Fire/Storm vs Plant/Storm what's your suggestions?
Personally I'd go Plant/Storm. You're more of a ranged controller that way and can benefit from Hurricane without worrying about it clashing with Hotfeet.
Roots does indeed have -kb and thus goes with Tornado pretty well. It's also the most damaging of the AOE immobs so worth spamming and filling with a PROC or two.
Powers which are proc-worthy in the combo are Roots (because you can spam it, it has a massive AOE and it's damage is actually alright once you start Containing things), Carrion Creepers (I've done a bit of analysis of procs in creepers here and here), Fly Trap (including the Chance for -Resist), Freezing Rain (again the chance for -resist) and Lightning Storm (again you can immob things in place to prevent it knocking things back, and LS can take a Ranged Damage Chance for Hold and a Knockback : Chance for Damage PROC).
My live Plant/Emp build is here and shows you what PROCs Plant can take (I consider the Impeded Swiftness in Creepers somewhat of a waste though, a simple +recharge IO would be better)
I wouldn't really bother PROCing Tornado it only has a chance to go off every 10 seconds against anything in range of Tornado and Tornado doesn't have much of a range (and is inclined to knock things away if you haven't immobed them in the last 10ish seconds), I'd just slot it for Damage, some acc and recharge and use it as a raw damage power on things you've Rooted in place (or which your Creepers Patch or Fly Trap have rooted into place for you).
Fire/Storm= buzzsaw
That's all I'm saying.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Hurricane+Hot Feet worries. I've never seen a fire/storm live to see how that would work but, pin them against a wall and burn them to death with hot feet??. And does fire cages offer -kb?, if not I dont see why somebody would roll it. Not dissing, I'm just not knowledgable about the specfic combo. I'm analyzing the sets seperately in my head so if a fire/storm would come educate me that would be nice . I think either would work but not knowing about hurricane+hotfeet wont allow me to recommend it.
With that said, I still wouldnt roll one over fire/storm lol. The safety, controlled chaos and repectable damage is too good to pass up. The combo is visually beautiful, you'd never get tired of seeing it.
This is also true. Both are very decent combos indeed (unless you happen to be a Blue Bar, Storm is evil on that). Fire/Storm comes with a nice array of Stuns as well which you can stack on top of each other (and the Stone APP if you take it)
Cages does -knockback, but no immob offers -repel so Hurricane will always nudge things backwards (which can be hellafun if done right).
There's no real wrong answer, both will be great, one will prefer range, one will like to be up close and personal more. Both will do horrible things to spawns.
I'm thinking of making my next incarnate running toon a controller and was wondering which would be better fire/storm or plant /storm? Those are the two I narrowed it down to although I have several other combos so if there's suggestions for different combo to consider feel free to suggest.
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With the new incarnate abilities and having the proc dmg was thinking several of the powers should do some very nice DoT (could be wrong if so please fill me in). If either build would be good farming that would be a plus, but most of all just wanting to do some nice damage and controlling. |
Thinking that both fire and plants group immobilize has -kb, haven't played either toon in a long time, so am I remembering correctly in thinking that? If so, wouldn't tornado do very well slotted for damage? |
Also with the damage proc, what would benefeit in /storm? Not sure just wondering if tornado, freezing rain, and maybe lighting cloud? |
Freezing Rain - proc this one to hell if possible.
Lighting Cloud - Just slot for damage and recharge. Notihing is funner then having two up at the same time. The Cloud even acts like a bodyguard if near, striking anyone coming close to you. That's saved my life a number of times, when enemies have gotten tossed behind me and out of view.
On the same note, would the group immob. also have a chance for the proc to do more DoT? Also what about bonfire, would it work there as well? If so to both accounts, would fire cages followed by bonfire be a good combo to use? |
Any type of help, ideas, suggestions would be greatly appreciated. If i'm misunderstanding how the procs work (which is a VERY high possibility) if anyone is able to explain and help me understand the powers and how procs work in certain powers would be highly appreciated aswell. |
Thanks in advance to all those who are able to help me on my journey of decesion making and proc understanding! |
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
Hurricane+Hot Feet worries. I've never seen a fire/storm live to see how that would work but, pin them against a wall and burn them to death with hot feet??. And does fire cages offer -kb?, if not I dont see why somebody would roll it. Not dissing, I'm just not knowledgable about the specfic combo. I'm analyzing the sets seperately in my head so if a fire/storm would come educate me that would be nice . I think either would work but not knowing about hurricane+hotfeet wont allow me to recommend it.
With that said, I still wouldnt roll one over fire/storm lol. The safety, controlled chaos and repectable damage is too good to pass up. The combo is visually beautiful, you'd never get tired of seeing it. |
My Fire/Storm/Earth is a beast of a buzzsaw of killing potential. [No it isn't softcapped; end reduction and +recovery are far too important on fire/storm] In the early midforties she was taking down +4 and +5 Cimeroran spawns street sweeping with ease.
The typical control/attack chain is: Flashfire+ cages+ Freezing rain (while running in)+ fissure+ thunderclap+ jump up lightning storm then cage or char depending on needs. Obviously you need large spawns for that attack chain so you can either be on a large team or large team settings OR you can herdicane.
Turn on hurricane + hot feet and run around a zone/map just getting the attention of all the baddies you want coming after you. Go find a corner/dumpster, leave on hurricane until they all show up for the party. While they are trying to attack you around the corner you'll be debuffing them quite nicely. Once they are all there, hit them with a freezing rain patch, while they are flopping turn off hurricane, stun, cage, kill. Rinse and repeat.
You can also use hurricane quite well if you have a dead end to cage and push the baddies against.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Thx Mental Maiden....with that said, both are about even imo. It all depeds on what you want,more damage or better saftey....not that fire trollers are debit collectors, but the range+seeds on plant give it the edge.
A well-slotted Fire/Storm is only second to a Fire/Kin in farming speeds amongst the trollers. But they have huge endurance problems, and can agg a whole room without even trying. So the safer choice might be a Plant/Storm, unless you like challanges.
Incarnate will cure you of your endurance problems playing a Fire/Storm. In fact, with mine, it seems I can now farm about the same speed as a non-incarnate fire/kin does. <snip> If you want a wild ride, go fire/storm. But that is in no way saying a plant/storm isn't as much fun neither. |
Plant/Storm is chaos and a metric tonne of fun to play. I have no idea what constitutes top-end farming earnings for Fire/Kin and Fire/Storm, but I generate 2.25M - 2.5M inf/min in the AE with my Plant/Storm. (For comparison, the top-end brutes seem to pull 2.5M - 3.0M inf/min in the same missions.)
Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu - SS/WP B
Still haven't decided for sure which I'm going with yet, trying to put a build together for each, which leads me to another question. IS vines or ciders worth taking? I could see them coming in handy if I was to get in a bit of trouble and need the group hold for a moment, but with the recharge time makes me think I could skip it and be just aswell. Whats your thoughts on those powers? Also seems that I should have enough help from other powers if I need a moment to get away with the right placement and/or the right moment for using a certain power.
Also any suggestions for pool powers? And for my epic, it's between mace (for def to smash,lethal and energy) ice (for s/l def, hibernate, and ice storm) then there's stone (for s/l def, and EE), seems to me both combos can be very good with several different power pools and epics played right. Love all the new options the game has now in making builds but hate the decesion making heh.
thanks again
Still haven't decided for sure which I'm going with yet, trying to put a build together for each, which leads me to another question. IS vines or ciders worth taking? I could see them coming in handy if I was to get in a bit of trouble and need the group hold for a moment, but with the recharge time makes me think I could skip it and be just aswell. Whats your thoughts on those powers? Also seems that I should have enough help from other powers if I need a moment to get away with the right placement and/or the right moment for using a certain power.
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Seeds of Confusion and Vines are pretty much the same, except that Vines is a targetted AoE instead of PB AoE, making it easier to use. Can you "get by" without them? Yes, but you can provide more kinds of control with them.
Also any suggestions for pool powers? And for my epic, it's between mace (for def to smash,lethal and energy) ice (for s/l def, hibernate, and ice storm) then there's stone (for s/l def, and EE), seems to me both combos can be very good with several different power pools and epics played right. Love all the new options the game has now in making builds but hate the decesion making heh. thanks again |
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
You have tons of mitigation and damage with either one you don't have to have a defense based shield.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
For APPs personally I'd go with Stone for Fire/Storm as it's got another short range AOE stun (well a chance-of) and damage power, a really, really hard hitting melee attack (which holds) a poo-like defense armour and a +HP power. Endurance is going to be a concern though. Fire or Mu are two other good options since they have +End powers and decent AOE attacks.
For Plant/Storm I'd go Ice for Hibernate (Hib + loads of confused enemies & pseudo-pets = win), Frost Breath (hits hard with Containment and you'll already be used to Cones with Seeds), Ice Storm and the armour.
I always take my AOE hold, even on my illusionist (see my pic). 3 Acc/Hold/Recharge IOs and another hold or recharge and you're good to go. You can get them cheapish too along the way (I typically take it at 26 and slot it with 4 level 29/30 ones at 26 and 27 and 30, easily good enough up until 50).
For APP's the only logical one for fire/storm is ice....because if you go earth, your end will be doomed. Fire/storm already has end issues on its own and your giving it even more with going earth, plus your ST chain suffers because stone doesnt have a ST blast.
Plant/storm however, You could choose whatever but fire or ice is ideal. Psy isnt bad either for the mez protection.
In the Epic choices, I went with Psy for the extra aoe and mezz protection for my Fire/Storm. But that was before you could switch to red side, so MU or Mace could be just as good. As for a endurance regaining epic power, I might go for one till I could get to 50 and then switch. As I said, Incarnate alone will cure a Fire/Storm of his endurance problems.
And take Cinder, its a great power to reestablish control on a mob when things start going south on you or Flash Fire isn't recharged.
As for Hibernate, you don't need it or want it. It will just slow you down, since a fire/storm can live like a blaster... you kill them, before they kill you!
For a self heal, go medic pool... much earlier to get.
As to how fast a fire/storm can farm.... while I'm not a expert on farming, I now can kill a 8/+4 mob in 20 seconds.
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
For APP's the only logical one for fire/storm is ice....because if you go earth, your end will be doomed. Fire/storm already has end issues on its own and your giving it even more with going earth, plus your ST chain suffers because stone doesnt have a ST blast.
Plant/storm however, You could choose whatever but fire or ice is ideal. Psy isnt bad either for the mez protection. |
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I'll disagree here, Lord. Mine is earth and the end is really no worse (it's pretty bad already). A fire/storm is an aoe specialist for one and you also forget seismic smash (youre in melee most of the time anyway). I went earth primarily for Earth's Embrace as a self heal power as medicine was out of the question due to tightness of build.......that was pre inherent fitness and its much more possible now.
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Heck I'd love to go earth on alot of my melee trollers for fissure alone, but ice is just overall superior.
If your def is softcapped, I fail to see how picking earth for the heal is justified when you can go ice, get a ST blast, icestorm to go with freezing rain and if things are truely that bad, hibernate to make up for a lack of a heal.
Heck I'd love to go earth on alot of my melee trollers for fissure alone, but ice is just overall superior. |
(I tend to go with Earth APP on my */Kin characters. Fulcrum Shifted Fissure and Seismic Smash are pretty impressive. It can also work well with Fire, Elec or Ice control characters, who can have melee auras.)
I also feel that "being softcapped" is not necessary. If you have effective AoE control, they can's shoot at you. You have to make some sacrifices to get there, and sometimes those sacrifices are just not worth it.
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 don't agree that "ice is just overall superior." It depends on your playstyle. Earth has a fast-recharging short-range AoE with stun. Earth's Seismic Smash does a bunch of damage AND hold, making it easier to hold bosses. Plus a great heal/HP boost and an ugly but good S/L defense armor. If you have a character who spends most of his or her time in melee, Earth is a great choice.
(I tend to go with Earth APP on my */Kin characters. Fulcrum Shifted Fissure and Seismic Smash are pretty impressive. It can also work well with Fire, Elec or Ice control characters, who can have melee auras.) I also feel that "being softcapped" is not necessary. If you have effective AoE control, they can's shoot at you. You have to make some sacrifices to get there, and sometimes those sacrifices are just not worth it. |
Heck the only thing it doesnt offer is mez protection. You say not being soft capped isnt necessary but as a melee orientated troller, without mez protection I deem that one of your top priorities. You cant always depend on your aoe mez's to hit every single npc. All it takes is for you to miss one npc with mez capabilities, and unless you have a break free you'll be standing in the mob like :-(, just waiting for your mez on the npc's to wear off before they demolish you. That's just me.
Heck the only thing it doesnt offer is mez protection. You say not being soft capped isnt necessary but as a melee orientated troller, without mez protection I deem that one of your top priorities. You cant always depend on your aoe mez's to hit every single npc. All it takes is for you to miss one npc with mez capabilities, and unless you have a break free you'll be standing in the mob like :-(, just waiting for your mez on the npc's to wear off before they demolish you. That's just me. |
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
How is it not?...It gives you more versatility then any other app....ST blast? check....ranged aoe? check? short ranged cone? check? def shield? check...way to recover health and endurance? check.
Heck the only thing it doesnt offer is mez protection. You say not being soft capped isnt necessary but as a melee orientated troller, without mez protection I deem that one of your top priorities. You cant always depend on your aoe mez's to hit every single npc. All it takes is for you to miss one npc with mez capabilities, and unless you have a break free you'll be standing in the mob like :-(, just waiting for your mez on the npc's to wear off before they demolish you. That's just me. |
Fissure is an AoE with 16 Targets max doing about 55 damage (with containment, at level 50, base damage with no enhancement), that recharges in 20 seconds (before any enhancement) and appears to have a 50% chance for Stun. the damage is all up-front.
Frost Breath is a cone with 10 targets max doing about 85 damage (same conditions) over 2 tics that recharges in 32 seconds with some slow and -Recharge.
Ice Storm is harder to quantify the damage since it is a rain power with a lot of DoT, but it has a long recharge of 120 seconds.
To larger groups, Fissure is going to do more damage when you factor in the fast recharge and 16 target limit. Plus the Stun is more valuable than Slow and -Recharge, especially if you have other stuns for stacking.
Frozen Armor provides 13.5% base S/L defense, while Rock Armor provides 14.4% base S/L defense. Rock Armor has better base defense.
Seismic Smash is a huge base damage of 159 (with Containment, no enhancement), including a Mag 4 Hold. (I think I recall that the hold was reduced to Mag 3, but City of Data still lists it as Mag 4.) Recharge is 28 seconds. I think of this as my "Boss Holder/Killer" since it stacks with my Single target Hold or an AoE Hold. Ice Blast does about 60 damage (with Containment, no enhancement) and a fast 8 second recharge. Which is better? Depends what you need. On pure damage, Ice Blast will do more over 3 attacks, but Seismic does it in one. If you want to control bosses from melee, I'd say that Seismic Smash is better -- that Hold is really nice. Clearly, Ice Blast is better from range than Throw Boulder.
Hibernate takes you out of the Action while you wait for your health and/or endurance to recover. Earth's Embrace does not, and boosts your HP as well as providing a heal. If you don't have endurance issues, then Earth's Embrace is better.
I'm not suggesting that one is "better" than the other. Each one has its uses. But I don't think you can say Ice is clearly better than Stone Mastery.
Like Mental Maden, none of my Controllers are Softcapped. You have to make certain sacrifices to get there, and I would rather take control powers that will benefit the team over powers that protect me alone (like the Fighting Pool). I will often take the APP armor (but not always), and I may try to add in a few defense bonuses, but I very rarely take "mule" powers. Sure, I may faceplant once in a while . . . no biggie since debt is almost insignificant. But I feel that the overall benefit to more control powers is better for the team . . . and is a bit more of a challenge.
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
Only talking about a fire/storm here, and my experience.
ST epic attack - Don't need it since I have 3 vet powers that do that. I want my fire/storm to be the King of AOE attacks!
Hibernate - Its cool and all that, but not on a fire/storm. Your endurance problems are terrible, the worst possible, bad enough that you will be eating blues by the bucket load. So you can't rely on Hibernate with its long recharge to handle that problem. As for the heal part, if death comes to your fire/storm.... its going to be quick and painful.
Cus on that, I do have a lot of experience with. I die pretty much on every BAF due to the amount of agg with my aoe chain.
Capped S/L Defense- it helps, but for the longest time I was doing fine with 32%. After all, you got some good stuns in your little bag of tricks.
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
Hmm, lets look at the numbers, shall we?
Fissure is an AoE with 16 Targets max doing about 55 damage (with containment, at level 50, base damage with no enhancement), that recharges in 20 seconds (before any enhancement) and appears to have a 50% chance for Stun. Frost Breath is a cone with 10 targets max doing about 85 damage (same conditions) that recharges in 32 seconds with some slow and -Recharge. Ice Storm is harder to quantify the damage since it is a rain power, but it has a long recharge of 120 seconds. To larger groups, Fissure is going to do more damage when you factor in the fast recharge. Plus the Stun is more valuable than Slow and -Recharge, especially if you have other stuns for stacking. Frozen Armor provides 13.5% base S/L defense, while Rock Armor provides 14.4% base S/L defense. Rock Armor has better base defense. Seismic Smash is a huge base damage of 159 (with Containment, no enhancement), including a Mag 4 Hold. (I think I recall that the hold was reduced to Mag 3, but City of Data still lists it as Mag 4.) Recharge is 28 seconds. I think of this as my "Boss Holder/Killer" since it stacks with my Single target Hold or an AoE Hold. Ice Blast, while Ice Blast does about 60 damage (with Containment, no enhancement) and a fast 8 second recharge. Which is better? Depends what you need. If you want to control bosses from melee, I'd say that Seismic Smash is better. Hibernate takes you out of the Action while you wait for your health and/or endurance to recover. Earth's Embrace does not, and boosts your HP as well as providing a heal. If you don't have endurance issues, then Earth's Embrace is better. I'm not suggesting that one is "better" than the other. Each one has its uses. But I don't think you can say Ice is clearly better than Stone Mastery. Like Mental Maden, none of my Controllers are Softcapped. You have to make certain sacrifices to get there, and I would rather take control powers that will benefit the team over powers that protect me alone (like the Fighting Pool). I will often take the APP armor (but not always), and I may try to add in a few defense bonuses, but I very rarely take "mule" powers. Sure, I may faceplant once in a while . . . no biggie since debt is almost insignificant. But I feel that the overall benefit to more control powers is better for the team . . . and is a bit more of a challenge. |
Funny enough outside of the poo armor earth mastery has I actually like it, but I just dont think it's as good as ice or relatively close.
LOL your not suggesting one is better but you just clearly stated rock armor has better defense, earth embrace is better than hibernate and in so little words saying fissure is better than frost breath and icestorm. So as a whole and in so little words you just stated one WAS better than the other. My only rebuttal to that is earth's numbers maybe better because its overall alot risker than ice, fissure and sesmic smash is it? you need to take your low hp having self into melee, obviously your mez's make it safer, but thats not always 100% a certanity. Hibernate and earth embrace is a wash HP healer+Hp cap vs. HP+end gainer but roots you, but with plant or fire/storm who cares if your rooted for 30 secs you have plenty of pets and psuedo pets to do the damage for you. Capping you def to me I believe has always been personal preference however I do believe your a melee oriented squishy it's something you should have. Sure you make yourself weak in some areas but that can be made up by other things outside of set bonus's, accolades, incarnate etc.
Funny enough outside of the poo armor earth mastery has I actually like it, but I just dont think it's as good as ice or relatively close. |
One set isn't "better" than another. It may be better for a particular playstyle and powerset combo. And, of course, everyone is entitled to their own opinion . . . (even if that opinion is wrong).
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
This thread motivated me to finally pull out the ol' Fire/Storm and post i19 respec her into inherent fitness. I added Stimulant since she does have O2 boost and aid self as well as seismic smash. I was able to crowbar in more +end and +recovery through a few new sets I hadn't purchased yet.
Now a little perspective on the notion that somehow softcapping will help with Incarnate trials.
1. She only had Tier 1 Cardiac slotted so still conning 50 during both trials: no level shifts.
2. Ran a Lambda and BAF
3. Zero deaths and only one close call. (A bit too close to Nova Fist, but was able to fire off Earth's Embrace and a quick Aid Self to top off the HPs)
4. Being -4 to the enemy; I did not change playstyle or avoid melee in any way.
5. After those two runs I got one rare and one uncommon table and an uncommon drop. 31% Judgement and 18% Interface Unlocked. With my threads, iMerits and drops I was able to slot my Tier 3 Cardiac Total Core Whatever afterward.
6. I did have one end issue and toggle drop during the Escapees portion of BAF. Wasn't really paying attention and was button mashing like crazy. More careful attention could have avoided this, I will admit.
Now this is far from anything definitive I realize, but I hope it at least shows that somehow softcapping is not "required, needed, or adding anything vital" to one's sucess in trials. Would it have changed anything during the process if I were softcapped? I couldn't have really benefitted from a live or die perspective but, the end issues could (I do stress could) have been worse if I wasn't able to do so much +end and +recovery because I had focused on defense bonuses.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I'm thinking of making my next incarnate running toon a controller and was wondering which would be better fire/storm or plant /storm? Those are the two I narrowed it down to although I have several other combos so if there's suggestions for different combo to consider feel free to suggest.
With the new incarnate abilities and having the proc dmg was thinking several of the powers should do some very nice DoT (could be wrong if so please fill me in). If either build would be good farming that would be a plus, but most of all just wanting to do some nice damage and controlling.
Thinking that both fire and plants group immobilize has -kb, haven't played either toon in a long time, so am I remembering correctly in thinking that? If so, wouldn't tornado do very well slotted for damage?
Also with the damage proc, what would benefeit in /storm? Not sure just wondering if tornado, freezing rain, and maybe lighting cloud?
On the same note, would the group immob. also have a chance for the proc to do more DoT? Also what about bonfire, would it work there as well? If so to both accounts, would fire cages followed by bonfire be a good combo to use?
Any type of help, ideas, suggestions would be greatly appreciated. If i'm misunderstanding how the procs work (which is a VERY high possibility) if anyone is able to explain and help me understand the powers and how procs work in certain powers would be highly appreciated aswell.
Thanks in advance to all those who are able to help me on my journey of decesion making and proc understanding!