It's not nice to fool Madre Nature (Plant/Storm/Ice)


Call Me Awesome

 

Posted

I joined COH for the first time this past Halloween and am loving the game. Of all the ATs I've played so far, Controllers are my favorite, and my two main characters are Illusion/Rad and Plant/Storm. I thought I would post the final build for my Plant/Storm, Madre Nature on Victory, first. I would appreciate any thoughts you had on the build, though I do have specific questions in the post.

These were the 'rules' I tried to follow from reading guides such as the excellent one by Local Man (who I hope will share his thoughts):

1) I tried to be as 'true' as I could to each power, which still getting set bonuses when I could, especially for Recharge (goal was perma-Creepers and perma-Hasten, or close to it)

2) Avoid purples and pvp IOs which would be hard for me to afford as a new player. Expensive regular orange IOs such as Miracle +Recovery I will be getting from Tip Mission rewards. I also avoided using Hammio IOs as I have never done that mission.

3) Use regular IOs unless there is a compelling reason (like a set bonus) to use more expensive invention IOs.

This character will solo and occasionally group, will hopefully be able to aoe farm, but I've also tried to give her a strong single target chain (AVs?)
I also envision her as a mostly long range character.

Specific Questions:

I took Spirit Tree in this final build when I wasn't originally going to, as I have found it very situationally useful while leveling (she is currently 31).
But I gave up Air Superiority to do it, a power I've found wonderful to have. Will I not miss AirS, once I get my APP single target attack, or is AirS a must have to battle AVs? To get both I would have to give up my LotG mule Maneuvers which would reduce my recharge by another couple seconds. Thoughts?

I've already given up Flight to fit everything in the build, but I do love Ninja Run, and Hover fits her concept enough for me.

I read a long post about Creepers to come up with the slotting I did for those specific procs and IOs. The article stated the knockback dmg proc proced the least of the four, so I did not include it.

I have the two procs in Flytrap for when she AOE flings thorns. Another chance for -Res besides Freezing Rain. Would the expensive purple Build-Up be considerably better than either of the two procs here? If so, which would you remove.

I had a fourth slot in tornado, another copy of the -Res proc, for fighting solo AVs. Would that be good for tornado, or a poor slot choice? I took the slot away to fit in Numina's Convalescense + Recovery in Health as I was afraid she was a bit short on Endurance.

There are many powers I would like to put an additional slot or more in, including Sleep (for Task Forces), additional Endurance reduction in Hurricane and Ice Armor, but I did the best I could in what to me seems a slot intensive build.

I would have taken O2 Boost if it were like the heal in /Rad, but since these two sets seem to have enough to keep a newb busy without it, I passed.

I also skipped Thunderclap, which I had originally chosen, as it was a semi-useful power with its Mag 2, plus it needed a lot of slots. Seems a much more useful power for a PermaDom.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Madre Nature Final: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- Dmg-I:50(A), Dmg-I:50(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(21), BasGaze-EndRdx/Rchg/Hold:30(23), BasGaze-Acc/Hold:30(25), BasGaze-Acc/Rchg:30(25)
Level 1: Gale -- Acc-I:50(A)
Level 2: Roots -- TotHntr-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(3), Posi-Acc/Dmg:50(5), Posi-Dam%:50(31), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33)
Level 4: Entangle -- Dmg-I:50(A), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx:50(7), TotHntr-Dam%:50(7)
Level 6: Spore Burst -- LgcRps-Acc/Sleep:50(A)
Level 8: Seeds of Confusion -- Range-I:50(A), Mlais-Conf/Rng:50(9), Mlais-Acc/Rchg:50(9), Mlais-Acc/Conf/Rchg:50(11), Mlais-Acc/EndRdx:50(40), Mlais-EndRdx/Conf:50(43)
Level 10: Steamy Mist -- EndRdx-I:50(A), S'fstPrt-ResKB:30(11), Ksmt-ToHit+:30(13), LkGmblr-Rchg+:50(40), S'fstPrt-ResDam/Def+:30(46)
Level 12: Snow Storm -- EndRdx-I:50(A), ImpSwft-Dam%:30(13)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Freezing Rain -- Achilles-DefDeb/Rchg:20(A), Achilles-ResDeb%:20(17), ImpSwft-Dam%:30(17), Posi-Dam%:50(19), LdyGrey-%Dam:50(19), ShldBrk-%Dam:30(21)
Level 18: Spirit Tree -- Heal-I:50(A)
Level 20: Hurricane -- DampS-ToHitDeb/EndRdx:50(A), DampS-ToHitDeb:50(43)
Level 22: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(37), BasGaze-Acc/Rchg:30(37), BasGaze-Rchg/Hold:30(39)
Level 24: Hover -- LkGmblr-Rchg+:50(A)
Level 26: Carrion Creepers -- RechRdx-I:50(A), Dmg-I:50(27), Dmg-I:50(27), ImpSwft-Dam%:30(29), Posi-Dam%:50(29), TotHntr-Dam%:50(31)
Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Acc/Dmg:50(34), ExRmnt-Dmg/EndRdx:50(34), Achilles-ResDeb%:20(34), LdyGrey-%Dam:50(36)
Level 35: Tornado -- Dmg-I:50(A), BldM'dt-Dmg:50(36), BldM'dt-Dmg/EndRdx:50(36)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Dmg/Rchg:50(39), Thundr-Dmg/EndRdx:50(39), Thundr-Acc/Dmg/Rchg:50(40)
Level 41: Ice Blast -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx:50(42), ImpSwft-Dam%:30(43)
Level 44: Frost Breath -- Posi-Dmg/Rchg:50(A), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dmg/EndRdx:50(45), Posi-Dam%:50(46), ImpSwft-Dam%:30(46)
Level 47: Ice Storm -- Posi-Dmg/Rchg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50), ImpSwft-Dam%:30(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(37)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(31)


 

Posted

A pretty nice build overall . . . with good reasons for all the slotting. You have a TON of damage procs. Damage procs are great in no-damage and low-damage powers, and add some damage over and above the ED cap once you have fully or nearly slotted to the cap. So you may want to reconsider a few of the Damage Procs when the power itself is not at or near cap. For example, you may want to add some additional damage to replace the Lady Grey in Fly Trap.

I'm also not entirely sure how the procs work in Creepers. Creepers is a very odd power that has layers of pseudopets. I haven't tested it, but I think I recall some discussions on the forums that the damage procs may not filter down through the pseudopets. The Targetted AoE proc may only work when targetted AoE damage is being done. The Immob proc may only work when Immob is happening. I think the recommended slotting may just be common Recharge and Damage, since common enhancements filter down to all the pseudopets. But I'm not sure, so you may want to search on that topic.

I'm a little bit concerned about your endurance use/recovery. It somewhat depends on how often you use certain powers. For example, if you use Hurricane often, you will probably need more EndRdx. If you use Tornado often, it may need more Recharge and EndRdx. If you are going to run Maneuvers and Frozen Armor in battle, you will need more endRdx in those. You might be forced to give up some of the damage procs for better EndRdx slotting.


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

Thank you for the reply. I meant to mention it in the original post, but I think I will have to go with the Endurance alpha on this toon. Recharge doesn't seem to be a huge issue here, so I had hoped to go Damage, but I think Endurance will be a huge issue. If I'm not mistaken, Range also comes with Endurance Alpha? That can only help cones like Seeds of Confusion and Ice Breath.

What do you think of Ice APP for a plant/storm? I was originally gonna go mind for Indom Will but mezzes haven't been a huge issue yet. And she does have the AOE immobilize for Ice Storm.

She seems so far slower and a bit squishier than my Ill/Rad who I was planning /Fire for. But the next six powers she gets are all damage, followed by Ice Armor. So all that can only help.

PS Would you do an Ill/Rad without Fire Shield, taking Consume instead?


 

Posted

Quote:
Originally Posted by Jericho View Post
Thank you for the reply. I meant to mention it in the original post, but I think I will have to go with the Endurance alpha on this toon. Recharge doesn't seem to be a huge issue here, so I had hoped to go Damage, but I think Endurance will be a huge issue. If I'm not mistaken, Range also comes with Endurance Alpha? That can only help cones like Seeds of Confusion and Ice Breath.

What do you think of Ice APP for a plant/storm? I was originally gonna go mind for Indom Will but mezzes haven't been a huge issue yet. And she does have the AOE immobilize for Ice Storm.

She seems so far slower and a bit squishier than my Ill/Rad who I was planning /Fire for. But the next six powers she gets are all damage, followed by Ice Armor. So all that can only help.

PS Would you do an Ill/Rad without Fire Shield, taking Consume instead?
I have the Ice epic on my Plant/Storm and it's worked well; although the character's been stalled in the mid-40's for a few months now... I have too many alts. Right now I think the toon's sitting half way through a major respec with about 1/3 of his slots empty; before I start working on him again I've got to get him put back together

Neither Local or I have Fire Shield on our Ill/Rad builds and really don't miss it. I don't think he has Consume either; I know I don't on mine. Both of us built for Perma-PA and a ranged build so we don't get into melee to use Consume very often. A 206% recharge Ill/Rad build does get a bit end heavy and requires considerable endred and recovery slotting... I went with the Cardiac alpha on mine and now I have basically no end problems unless I pop off EMP.

<edit>
Oh, and I really like your plant/storm's name; well done on that.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Jericho View Post
I joined COH for the first time this past Halloween and am loving the game. Of all the ATs I've played so far, Controllers are my favorite, and my two main characters are Illusion/Rad and Plant/Storm.
Welcome to CoX and to controllers!

Quote:
Originally Posted by Jericho View Post
1) I tried to be as 'true' as I could to each power, which still getting set bonuses when I could, especially for Recharge (goal was perma-Creepers and perma-Hasten, or close to it)

2) Avoid purples and pvp IOs which would be hard for me to afford as a new player. Expensive regular orange IOs such as Miracle +Recovery I will be getting from Tip Mission rewards. I also avoided using Hammio IOs as I have never done that mission.

3) Use regular IOs unless there is a compelling reason (like a set bonus) to use more expensive invention IOs.

This character will solo and occasionally group, will hopefully be able to aoe farm, but I've also tried to give her a strong single target chain (AVs?)
I also envision her as a mostly long range character.
....with these factors in mind, I really don't care for the build much. Don't get me wrong your build is by no means terrible, but there are a few areas I think stand to improve. Here is what I noticed:

You went "Proc Crazy" on the build, specifically in Snow Storm, Entangle, and Roots. Slotting procs in these powers will not make a game changing difference with this powerful combo.

For farming purposes this build lacks defense IMHO. Added defense will let you push the envelope vs. higher level enemies, beyond what your controls would normally allow. In your case I recommend building for S/L since you picked up Frozen Armor, but building for Ranged/AoE defense is another option. If you are not a hardcore farmer feel free to completely ignore this section.

Here is a build I efficiently run on both AE Ticket farms and standard PvE missions for farming purposes. It breaks one of your rules by using the confuse purple set and doesn't have the exact same power selection that you have. Feel free to use and modify as you see fit.:

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

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Keep in mind a strong synergy these sets have with each other is that their core powers are fire and forget. I have let this aspect shape my battle rhythm and play style.

I usually open with Seeds-->Carrion Creepers(if they are not present)-->Roots-->Freezing Rain-->Ice Storm-->Roots-->Tornado-->Lightning Storm. After which I'll "Herd"icane any stragglers before dropping Tornado and Lightning Storm again. Even at +4/x8(no bosses), enemies usually don't survive long enough for a second application of Tornado and Lightning Storm nor for Ice Storm to be up and ready at the next spawn. I don't spam Roots for damage (only for immobilization and -KB) and I let the persistent powers run through their effects as I tightly cluster the enemies. With this rhythm, I never have endurance issues and am usually close to full blue next spawn. In the end it gives me the option of not using the End Redux Alpha as a crutch.

Quote:
Originally Posted by Jericho View Post
I took Spirit Tree in this final build when I wasn't originally going to, as I have found it very situationally useful while leveling (she is currently 31).
But I gave up Air Superiority to do it, a power I've found wonderful to have. Will I not miss AirS, once I get my APP single target attack, or is AirS a must have to battle AVs? To get both I would have to give up my LotG mule Maneuvers which would reduce my recharge by another couple seconds. Thoughts?
Spirit Tree is an optional power selection based on individual preference. You can always copy over to test and see if you like the powers before committing to them on the live servers.

As far as Air Sup I used it as a set mule. Ever since I picked up the /Ice APP in lieu of the /Stone APP I never engage in melee and I would not recommend doing so vs. AVs either. You can run a steady chain without entering melee. Tornado and other persistent powers are going to be your workhorses anyway.

Quote:
Originally Posted by Jericho View Post
I read a long post about Creepers to come up with the slotting I did for those specific procs and IOs. The article stated the knockback dmg proc proced the least of the four, so I did not include it.
plug this into Google:

site:boards.cityofheroes.com carrion creeper

the top 4 threads (especially the one posted by Weatherby Goode) will answer your questions about Carrion Creepers slotting.

Quote:
Originally Posted by Jericho View Post
I have the two procs in Flytrap for when she AOE flings thorns. Another chance for -Res besides Freezing Rain. Would the expensive purple Build-Up be considerably better than either of the two procs here? If so, which would you remove.
I think Fly Trap is not worth the purple build up proc. On higher settings Fly Trap will not survive long. Keep the -res proc if you slot either.

Quote:
Originally Posted by Jericho View Post
I had a fourth slot in tornado, another copy of the -Res proc, for fighting solo AVs. Would that be good for tornado, or a poor slot choice? I took the slot away to fit in Numina's Convalescense + Recovery in Health as I was afraid she was a bit short on Endurance.
The -res is great in Tornado, but its not worth losing the Numina's to do so. I would drop some of the procs I commented on before, that will free up some slots to keep both.

Quote:
Originally Posted by Jericho View Post
There are many powers I would like to put an additional slot or more in, including Sleep (for Task Forces), additional Endurance reduction in Hurricane and Ice Armor, but I did the best I could in what to me seems a slot intensive build.
Two more candidates to drop procs in the previously mentioned powers for.

Quote:
Originally Posted by Jericho View Post
I would have taken O2 Boost if it were like the heal in /Rad, but since these two sets seem to have enough to keep a newb busy without it, I passed.
O2 Boost is an optional power selection based on individual preference.

Quote:
Originally Posted by Jericho View Post
I also skipped Thunderclap, which I had originally chosen, as it was a semi-useful power with its Mag 2, plus it needed a lot of slots. Seems a much more useful power for a PermaDom.
T-Clap is another optional power selection based on individual preference.

That is just my two influence.

Best of luck with your Plant/Storm/Ice Controller. Its an excellent combo.


 

Posted

Quote:
Originally Posted by Jericho View Post
Thank you for the reply. I meant to mention it in the original post, but I think I will have to go with the Endurance alpha on this toon. Recharge doesn't seem to be a huge issue here, so I had hoped to go Damage, but I think Endurance will be a huge issue. If I'm not mistaken, Range also comes with Endurance Alpha? That can only help cones like Seeds of Confusion and Ice Breath.
Don't commit to the Cardiac Alpha unless you absolutely know what is the root cause(s) of your endurance problem and you can't fix it with improved slotting. I would be willing to bet that spamming Roots is at the heart of your endurance woes. Its expensive and its DPE is not worth it when other powers would be superior choices. I would much rather have heavy hitting persistent powers up and ready for use. If Cardiac is your choice for other reason then by all means.

Quote:
Originally Posted by Jericho View Post
What do you think of Ice APP for a plant/storm? I was originally gonna go mind for Indom Will but mezzes haven't been a huge issue yet. And she does have the AOE immobilize for Ice Storm.
Keep the Ice APP. Breakfrees or a defensive build can mitigate mezz effects just as well. No need to pick an APP for that.

Quote:
Originally Posted by Jericho View Post
She seems so far slower and a bit squishier than my Ill/Rad who I was planning /Fire for. But the next six powers she gets are all damage, followed by Ice Armor. So all that can only help.
It may be slow now, but once you have your toon leveled up and properly IOed +4/x8 spawns will vaporize before your eyes.


 

Posted

Call Me Awesome: Thank you for the kind words on Madre Nature's name. When I first joined this past Halloween, I was a bit bummed as it seemed every good name possible had already been taken. But since then, I've learned to be a bit clever, which has allowed me to create Madre Nature (Mother Nature was taken), The Crimson Monocle (The Monocle was taken) and Lady Sumac (Poison Sumac was taken).

SaltyHero13: Thank you for the complete review. After reading it, I took out the Procs in Entangle and the APP Ice Blast. Having a proc in single target powers was always a luxery to help build her single target damage but I think you are right, those slots can best be used elsewhere. I used one to add -Res back to Tornado.

I used the other to add a full EndurRedux to Hurricane. I've tried Hurricane the past few days, and I like it, a lot. But mostly as an emergency power.
So there may be a better place for that second slot.

Because of the way the 47th (which needs six slots) and 49th powers fall in the list, I just don't have a slot open to put an EndurRedux on Ice Armor, without reducing my defense by quite a bit, just not worth it.

I do want to keep the 2 procs in roots. One helps me get recharge set bonus and I think it's worth it for the other one.

Snowstorm I don't know yet. It seems like a good place, as it adds damage where there is none, on an aoe power that could hit a whole lot of NPCs. I will see what I think of it there and then decide.

I also tweeked Creepers just a bit after viewing your build.

What do you think about the synergy between Plant/ and /Rad (Lady Sumac's sets.) */*/Ice seems strong there too with Roots, but does any other APP suggest itself more to go with them? Any and all comments are appreciated on these toons.


 

Posted

Quote:
Originally Posted by Jericho View Post
Call Me Awesome: Thank you for the kind words on Madre Nature's name. When I first joined this past Halloween, I was a bit bummed as it seemed every good name possible had already been taken. But since then, I've learned to be a bit clever, which has allowed me to create Madre Nature (Mother Nature was taken), The Crimson Monocle (The Monocle was taken) and Lady Sumac (Poison Sumac was taken).
Personally I take it as a challenge whenever I can't get a name I want and frequently I come up with a much better name than the one I started out wanting. There's times when my original choice goes through like my Archery blaster inspired by the ancient Roman legion Sagitarii archers. My Peacebringer ScaleBalancer was another of those as was my now retired Stone/EM tanker BlarneyStone. I was having a lot of trouble with my Spine/Regen scrapper's name and finally just went with a part of the character's bio where he'd managed to break the registration terminal and it was now Offline. Then there was the time I was totally lost for a name for my Ill/Rad controller and Nameless Phantom was born.

Let's see, a few others are Fyrepower, my Fire/WP brute; Bill Collector, my Widow so named because it was the most evil thing I could think of; Cold Shoulder, my Cold defender (still a baby at 20... maybe I'll finish her someday); Gortak, my BS/Regen scrapper who's a Conan homage; Sword of Damocleave my BS/Shield scrapper... a pun on cleave and the legend of the Sword of Damoclese. Good, original and fun to play names are certainly available if you have a bit of imagination. I'll admit I was a bit surprised to get Fyrepower and Granite Flame (my Stone/Fire tank).

Quote:
Snowstorm I don't know yet. It seems like a good place, as it adds damage where there is none, on an aoe power that could hit a whole lot of NPCs. I will see what I think of it there and then decide.
The problem with damage procs in any toggle power is the way they work, they have a chance to fire when you first activate the power and every 10 seconds thereafter. Because of this conventional wisdom is to put damage procs into either fast recharging attacks so you get more chances for it to fire or to put them into an AOE since they roll against every valid target.

I have the Perfect Zinger Psi damage proc in Fault on my Inv/Stone tanker and it nearly always fires on at least one enemy in the AOE and usually hits 2-3. I HAVE seen it hit 10 targets once or twice, that's kind of like winning the lottery though.

It's not bad necessarily having the proc in Snowstorm, it's just maybe not the best use of a slot. It's something for you to think about anyway and it isn't a make or break choice in any case.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes