Earth/Storm Initial Ground Work
I would six slot the hold. Stone Cages isn't worth slotting as an attack. acc, end are the main ones and procs if you have the room. Snow Storm can get by with 1 end reduc if you are short on slots. O2 Boost can be given less slots if need be. Quicksand I would look more at 3 slotting for recharge. 2 slot level 50 common IOs if you are pressed for slots. Steamy Mist has low def numbers so you are better off slotting for resist. If you want def slotting, put the res/+3% def one in there. Earthquake could use 2-3 slots. Hurricane and Thunder Clap are way underslotted if you are going to take them. Same could be said of Tactics really.
lots of ways to do this. this build prioritizes +rech and +recovery
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
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Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Endo(33)
Level 1: Gale -- Empty(A)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/Immob(9), Posi-Dam%(11)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Quicksand -- TmpRdns-Acc/EndRdx(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(11), LkGmblr-Def/EndRdx(13), GftotA-Run+(15), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(46)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/Stun/Rchg(21), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(23)
Level 14: O2 Boost -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25), Dct'dW-EndRdx/Rchg(27)
Level 16: Freezing Rain -- ShldBrk-%Dam(A), UndDef-Rchg/EndRdx(17), ImpSwft-Dam%(17), AnWeak-Acc/Rchg/EndRdx(37), ShldBrk-Acc/Rchg(39), LdyGrey-%Dam(39)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(37)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(31), GftotA-Run+(31)
Level 26: Volcanic Gasses -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Dam%(29), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(31)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(46)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 32: Animate Stone -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34), S'bndAl-Acc/Dmg/Rchg(43)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(42)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(42)
Level 41: Hibernate -- Mrcl-Heal(A), Mrcl-Heal/Rchg(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(45), GftotA-Run+(45)
Level 47: Ice Storm -- TmpRdns-Acc/Dmg/Slow(A), Ragnrk-Dmg/Rchg(48), TmpRdns-EndRdx/Rchg/Slow(48), Posi-Dam%(48), Posi-Dmg/Rchg(50), Ragnrk-Acc/Dmg/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(15), Mrcl-Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(9), P'Shift-EndMod(40)
There are a lot of ways to slot up an Earth/Storm. You can expect to have endurance problems, so you need to look for Recovery bonuses. Probably plan to take the Cardiac tree for your Alpha Slot once you hit 50. But you can slot for Recharge or Defense or Regen or a lot of other ways. And, of course, it depends on your budget.
Fossilize: Single target hold can be slotted for Hold or Damage. Sadly, it is one of your more damaging attacks so you may want to slot for some damage. If you are going for Recharge, then 4 Baz Gaze are good. Finish out the last two slots with some added Acc and as much Damage as you can -- I like an Acc/Dam Hami-O and a common Damage IO, but you could use two Thunderstrikes for less damage.
Gale: At least throw an Accuracy in the default slot.
Stone Cages: Low damage, so slotting for damage is mostly wasted -- I believe you actually get more damage from procs. Leveling up, you need Accuracy (to counter the 20% Accuracy penalty) and EndRdx. Immobilize isn't really needed since the power recharges faster than it expires. The Trap of the Hunter set actually has some decent bonuses. At 50 and if you are going for Recharge, go for 5 from the purple Grav Anchor set, leaving out the pure Immob, and finish it off with a damage proc like the Posi Blast one.
Snow Storm: It uses a lot of End, so I prefer 2 EndRdx if you use it a lot and can spare the slots. However, O2 Boost is worth considering on a team-oriented Earth/Storm -- it is a somewhat weak heal, but also provides protection from Stun (nice for teammates who just used a wakey) and substantial Endurance Drain protection. O2 Boost also lets you heal your pet, Rocky. Leveling up, I skipped Snow Storm since Quicksand is also an AoE slot. However with I-19's inherent Fitness, I added Snow Storm in my build mainly for the -Recharge.
Quicksand: It is autohit, so Accuracy is worthless. Leveling up, I slotted it for Recharge. With enough global Recharge, a single Recharge is enough. Some EndRdx wouldn't hurt, but I didn't use it. Quicksand is a patch slow with a HUGE 25% Defense Debuff. I use it underneath all other controls. It can be an amazingly effective tool.
Steamy Mist: I used to think that it was best to slot this for Resistance, but with all the Defense in the game, my attitude is changing to going for Defense. Especially if you are going for Ice Armor from the Ice APP. You can slot either Steadfast or Karma -knockback here. It is also a good place for 4 LotG -- Def, Def/7.5% Rech, Def/End and Def/End/Rech.
Stalagmites: If going for Recharge, 5 Stupify (leave off the proc) and a Recharge, or 5 Absolute Amazement if you can afford them.
<Super Speed>: Super Speed + Steamy Mist = full invisibility. Or you can skip SS and get a stealth IO for Sprint. But I like SS for the fast maneuvering when Herdicaning or running in to cast Lightning Storm or leading Rocky into battle to be my tank. A single EndRdx is all it needs, or you could use a slot for a Zephyr -Knockback.
Freezing Rain: It needs Recharge, as you want this up as much as possible. With all the Defense Debuff in Earth, FR does NOT need Defense Debuff. Recharge first, and then procs if you have room, starting with the Achilles Heal Chance for Resistance Debuff.
Earthquake: Recharge first. Maybe ToHitDebuff and maybe another place for an Achilles Heal Chance for Resistance Debuff.
Hurricane: 4 Dark Watcher ToHit Debuff, with some decent EndRdx.
Volcanic Gasses: Hold and Recharge, then procs -- due to the way it works, Damage procs are quite good here. 5 Unbreakable Constraint, with the damage proc instead of the Hold. Maybe a 6th slot for another damage proc if you have spare slots.
Thunderclap: 5 Stupify.
Animate Stone a/k/a Rocky or Stoney or Poo Man: Adding the two 10% pet Resistance procs are great for Rocky to add to his already high Resistance. You also want to get his damage high as he can do quite a bit.
Leadership: Don't bother with Tactics, as you have a ton of Defense Debuff. I consider Leadership to be a low priority, maybe just Maneuvers.
The Ice APP is a nice addition to an Earth/Storm. Smash/Lethal armor, Hibernate, a fast single target blast and one of two AoE attacks.
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 very new to making my own build in mids. I plan on doing TF's and Trials, I want to serve my intended purpose as a controller and control stuff. My goal are a healthy chunk of recharge and enough survivability so I have a chance to control.
Like I said I am very new, here is what I have...I would welcome whole new builds or what I should add. I really have no clue for what APP I should be going for.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Fossilize
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Gale- (A) Empty
Level 2: Stone Cages- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Accuracy/Damage/Endurance
- (7) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Damage/Recharge
- (9) Positron's Blast - Chance of Damage(Energy)
- (11) Gravitational Anchor - Chance for Hold
Level 4: Snow Storm- (A) Empty
Level 6: Quicksand- (A) Tempered Readiness - Accuracy/Endurance
Level 8: Hasten- (A) Empty
- (19) Empty
Level 10: Steamy Mist- (A) Red Fortune - Defense/Endurance
- (11) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (15) Red Fortune - Defense
- (19) Red Fortune - Endurance
Level 12: Stalagmites- (A) Razzle Dazzle - Accuracy/Recharge
- (13) Razzle Dazzle - Endurance/Stun
- (21) Razzle Dazzle - Accuracy/Endurance
- (21) Razzle Dazzle - Accuracy/Stun/Recharge
- (23) Razzle Dazzle - Stun/Range
Level 14: O2 Boost- (A) Doctored Wounds - Heal/Recharge
- (23) Doctored Wounds - Heal/Endurance
- (25) Doctored Wounds - Heal/Endurance/Recharge
- (25) Doctored Wounds - Heal
- (27) Doctored Wounds - Endurance/Recharge
Level 16: Freezing Rain- (A) Achilles' Heel - Chance for Res Debuff
- (17) Undermined Defenses - Recharge/Endurance
- (17) Touch of Lady Grey - Recharge/Endurance
Level 18: Earthquake- (A) Empty
Level 20: Hurricane- (A) Empty
Level 22: Combat Jumping- (A) Empty
Level 24: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance/Recharge
Level 26: Volcanic Gasses- (A) Unbreakable Constraint - Hold/Recharge
- (27) Unbreakable Constraint - Accuracy/Hold/Recharge
- (29) Unbreakable Constraint - Hold
- (29) Unbreakable Constraint - Accuracy/Recharge
- (31) Unbreakable Constraint - Endurance/Hold
Level 28: Thunder Clap- (A) Empty
Level 30: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 32: Animate Stone- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
Level 35: Tornado- (A) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (36) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
Level 38: Lightning Storm- (A) Empty
Level 41: [Empty]Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl
- (A) Empty
Level 1: ContainmentLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Empty
Level 2: Health- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Empty
- (9) Empty
------------Set Bonus Totals: