Help with a Fire/Storm troller build


Local_Man

 

Posted

Hi guys Mrs W has rolled a fire/Storm troller for our new Freedom toon (yep we are part of the euro trash invation) and has asked me to do a build for her. I have no idea about strom lol. As she want to be a hover troller I have not inculded hotfeet, and have tried to get lots of recharge so she can summon her LC up as much as Poss.

Any improvements from those that play stormys would be great. Thanks Again.

Hero Plan by Mids' Hero Designer 1.94
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Little Boo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Lock-%Hold(45)
Level 1: Gale -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(5), ExStrk-Dam%(7)
Level 2: Fire Cages -- TotHntr-Dam%(A), TotHntr-Acc/Immob/Rchg(7), TotHntr-Acc/Rchg(9), TotHntr-EndRdx/Immob(9), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(11)
Level 4: O2 Boost -- Empty(A)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), ImpSwft-Dam%(13), P'ngTtl-EndRdx/Rchg/Slow(13)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(15), LkGmblr-Def(17), LkGmblr-Rchg+(17), ResDam-I(43)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(19), Stpfy-Acc/Stun/Rchg(21), Stpfy-KB%(21), Stpfy-Stun/Rng(43)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(23), Zephyr-Travel/EndRdx(23)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-%Dam(25), Posi-Dam%(25), LdyGrey-DefDeb/EndRdx(27), LdyGrey-DefDeb/Rchg(27)
Level 18: Cinders -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(45)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(33), DarkWD-ToHitDeb/EndRdx(33), DarkWD-ToHitdeb/Rchg/EndRdx(33)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(45)
Level 28: Bonfire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(39)
Level 32: Fire Imps -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg(39), C'Arms-EndRdx/Dmg/Rchg(39), C'Arms-Dmg/EndRdx(40), EdctM'r-PetDef(40)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Lightning Storm -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
Level 44: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 47: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50)
Level 49: Power Boost -- RechRdx-I(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 -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)



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Posted

Opps just noticed I did not slot Stam hear is the build attempt V2 wtih Stam and health sloted.

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Little Boo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Lock-%Hold(45)
Level 1: Gale -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(5), ExStrk-Dam%(7)
Level 2: Fire Cages -- TotHntr-Dam%(A), TotHntr-Acc/Immob/Rchg(7), TotHntr-Acc/Rchg(9), TotHntr-EndRdx/Immob(9), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(11)
Level 4: O2 Boost -- Empty(A)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), ImpSwft-Dam%(13), P'ngTtl-EndRdx/Rchg/Slow(13)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(15), HO:Enzym(17)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(19), Stpfy-Acc/Stun/Rchg(21), Stpfy-KB%(21), Stpfy-Stun/Rng(43)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(23), Zephyr-Travel/EndRdx(23)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-%Dam(25), Posi-Dam%(25), LdyGrey-DefDeb/EndRdx(27), LdyGrey-DefDeb/Rchg(27)
Level 18: Cinders -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(45)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(33), DarkWD-ToHitDeb/EndRdx(33), DarkWD-ToHitdeb/Rchg/EndRdx(33)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(45)
Level 28: Bonfire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(39)
Level 32: Fire Imps -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg(39), C'Arms-EndRdx/Dmg/Rchg(39), C'Arms-Dmg/EndRdx(40), EdctM'r-PetDef(40)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Lightning Storm -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
Level 44: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 47: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50)
Level 49: Power Boost -- RechRdx-I(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 -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), EndMod-I(17), EndMod-I(43)



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Posted

Just a little fire/storm advice. I'd go heavily for +end and +recovery. Now I realize that you didn't take hot feet, but there is still a lot of end hungry powers in there.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

My main is a fire/storm troller.

Char - Lose the proc, move the slot elsewhere. Yes, I have the same slotting on my build and while its great when the proc does go off... its not really worth it since I find myself using Char rarely at that level (since its a 45 lvl slot).

Gale - If Gale needs anything, its not more knockback. Just one slot it with a crafted ACC.

Snow Storm - Just slot it with a endurance reduction, it needs nothing else.

Cinders - The Lockdown proc there works great.

Thunder Cap - I won't use that proc in that power. Last thing you want is any type of KB since likely your next power used will be fire cages.

Primal Forces Mastery - not my first choice... Hell, not even my 4th choice. In my build, I have the Psi one, since I wanted a anti-mezz power.

Stamina - you need, _NEED_ the P'shift poc there.

As for Hot Feet... I would take it anyway and replace Bonefire. Yes, I know she will be hovering alot but it would be nice to have it there for farming, AVs, or other stuff that needs every point of damage you can deal out.

And I don't really think Hover will keep her alive, cus my Fire/Storm can agg a whole room without even trying (we have lots of aoe powers). And the next room, and one down the hall. I'm not joking here, if I go into a room with 3 mobs.... I can count on getting all three mobs agg-ed. So you might look into the Med Pool to give you some safety.

And the last piece of advise, Fire/Storms are endurance hogs. Till you get your Alpha Cardiac, its going to be a pain.


/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

 

Posted

I am no expert by far but I'll try and help..

might I suggest ice for the epic - hibernate is a nice get out of jail free card as well as a decent oops I almost out of endurance power. Ice storm is one of my favorite crowd smashers and a nice -10% rech red always helps with survivability.

Thunder Clap - I was just really unimpressed with this power mag 2 *shrugs*

I understand that fire/storms is supposed to be more destructive than plant storms (which is what I play) knowing that if you are bulldozing through mobs you may find that you can't find an anchor that stays alive long enough to even bother casting snow storm on but if you do keep it then pinkpup is right at -62.5% rech one end. red. is about all the power will need.


 

Posted

Quote:
Originally Posted by MentalMaden View Post
Just a little fire/storm advice. I'd go heavily for +end and +recovery. Now I realize that you didn't take hot feet, but there is still a lot of end hungry powers in there.
I am by no means an authority on Fire/* play, but I will second this as someone who mains a Storm Defender. So, things which you want to be extremely wary of combining all at once:

Lightning Storm
Tornado
Hot Feet
Thunder Clap

If you want to see the fastest way to crash an end bar without an end-tier nuke, combine those. It's unbelievably awesome for about four seconds.

Edit: O2 Boost is worth dropping a second and third slot in for the healing power it can provide. Be wary of placing that many slots in Thunder Clap - while the disorient is extremely powerful (it's capable of locking down all but the bosses), it falls into a subset within Storm of "things which are decidedly less awesome with Hurricane on". What happens is that you hit Thunder Clap, disorient a bunch of stuff, and then Hurricane (because you positioned yourself in the center to maximize effect of Thunder Clap) repels the entire mob radially outward. If you don't mind it, go for it, I keep Thunder Clap because I use it all the time and the animation is awesome.


 

Posted

A storm controller doesn't typically run hurricane 24/7. Especially a fire/storm. You may turn it on to herdicane or to protect other squishies during an ambush; but you won't have it on all the time.

A typical spawn will go something like this:

Open with flashfire/freezing rain (which goes first depends on circumstances), cages, run in and thunderclap (if needed to finish disorienting any bosses or minions or lieuts missed previously), jump up and cast a lightning storm, meanwhile your imps and hotfeet are making enemies pretty dead, Epic Aoe to add insult to injury. Char and ST attacks to help finish off any stubborn baddies. Rinse. Repeat. Reward.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Many thanks for all the advice guys will have an another go at a build in a bit. Some great tips on how to play a fire/Storm which I have passed to Mrs W.

Having a chat about swaping the epic to Pyi which she seems to like.


 

Posted

Just a note... unlike most fire/kin, imps for a fire/storm are merely tiny little meat shields. I can farm just as fast with them as without them, with the downside only a little more incoming damage and some clear-up work at the end.

So you can just four slot imps and be fine.

But again, let me be clear... before I got Alpha/Cardiac, I carried almost a full tray of blues. And I used a blue almost every mob, while hoping for more blues to drop, converting any 3 to a blue, or begging for more from team mates.

Yes, its that bad.... even worst then my fire blaster or other troller.

But once that hole is plug by Cardiac and Ageless, a Fire/Storm is a monster of aoe damage. I alone can take a door in a BAF and keep the prisoners from escaping (at least to that door/doors). In fact, even with my farm build, the only weakness I have now is perhaps I do too much aoe damage and get tons more hate then I can handle.


/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

 

Posted

Storm is a really great secondary, but it takes some practice and understanding to play it well. Everyone is right that Fire/Storm will drain your endurance bar faster than a thirsty Irishman will drain a pint of Guinness. I'm a bit fond of */Storm, as I have 3 at 50 and 3 more in the 40's. Listen to Mental Maden . . . the others have a lot of good points, but bits and pieces of their advice that I don't agree with.

For example:

Quote:
Originally Posted by Midnight_Tempest View Post
Be wary of placing that many slots in Thunder Clap - while the disorient is extremely powerful (it's capable of locking down all but the bosses), it falls into a subset within Storm of "things which are decidedly less awesome with Hurricane on". What happens is that you hit Thunder Clap, disorient a bunch of stuff, and then Hurricane (because you positioned yourself in the center to maximize effect of Thunder Clap) repels the entire mob radially outward. If you don't mind it, go for it, I keep Thunder Clap because I use it all the time and the animation is awesome.
Thunderclap is actually a Mag 2 Stun . . . which means it will stun only Minions on its own, not lieutenants. However, as Mental Maden suggested, stack it with the Mag 3 stun in Flashfire and you can stun Bosses. (The animation is awesome, however.) Like Mental Maden said, Hurricane is a very situational power . . . only use it in "panic button" situations or when trying to "herdicane" or maybe a strategic choke point. I generally keep it set up with a bind for an a easy-to-use toggle button.

Quote:
Originally Posted by Pinkpup View Post
Cinders - The Lockdown proc there works great.
The Lockdown proc has limited value in most hold powers. It is a 15% chance to add a Mag 2 hold, right? Char and Cinders will, on their own, hold minions and lieutenants (assuming they hit), and will hold bosses 20% of the time. So even if the proc goes off (and you see the nice tesla cage animation), it is actually doing nothing if the foe is already held. The proc will only provide any value at all against bosses who were not held by Char or Cinders initially. So, 80% of Bosses x 15% means that only 12% of bosses ONLY will be affected by the proc. Bosses are what percentage of groups? One out of five or less? Assuming it is one out of 5, then 12% x 20% = 2.4% So that proc is only having an effect on 2.4% of foes. It looks like it is going off a lot more than that, but it is only having an effect 2.4% of the time (or less). Not worth a slot in my opinion. I prefer to slot Char with some additional Acc and Damage. In Cinders, add an extra Acc/Dam/Rech from any set.

I personally would never skip Hot Feet on any Fire Controller (other than maybe a Fire/TA). The combo of "Flashfire+Fire Cages, run in with Hot Feet" is the core to a fire controller. Fire control gives up some control powers for that damage in Hot Feet. If you (or your wife) wants to control from range in the air, consider Illusion, Plant or Mind as a primary. Grav works well with Storm, too, but it is not a great team controller. Earth/Storm is a wonderful ranged controller, but you need to be on the ground to use Stalagmites.

A few other points, mostly in agreement with the others:

Better plan to have both the Numina and Miracle procs in Health, and add a Miracle Health for the bonus. Put a couple of Miracles in O2 Boost, too.

Gale: I rarely use it . . . a single Acc in the default slot, as it has reduced accuracy. If you use it a lot, add more accuracy or it will miss a lot.

Fire Cages: It mostly needs Accuracy and EndRdx. At level 50, that Gravitational Anchor Chance for Hold is wonderful in this power. Procs will generally do more damage than slotting it for damage.

Snow Storm: Two EndRdx if you use it regularly, otherwise 1. The most important part of this power is the -Recharge, which cannot be enhanced.

Flashfire (and Thunderclap): as Pinkpup said, get rid of the knockback proc. The only exception might be if you really, really want the Ranged Defense from Stupify, but that proc is one of the dumbest in the game. . . If the guy has just been stunned, why do you want knockback?? Put a Recharge in the 6th slot for Flashfire, move the slot somewhere else for Thunderclap.

Steamy Mist: You know you can slot it for Defense? So that Luck of the Gambler Recharge in Stealth can be moved here. I have recently changed my view and prefer to slot Steamy for Defense instead of Resistance. Besides, if you eventually take the Cardiac for your Alpha Slot, it will add Resistance to this power. (Personally, I dislike the Stealth pool. I would rather than Super Speed. SS and Steamy Mist together is full invisibility, which I use on most of my */Stormies. If you don't want Super Speed, then just put a Stealth IO in Sprint.)

Fly: Do you realize that Flightspeed in Fly does nothing? Fly is at Flightspeed cap without any slotting at all. Slotting the Zephyr set is only useful for the bonuses. If you need knockback protection, move that slot to Hover for a Karma, it is cheaper.

Freezing Rain needs Recharge first, then procs are a nice bonus if you have leftover slots. Defense Debuff has limited value and really doesn't need to be enhanced. Once you get up to 95% Accuracy/ToHit, you can't get past that.

Bonfire: I like this power and have it on all of my Fire Controllers . . . but usually with only one slot. The problem with using it as a damage power is that you have to use it in combination with Fire Cages which must be re-cast every 12 seconds, and Fire Cages will often miss a guy or two, resulting in those guys flying back out of the area. Some people like it for damage, so that's a personal choice.

Fire Imps: There are lots of ways to slot them, but my opinion is that the Defense proc is mostly worthless unless you already have a lot of defense (Fire/FF or Fire/Cold, maybe). The Imps run around, often out of range of the proc. I prefer to slot them for Damage and Recharge -- you can cast them more often when they die. I like to slot them the same way as Illusion's Phantom Army: 4 Expediant Reinforcement (leave out the Dam/End and the proc), and then the Dam/Rech and Chance for Build Up from Soulbound Allegiance (purple set, but not too expensive).

You skipped Tornado . . . Twisty can add a lot of damage over time, and is your best way to overcome an AV's Regen. The knockback can be overcome with the -knockback in Fire Cages, but has the same problem I mentioned above for Bonfire. However, note that Tornado is AUTOHIT. It can do damage to foes who are in PFF (Fake Nemesis) or MOG (Paragon Protectors) as well as AVs. It can also be another "panic button" power or a major source of damage for the "cul-de-sac of doom" . . . trap a foe in a cul-de-sac or room with only one exit (using Bonfire or Hurricane), then unleash Tornado and Lighting Storm and the Imps . . .

For an APP, I would take Ice or Psi over Primal. Psi has Mez protection if that has been a problem for you. Ice gets Hibernate, letting you get back both Health and Endurance. Plus a Defense-based shield. Plus a great single target blast and a good Rain-type AoE to supplement Freezing Rain with damage.


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

Many thx Local gave me even more to think about for the build. I full understand what you mean about not having hotfeet, but the fire and hover troller, I will try and talk her round to it. Great tips so far I will Post my next attempt at the build soon. Mrs W hit lv 38 last night so I still have a few days left till she gets to IOing.


 

Posted

Thanks for all the info guys. I have taken on board what you have all said and had anouther go at the build. Looks better but still not sure if its 100% right, can peeps take a look and let me know if it looks ok for Duo and TF play. Mrs W agreed to Hotfeet as long as she got Tornado and Pys Tornado

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Little Boo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Gale
  • (A) Damage Increase IO
Level 2: Fire Cages
  • (A) Trap of the Hunter - Chance of Damage(Lethal)
  • (7) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (9) Trap of the Hunter - Accuracy/Recharge
  • (9) Trap of the Hunter - Endurance/Immobilize
  • (11) Trap of the Hunter - Accuracy/Endurance
  • (11) Trap of the Hunter - Immobilize/Accuracy
Level 4: O2 Boost
  • (A) Miracle - Heal/Endurance
  • (5) Miracle - Heal/Endurance/Recharge
Level 6: Snow Storm
  • (A) Endurance Reduction IO
Level 8: Air Superiority
  • (A) Empty
Level 10: Steamy Mist
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (13) Luck of the Gambler - Recharge Speed
  • (15) Steadfast Protection - Resistance/Endurance
  • (17) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Endurance
Level 12: Flashfire
  • (A) Stupefy - Accuracy/Recharge
  • (19) Stupefy - Endurance/Stun
  • (19) Stupefy - Accuracy/Endurance
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (21) Recharge Reduction IO
  • (43) Stupefy - Stun/Range
Level 14: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (25) Touch of Lady Grey - Chance for Negative Damage
  • (25) Positron's Blast - Chance of Damage(Energy)
  • (27) Touch of Lady Grey - Defense Debuff/Endurance
  • (27) Touch of Lady Grey - Defense Debuff/Recharge
Level 18: Cinders
  • (A) Basilisk's Gaze - Recharge/Hold
  • (29) Basilisk's Gaze - Accuracy/Recharge
  • (29) Basilisk's Gaze - Accuracy/Hold
  • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
Level 22: Hot Feet
  • (A) Obliteration - Damage
  • (34) Obliteration - Accuracy/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Damage/Recharge
  • (46) Obliteration - Chance for Smashing Damage
  • (46) Endurance Reduction IO
Level 24: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (33) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
Level 26: Hasten
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 28: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (36) Stupefy - Endurance/Stun
  • (37) Stupefy - Accuracy/Stun/Recharge
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (39) Expedient Reinforcement - Damage/Endurance
  • (39) Soulbound Allegiance - Chance for Build Up
  • (45) Soulbound Allegiance - Accuracy/Damage/Recharge
Level 35: Tornado
  • (A) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (36) Analyze Weakness - Defense Debuff
  • (36) Call to Arms - Endurance/Damage/Recharge
  • (37) Call to Arms - Accuracy/Damage/Recharge
Level 38: Lightning Storm
  • (A) Decimation - Damage/Endurance
  • (39) Decimation - Accuracy/Damage
  • (40) Decimation - Damage/Recharge
  • (40) Decimation - Accuracy/Endurance/Recharge
  • (42) Decimation - Accuracy/Damage/Recharge
  • (42) Thunderstrike - Damage/Endurance/Recharge
Level 41: Mental Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/Recharge
  • (46) Thunderstrike - Damage/Endurance
Level 44: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Recharge Reduction IO
Level 47: Psionic Tornado
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Mind Over Body
  • (A) Impervium Armor - Resistance/Endurance
  • (50) Impervium Armor - Resistance
  • (50) HamiO:Ribosome Exposure
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (23) Miracle - +Recovery
  • (23) Miracle - Heal
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - EndMod/Accuracy
  • (7) Efficacy Adaptor - EndMod
  • (13) Efficacy Adaptor - EndMod/Endurance
  • (15) Efficacy Adaptor - EndMod/Recharge


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Posted

Here is my fix... with no caps.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Little Boo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Gale
  • (A) Accuracy IO
Level 2: Fire Cages
  • (A) Gravitational Anchor - Immobilize/Endurance
  • (7) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (9) Gravitational Anchor - Accuracy/Recharge
  • (9) Trap of the Hunter - Endurance/Immobilize
  • (11) Trap of the Hunter - Accuracy/Endurance
  • (11) Trap of the Hunter - Immobilize/Accuracy
Level 4: O2 Boost
  • (A) Harmonized Healing - Heal
  • (5) Harmonized Healing - Heal/Recharge
Level 6: Snow Storm
  • (A) Endurance Reduction IO
Level 8: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 10: Steamy Mist
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (13) Luck of the Gambler - Recharge Speed
  • (15) Steadfast Protection - Resistance/Endurance
  • (17) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Endurance
Level 12: Flashfire
  • (A) Stupefy - Accuracy/Recharge
  • (19) Stupefy - Endurance/Stun
  • (19) Stupefy - Accuracy/Endurance
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (21) Stupefy - Stun/Range
Level 14: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (25) Undermined Defenses - Defense Debuff/Recharge/Endurance
  • (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (27) Shield Breaker - Accuracy/Endurance/Recharge
  • (27) Analyze Weakness - Accuracy/Endurance/Recharge
Level 18: Cinders
  • (A) Basilisk's Gaze - Recharge/Hold
  • (29) Basilisk's Gaze - Accuracy/Recharge
  • (29) Basilisk's Gaze - Accuracy/Hold
  • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
Level 22: Hot Feet
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (34) Eradication - Chance for Energy Damage
  • (40) Scirocco's Dervish - Damage/Endurance
  • (43) Scirocco's Dervish - Chance of Damage(Lethal)
  • (46) HamiO:Nucleolus Exposure
Level 24: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (33) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
Level 26: Hasten
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 28: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (31) Stupefy - Accuracy/Endurance
  • (36) Stupefy - Endurance/Stun
  • (37) Stupefy - Accuracy/Stun/Recharge
  • (46) Stupefy - Stun/Range
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (39) Expedient Reinforcement - Damage/Endurance
  • (39) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (45) Soulbound Allegiance - Chance for Build Up
Level 35: Tornado
  • (A) Commanding Presence - Accuracy/Damage
  • (36) Commanding Presence - Damage/Endurance
  • (36) Commanding Presence - Accuracy/Endurance
  • (37) Commanding Presence - Accuracy/Damage/Endurance
  • (43) Achilles' Heel - Chance for Res Debuff
Level 38: Lightning Storm
  • (A) Decimation - Damage/Endurance
  • (39) Decimation - Accuracy/Damage
  • (40) Decimation - Damage/Recharge
  • (40) Decimation - Accuracy/Endurance/Recharge
  • (42) Decimation - Accuracy/Damage/Recharge
  • (42) Endurance Reduction IO
Level 41: Mental Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/Recharge
  • (46) Thunderstrike - Damage/Endurance
Level 44: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Recharge Reduction IO
Level 47: Psionic Tornado
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Damage/Range
Level 49: Mind Over Body
  • (A) Impervium Armor - Resistance/Endurance
  • (50) Impervium Armor - Resistance
  • (50) HamiO:Ribosome Exposure
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (23) Miracle - +Recovery
  • (23) Numina's Convalescence - Heal
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (7) Efficacy Adaptor - EndMod
  • (13) Efficacy Adaptor - EndMod/Endurance
  • (15) Efficacy Adaptor - EndMod/Recharge


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/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

 

Posted

Quote:
Originally Posted by Prophetsrage View Post
I understand that fire/storms is supposed to be more destructive than plant storms (which is what I play)
Please, pray tell, how did you come to that conclusion. I'm a long time Plant/Storm main and have played it to the exclusion of anything else. Granted, I never grouped with a Fire/Storm, but I just don't see it.