- (A) Force Feedback - Chance for +Recharge
- (A) Thunderstrike - Accuracy/Damage
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (A) Coercive Persuasion - Confused/Recharge
- (5) Coercive Persuasion - Accuracy/Confused/Recharge
- (5) Coercive Persuasion - Accuracy/Recharge
- (17) Coercive Persuasion - Confused
- (17) Coercive Persuasion - Contagious Confusion
- (34) Coercive Persuasion - Confused/Endurance
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Force Feedback - Chance for +Recharge
- (A) Red Fortune - Defense/Endurance
- (11) Red Fortune - Endurance/Recharge
- (11) Red Fortune - Defense/Endurance/Recharge
- (34) Red Fortune - Defense
- (37) Red Fortune - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Achilles' Heel - Chance for Res Debuff
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Accuracy/Damage/Recharge
- (23) Expedient Reinforcement - Endurance/Damage/Recharge
- (23) Soulbound Allegiance - Damage/Recharge
- (50) Soulbound Allegiance - Chance for Build Up
- (A) Explosive Strike - Damage/Knockback
- (21) Explosive Strike - Accuracy/Knockback
- (21) Explosive Strike - Chance for Smashing Damage
- (42) Endurance Reduction IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Red Fortune - Defense/Endurance
- (25) Red Fortune - Endurance/Recharge
- (25) Red Fortune - Defense/Endurance/Recharge
- (40) Luck of the Gambler - Recharge Speed
- (42) Red Fortune - Defense
- (50) Red Fortune - Endurance
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (27) Glimpse of the Abyss - Endurance/Fear
- (27) Glimpse of the Abyss - Accuracy/Endurance
- (34) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (48) Glimpse of the Abyss - Chance of Damage(Psionic)
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Endurance/Recharge
- (29) Red Fortune - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Recharge Speed
- (43) Red Fortune - Defense
- (50) Red Fortune - Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (46) Blood Mandate - Accuracy
- (48) Blood Mandate - Damage
- (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
- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Endurance/Recharge
- (45) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (46) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Defense Buff IO
Level 1: Brawl
- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Miracle - +Recovery
- (A) Efficacy Adaptor - EndMod
- (13) Efficacy Adaptor - EndMod/Recharge
- (13) Efficacy Adaptor - EndMod/Accuracy
Set Bonus Totals:
- 22% DamageBuff(Smashing)
- 22% DamageBuff(Lethal)
- 22% DamageBuff(Fire)
- 22% DamageBuff(Cold)
- 22% DamageBuff(Energy)
- 22% DamageBuff(Negative)
- 22% DamageBuff(Toxic)
- 22% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 19.88% Defense(Energy)
- 19.88% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 25.5% Defense(Ranged)
- 10.19% Defense(AoE)
- 16% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 4% Enhancement(Confused)
- 93.75% Enhancement(RechargeTime)
- 9% FlySpeed
- 49.6 HP (4.877%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 13.8%
- MezResist(Sleep) 5%
- MezResist(Stun) 6.65%
- MezResist(Terrorized) 5%
- 15.5% (0.259 End/sec) Recovery
- 26% (1.104 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.04% Resistance(Fire)
- 15.04% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 9% RunSpeed
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Local Man,
Quick question. Does the Soulbound proc affect psuedo pets like Tornado? |
Although the proc will have a chance to fire in Lightning Storm on every bolt, it is a waste because the buff will have expired before the next bolt fires. Back when we had machine gun LS, it could actually be quite impressive.
Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here
This is my build so far before purps... I plan on adding in Spiritual for my alpha slot... see if I can get perma-PA with that without purps or at least get perma-Hasten. As it is, Hasten will have a 5.76 second wait before I can reactivate it and PA has 7.52 sec.
I'm also trying to slot for survivability. I typically just run around with Sprint, Steamy Mist, and Weave active.
I do plan on slotting Blind/Deceive/Thunder Clap with purps regardless further down the line.
Maybe some time down the line I'll be able to solo an AV, once I'm purp'd out, or at least when I have perma-PA.
Anyway, suggestions? Improvements? All help is MUCH appreciated. She's at 47... almost ready for that Alpha Slot. =)
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Lie : Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Medicine
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(13), Decim-Acc/Dmg/Rchg:40(40)
Level 1: Gale -- Acc-I:50(A)
Level 2: Blind -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(3), Lock-Rchg/Hold:50(7), Lock-EndRdx/Rchg/Hold:50(15), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(42)
Level 4: Deceive -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(5), Mlais-Acc/EndRdx:50(9), Mlais-Conf/Rng:50(15), Mlais-Acc/Conf/Rchg:50(40)
Level 6: Snow Storm -- TmpRdns-Acc/EndRdx:50(A), TmpRdns-EndRdx/Rchg/Slow:50(7)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(13)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Def:50(11), LkGmblr-Rchg+:50(31), S'fstPrt-ResKB:30(31)
Level 12: Hover -- LkGmblr-Rchg+:50(A)
Level 14: Fly -- Frbd-Stlth:50(A)
Level 16: Freezing Rain -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(17), ShldBrk-Acc/Rchg:30(17), ShldBrk-DefDeb/EndRdx/Rchg:30(29), ShldBrk-Acc/EndRdx/Rchg:30(31), ShldBrk-%Dam:30(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(19), ExRmnt-Dmg/EndRdx:50(19), ExRmnt-Acc/Dmg/Rchg:50(23), ExRmnt-EndRdx/Dmg/Rchg:50(25), RechRdx-I:50(25)
Level 20: Hurricane -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(21), DarkWD-Rchg/EndRdx:50(36), DarkWD-ToHitDeb/EndRdx:50(36)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(27), Abys-Acc/EndRdx:50(27), Abys-Acc/Fear/Rchg:50(29), Abys-Fear/Rng:50(34)
Level 28: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(45)
Level 30: Aid Other -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(34), Panac-Heal/Rchg:50(36), Panac-Heal/EndRedux/Rchg:50(46), Panac-Heal:50(46)
Level 32: Phantasm -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(45), ExRmnt-+Res(Pets):50(45)
Level 35: Tornado -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(37), ExRmnt-Acc/Dmg/Rchg:50(37), ExRmnt-EndRdx/Dmg/Rchg:50(40)
Level 38: Lightning Storm -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(43)
Level 41: Aid Self -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(43), Panac-Heal/Rchg:50(43), Panac-Heal/EndRedux/Rchg:50(46), Panac-Heal:50(48)
Level 44: Thunder Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(48), Stpfy-Acc/Stun/Rchg:50(48), Stpfy-Acc/EndRdx:50(50), Stpfy-Stun/Rng:50(50)
Level 47: Superior Invisibility -- LkGmblr-Rchg+:50(A)
Level 49: Group Invisibility -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(23)
------------
Set Bonus Totals: