New controller opinions - Earth/Storm
You seem to have a pretty good handle on how both sets work. As for Quicksand v. Snow Storm, though they have -run speed in common I view their other effects as the primary reason to take either, namely -defense and -recharge. Take a look at Cimerorans and you'll find a use for both, Quicksand to debuff their shield defense or Snow Storm to compensate for the loss of control when they buff mez protection. If forced to choose between the two, I'd probably drop Quicksand due to the presence of Tactics.
Also, a word of warning: the knockback proc in Stupefy is frustrating. As you'll generally open with Stalagmites, it'll be an annoyance to see a few mobs randomly fly back before you can cage them to avoid the spread.
You seem to have a pretty good handle on how both sets work. As for Quicksand v. Snow Storm, though they have -run speed in common I view their other effects as the primary reason to take either, namely -defense and -recharge. Take a look at Cimerorans and you'll find a use for both, Quicksand to debuff their shield defense or Snow Storm to compensate for the loss of control when they buff mez protection. If forced to choose between the two, I'd probably drop Quicksand due to the presence of Tactics.
Also, a word of warning: the knockback proc in Stupefy is frustrating. As you'll generally open with Stalagmites, it'll be an annoyance to see a few mobs randomly fly back before you can cage them to avoid the spread. |
Thinking over QS vs SS (the Roman example helped). I'm thinking of dropping Snow Storm, shuffling things around, and picking up Fireball. So, sticking with QS, would I really need Tactics? Earth/ throws around a lot of -defense and if it works out well I could take Assault instead and put those 2 slots toward Fireball. Going to toy with it some and post a revised build in a bit. Thanks for the input!
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Ok here's the reworked version. Managed to get Fireball in, which got me another 6.25% recharge.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(45), Dmg-I(50)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Prison -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Stone Cages -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(9), Posi-Dam%(34)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), ULeap-Stlth(37)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(31)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(45)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), RechRdx-I(17), Achilles-ResDeb%(50)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb(23)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(43)
Level 24: Assault -- EndRdx-I(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(45)
Level 30: Boxing -- Acc-I(A)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(40), BldM'dt-Dmg(46)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(46)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
Level 50: Reactive Radial Flawless Interface
------------
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), Numna-Heal(34), Numna-Heal/EndRdx(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19)
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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I have an Earth/Storm at 50 and another one (on another server) at 44, plus I have played a LOT of both Earth and Storm. I haven't yet fully IO'ed out my level 50 Earth/Storm (too many alts), but I'm working on it. But here are a few suggestions and comments:
Earth/Storm is a great combo with a huge amount of ranged AoE control and some self-protection from the secondary. Plus the added damage can help you play solo if you want to. There are the obvious conflicts of Earthquake and the -knockback in Stone Cages. But that -knockback only lasts for 12 seconds. If you cast Stone Cages, wait a little and then cast Earthquake, the foes will bounce around in their cages.
You have to be careful of the many Storm knockback powers since many of your controls and your main debuff are AoE location based. I almost never use Gale. I learned to use Super Speed with Hurricane to "herdicane" foes into my AoEs -- that took some practice. A misplaced Lightning Storm can knock foes out of your Control AoEs. (One fun thing to do is jump up to cast Lightning Storm -- If you do it just right, the knockback may turn into knockdown.) Tornado is a force of pure Chaos that can be somewhat limited with Stone Cages, but SC will miss some and Tornado will send them flying.
First, its all good to look ahead and all, but I really don't think folks new to a character should really focus on their level 50 IO'ed out build before they have played the character to a significant level. Each person has his own playstyle and way of using the powers. What may be great for me may not be the way you like to play the character. Personally, I don't like to sacrifice control powers for Defense powers. If you are playing a team controller, you should be able to work with your teammates to control groups before they begin to shoot at you. Let the Tank and the other melee guys draw the aggro . . . or use stealth to lead your Rocky into the frey and let him draw the aggro. Once you control the group, you don't need defense. If you drop things like the Fighting Pool (which only provides benefit to you and not your teammates), you will have more room to take those powers that will provide a benefit to the entire team. (Besides, Hurricane with its ToHit Debuff provides enough protection when needed most of the time.)
You have slotted several things to get the Ranged Defense at the expense of other benefits. For example, the Stupify Knockback IO is horrible, but you have it there twice for the ranged defense. 6-slotting Blood Mandate in Rocky, when adding the two +Resistance Pet procs will substantially help him survive tough situations -- I use him as my tank when solo or on small teams without a tank.
On the other hand, if you find that you are constantly faceplanting, then you may need those defense powers to stay alive and contribute. It depends on your playstyle and the kinds of teams you join.
Snow Storm v. Quicksand: The two powers may be Slow powers, but they do very different things. Snow Storm is the Foe-anchored toggle with -Recharge and -Fly . . . That -Recharge is a huge benefit, and the fact that it goes on and stays on a foe makes it very effective. Snow Storm is also great for knocking fliers out of the sky. Quicksand is a location-targetted AoE with a huge -25% Defense Debuff. I generally throw it underneath all my other Earth AoE controls to catch anyone getting away and to make it easy for any AoEs to hit. Frankly, Quicksand makes Tactics unneeded, unless you want to spend that powerpick and endurance on a +perception power.
I use them both -- Quicksand gets used continually underneath Earthquake, underneath Volcanic Gasses and underneath Stalagmites+Stone Cages, as well as for setting up traps for ambushes and corner pulls. Snow Storm is more situational, but very nice to have when other controls don't work, like against those Cimmeroans -- put Snow Storm on a Cyclops and he slows to a crawl and can only attack once in a blue moon.
Fossilize: If you can afford it, replace one of those Damage with an Acc/Dam Hami-O. The Baz Gaze set is a little bit low on accuracy for a power that will sometimes be an opener and needs to hit. Otherwise, good slotting.
Stone Cages: If you can, go for 5 of the Gravitational Anchor set with its Chance for Hold proc. Then add the Posi Blast proc at the end. That Chance for Hold proc goes off all the time.
My view is that Tactics is mostly wasted on an Earth Control character because of all of the -Defense in the set. Plus, I find that running Leadership on an already-endurance-heavy character is too draining. And you want to run Fighting toggles, too. My Earth/Storm has the Cardiac Alpha boost and still gets low on endurance sometimes, even with a few Recovey buffs and without Leadership or Fighting.
I went with the Ice APP. Hibernate takes care of my lack of self heal and lack of End Recovery power. Two ranged AoE attack powers. And a S/L Defense shield in one power, not 4 or 5.
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 may find that while running leadership toggles and fighting toggles, even with Cardiac Alpha, with no recovery power you run low on endurance (I do and I have cconserve power). I would recommend moving the Numina Heal slot in health to Stamina and slotting the performance shifter +endurance proc in Stamina.
I would also get another slot in Freezing Rain for more recharge (your stealth proc can go in a sprint power, freeing up a slot)
Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here
I've been staring at /Storm for the longest time, wanting to roll one up. Then, while assisting some folks on the dominator boards with Earth/ builds, I thought that maybe it would be a crazy pairing for /Storm. I've got a build that I'll post here in a sec, but I just wanted to ask if there were any pitfalls to the combination that I'm just not seeing. I'm currently looking at it I can be chaotic knocking things around or try to control things with Stone Cages to negate the knockback.
Are there any powers that clash with each other in the sets? (Aside from the -KB in Stone Cages)
Are there any powers I could skip because a power in the other set will easily make up for it? (I'm looking at Quicksand and Snow Storm as a possibility for this one but am unsure which I should stick with or just keep both).
Here's the build I made for this combo. It has softcapped Range defense and 152.5% recharge (with hasten running).
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(37), Dmg-I(46)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: Stone Prison -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Stone Cages -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/EndRdx(11), Posi-Dam%(34)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(31)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), Ksmt-ToHit+(46)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), Krma-ResKB(11), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(40)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(13), Stpfy-Stun/Rng(15), Stpfy-EndRdx/Stun(40), Stpfy-KB%(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(17)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb(25)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(45)
Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(50)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(29), Stpfy-Stun/Rng(31), Stpfy-EndRdx/Stun(40), Stpfy-KB%(50)
Level 30: Quicksand -- RechRdx-I(A)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Dmg/EndRdx(42), BldM'dt-Dmg(43)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(42), ExRmnt-+Res(Pets)(43)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
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), Numna-Heal(21), Numna-Heal/EndRdx(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19)
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)