suggestions on earth/emp build


Carnifax_NA

 

Posted

here is my build ,except for fitness,any suggestions?


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

Loam Wolf: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Stone Mastery

Hero Profile:
------------
Level 1: Fossilize
(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
(5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(7) Basilisk's Gaze - Chance for Recharge Slow


Level 1: Healing Aura
(A) Panacea - Heal/Endurance
(7) Panacea - Endurance/Recharge
(9) Panacea - Hea/Recharge
(9) Panacea - Heal/Endurance/Recharge
(15) Panacea - Heal
(17) Panacea - +Hit Points/Endurance


Level 2: Stone Cages
(A) Gravitational Anchor - Immobilize
(11) Gravitational Anchor - Immobilize/Recharge
(11) Gravitational Anchor - Accuracy/Immobilize/Recharge
(13) Gravitational Anchor - Accuracy/Recharge
(13) Gravitational Anchor - Immobilize/Endurance
(15) Gravitational Anchor - Chance for Hold


Level 4: Heal Other
(A) Healing IO


Level 6: Super Jump
(A) Jumping IO
(17) Jumping IO


Level 8: Quicksand
(A) Pacing of the Turtle - Accuracy/Slow
(19) Pacing of the Turtle - Damage/Slow
(19) Pacing of the Turtle - Accuracy/Endurance
(21) Pacing of the Turtle - Range/Slow
(21) Pacing of the Turtle - Endurance/Recharge/Slow
(23) Pacing of the Turtle - Chance of -Recharge


Level 10: Resurrect
(A) Recharge Reduction IO


Level 12: Stalagmites
(A) Absolute Amazement - Stun
(23) Absolute Amazement - Stun/Recharge
(25) Absolute Amazement - Accuracy/Stun/Recharge
(25) Absolute Amazement - Accuracy/Recharge
(27) Absolute Amazement - Endurance/Stun
(27) Absolute Amazement - Chance for ToHit Debuff


Level 14: Hurdle
(A) Jumping IO


Level 16: Clear Mind
(A) Recharge Reduction IO


Level 18: Health
(A) Miracle - +Recovery
(29) Numina's Convalescence - +Regeneration/+Recovery
(29) Numina's Convalescence - Heal
(31) Miracle - Heal


Level 20: Stamina
(A) Performance Shifter - Chance for +End
(31) Performance Shifter - EndMod
(31) Endurance Modification IO
(33) Endurance Modification IO


Level 22: Earthquake
(A) Deflated Ego - To Hit Debuff/Recharge
(33) Deflated Ego - To Hit Debuff
(33) Deflated Ego - Chance for Recovery Debuff
(34) Achilles' Heel - Defense Debuff/Recharge
(34) Achilles' Heel - Chance for Res Debuff
(34) Achilles' Heel - Defense Debuff


Level 24: Fortitude
(A) Adjusted Targeting - To Hit Buff/Endurance
(36) Adjusted Targeting - To Hit Buff/Recharge
(36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
(36) Adjusted Targeting - To Hit Buff
(37) Adjusted Targeting - Endurance/Recharge
(37) Adjusted Targeting - Recharge


Level 26: Volcanic Gasses
(A) Unbreakable Constraint - Hold
(37) Unbreakable Constraint - Hold/Recharge
(39) Unbreakable Constraint - Accuracy/Hold/Recharge
(39) Unbreakable Constraint - Accuracy/Recharge
(39) Unbreakable Constraint - Endurance/Hold
(40) Unbreakable Constraint - Chance for Smashing Damage


Level 28: Recovery Aura
(A) Recharge Reduction IO


Level 30: Hasten
(A) Recharge Reduction IO


Level 32: Animate Stone
(A) Soulbound Allegiance - Damage
(40) Soulbound Allegiance - Damage/Recharge
(40) Soulbound Allegiance - Accuracy/Damage/Recharge
(42) Soulbound Allegiance - Accuracy/Recharge
(42) Soulbound Allegiance - Damage/Endurance
(42) Soulbound Allegiance - Chance for Build Up


Level 35: Regeneration Aura
(A) Recharge Reduction IO


Level 38: Adrenalin Boost
(A) Recharge Reduction IO


Level 41: Fissure
(A) Ragnarok - Damage
(43) Ragnarok - Damage/Recharge
(43) Ragnarok - Accuracy/Damage/Recharge
(43) Ragnarok - Accuracy/Recharge
(45) Ragnarok - Damage/Endurance
(45) Ragnarok - Chance for Knockdown


Level 44: Seismic Smash
(A) Hecatomb - Damage
(45) Hecatomb - Damage/Recharge
(46) Hecatomb - Accuracy/Damage/Recharge
(46) Hecatomb - Accuracy/Recharge
(46) Hecatomb - Damage/Endurance
(48) Hecatomb - Chance of Damage(Negative)


Level 47: Rock Armor
(A) Shield Wall - Defense/Recharge
(48) Shield Wall - Defense/Endurance
(48) Shield Wall - Endurance/Recharge
(50) Shield Wall - Defense/Endurance/Recharge
(50) Shield Wall - Defense
(50) Shield Wall - +Res (Teleportation), +3% Res (All)


Level 49: Recall Friend
(A) Recharge Reduction IO


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Unbounded Leap - +Stealth


Level 2: Rest
(A) Empty


Level 0: LEGACY BUILD
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:
11.5% DamageBuff(Smashing)
11.5% DamageBuff(Lethal)
11.5% DamageBuff(Fire)
11.5% DamageBuff(Cold)
11.5% DamageBuff(Energy)
11.5% DamageBuff(Negative)
11.5% DamageBuff(Toxic)
11.5% DamageBuff(Psionic)
0.94% Defense(Fire)
0.94% Defense(Cold)
4.06% Defense(Energy)
4.06% Defense(Negative)
5% Defense(Psionic)
4.38% Defense(Ranged)
1.88% Defense(AoE)
2.5% Enhancement(RunSpeed)
2.5% Enhancement(FlySpeed)
2.5% Enhancement(JumpHeight)
2.5% Enhancement(JumpSpeed)
6% Enhancement(Heal)
96% Enhancement(Accuracy)
70% Enhancement(RechargeTime)
5% FlySpeed
68.7 HP (6.75%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Confused) 12.5%
MezResist(Held) 19.7%
MezResist(Immobilize) 12.5%
MezResist(Sleep) 15.3%
MezResist(Stun) 12.5%
MezResist(Terrorized) 12.5%
27% (0.45 End/sec) Recovery
58% (2.46 HP/sec) Regeneration
3% Resistance(Smashing)
15.6% Resistance(Fire)
15.6% Resistance(Cold)
6.15% Resistance(Energy)
6.15% Resistance(Negative)
29.6% Resistance(Toxic)
4.58% Resistance(Psionic)
3% Resistance(Lethal)
5% RunSpeed



------------
Set Bonuses:
Basilisk's Gaze
(Fossilize)
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
2% (0.03 End/sec) Recovery
7.5% Enhancement(RechargeTime)
Status Resistance 5%
10% (0.42 HP/sec) Regeneration


Panacea
(Healing Aura)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Smashing,Lethal)
10% (0.42 HP/sec) Regeneration
MezResist(Repel) 1000% (10% chance)
15.3 HP (1.5%) HitPoints


Gravitational Anchor
(Stone Cages)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
5% Resistance(Toxic)


Pacing of the Turtle
(Quicksand)
MezResist(Sleep) 2.75%
2.5% Enhancement(Slow)
9% Enhancement(Accuracy)
MezResist(Held) 2.75%
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)


Absolute Amazement
(Stalagmites)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
5% Resistance(Toxic)


Miracle
(Health)
2.5% (0.04 End/sec) Recovery


Numina's Convalescence
(Health)
12% (0.51 HP/sec) Regeneration


Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


Deflated Ego
(Earthquake)
3% Enhancement(Accuracy)
1.5% DamageBuff(All)


Achilles' Heel
(Earthquake)
1.5% DamageBuff(All)
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)


Adjusted Targeting
(Fortitude)
2% DamageBuff(All)
1.26% Resistance(Energy,Negative)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Status Resistance 7.5%


Unbreakable Constraint
(Volcanic Gasses)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
5% Resistance(Toxic)


Soulbound Allegiance
(Animate Stone)
16% (0.68 HP/sec) Regeneration
30.5 HP (3%) HitPoints
4% DamageBuff(All)
MezResist(Held) 4.4%
5% Defense(Psionic)


Ragnarok
(Fissure)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
5% Resistance(Toxic)


Hecatomb
(Seismic Smash)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
5% Resistance(Toxic)


Shield Wall
(Rock Armor)
10% (0.42 HP/sec) Regeneration
2.5% (0.04 End/sec) Recovery
22.9 HP (2.25%) HitPoints
MezResist(Repel) 1000% (8% chance)
1.89% Resistance(Energy,Negative)
3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)


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Posted

Can you repost with a datachunk please? I'm unable to open it.


 

Posted

Without being able to see the build in Mid's I can still see there quite a few things here that are sub-optimal. With many of these sets, the sixth slot is a waste, both in terms of enhancement and for weak bonuses in the final slot. Gravitational Anchor and Absolute Amazement, for example, are not worth investing a sixth slot into for the toxic resistance. Then there are the extremely rare, e.g. very expensive, pvp IO's.

You've also underslotted your auras and Adrenalin Boost. These are definitely worthy of 4-6 slots. Look into Doctored Wounds. It's a nice set for healing and regen and offers a 5% recharge bonus. Fortitude should be slotted for defense rather than tohit. Your debuffs in Earth will make sure things are being hit. There's another place you can pick up a 5% recharge bonus with Red Fortune.

My basic advice is this: focus on recharge bonuses. When you hit the slot you need to get thatdedicate more slots to the power round it out with what it needs (heal, acc, recharge, etc.) Six slotting with IO's is rarely necessary or even desirable unless the final slot offers a very appealing bonus.


 

Posted

Why are Recovery, Regen and Adrenalin Boost so underslotted? Not slotting Fort for Defense makes me sad too. Set bonuses are all well and good but going after them at the expense of the 4 best powers in your secondary is a huge mistake IMO.


 

Posted

here you go

and as for the expense I have some of the PVP sets,and almost enough emerits to purchase most of the others.


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Both on Pinnacle
Hobbit's Hole 1 Person SG
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Both on Freedom

 

Posted

It's not the expense of the pvp IO's that is the primary problem. The bonuses you acquire could be easily found in other sets with fewer slots. More importantly, if you increase the uptime of your Regeneration Aura you won't need to utilize sets that grant regeneration bonuses. Shield Wall, for instance, does not offer bonuses I'd search for on a non-melee character.

As I had mentioned, recharge should be a goal for this build or for most controllers. With faster recharging controls, you can keep your team safer and buff them more often. You could easily have Stalagmites charging 10 seconds faster, Earthquake 15 seconds faster, and Volcanic Gasses with less than 10 seconds downtime. As for Empathy, it is a secondary that benefits significantly from recharge bonuses because it's most useful powers tend to have very long recharge. While your auras can't be made permanent they can be reduce to less than 1/3 downtime. With enough recharge you'll move from keeping Fortitude on one player at all times to keeping it on 4-5 at all times. You could keep Adrenalin Boost on someone at all times.

Now let's look at some of the powers that have been mis-slotted here:

Fossilize: A staple power and Basilisk's Gaze is a good set. However, the biggest appeal comes from the 7.5% recharge. Status resistance and Regen aren't very useful on a controller. You can shore up the essential aspects of the power with an acc/rech/hold from another set or use Hami-O's to enhance acc and damage.

Stone Cages: Gravitational Anchor provides more immobilize duration than you'll need. You can easily drop the Immobilize enhancement from the set and utilize that slot elsewhere.

Quicksand: A nice power, but not one that needs any kind of enhancement beyond its initial slot. Give it an end. reduction or a Hami-O to enhance its defense debuff.

Stalagmites: Another case of a slot to far. The debuff proc here is mostly useless. Most enemies will be stunned for it's duration and the proc will do nothing. Use that slot elsewhere.

Volcanic Gasses: Lockdown's +2 mag proc works wonderfully in this power. Every time the geysers fire, the proc will check to hit the affected enemies. This helps VG stack mag and hold bosses more efficiently. You could easily drop the damage proc in favor of this.

Animate Stone: There's nothing wrong with your slotting, but I prefer Expedient Reinforcements for the recharge bonus.

Fortitude: This power grants the same defense as Force Field's bubbles (11.25% def), however, it provides defense to everything, including psi, in one power with a damage and to hit bonus on top of that. The draw back is that it isn't easy to keep up on several people. However, 4-5 targets is a realistic goal with enough recharge. Squishies, especially those with high damage attacks, greatly appreciate this. I generally put 5 pieces of Red Fortune here to enhance defense and recharge while picking up the 5% recharge bonus.

Recovery Aura: This not only deals with teammates endurance issues, but also your own. While active, it give you 8 times the endurance of Stamina and makes it difficult for anyone to wreck their blue bar. Five slots of Doctored Wounds works well and grants another 5% recharge bonus.

Regeneration Aura: 500% regeneration. That's comparable to Instant Healing from Regen (at 602%), however, this is for everyone in the aura. This will greatly reduced the need for Healing Aura and it's associated endurance cost. I personally frankenslot this to get end mod and recharge though there are some appealing bonuses you could pick up with sets.

Adrenalin Boost: 500% regeneration and 800% recovery with a 100% recharge bonus and resistance to slows. This power is amazing. Have an less-than-sturdy tank? AB and Regen. Aura will keep him on his feet. Blaster loves to nuke? With a single End Mod. IO, you can provide 1100% recovery, enough to overcome the crash from many nukes. Dominator that isn't quite up to perma-dom levels? 100% recharge can shore up that trouble. Unfortunately, you'll only be able to keep it on one person at a time. Deciding who depends on the team composition and players. For slotting, I use 5 Doctored Wounds and an End Mod IO (for nukers as explained above).


 

Posted

There are a few principals you should follow:

1. Decide on one or two attributes you want to build for.
2. Slot powers to be effective . . . set bonuses are all nice and all, but you need to actually be effective before the set bonuses do you any good.
3. Just because a set is Purple or PvP doesn't mean that the set will accomplish your goals.
4. The 6th slot in many sets is nearly worthless.
5. Slotting past the ED cap is generally far less effective than using that slot somewhere else.


On an Earth/Emp, it seems to me that you should be slotting for Recharge, mostly. You don't really need Regen or Recovery, and since you are mostly a support toon, you don't really need Defense since your teammates should be taking the aggro. If really needed, you can lead Rocky in to take the aggro. I'm not an expert on Emp, but I have played a LOT of Earth Control -- you can see my Earth/Rad guide for a lot of details on the Earth Control powers. That guide was first written before IO sets, but I have slowly been updating parts of it.

Personally, I think that too many purple and PvP sets are a waste unless this is going to be your #1 character. But then, I'm not a farmer . . . Not even my #1 Character (my Ill/Rad) is fully purpled out because it is simply not worth it. He performs well enough with my current build and adding purple and PvP sets would provide only a minimal benefit.

Problem #1: We have inherent Fitness now. You don't need to use power picks for Hurdle, Health and Stamina any more. You get them for free when you respec. So there are three more powers you need to choose. Combat Jumping might be one good choice for the Immob protection and a place for a Luck of the Gambler Recharge IO. Another good choice is Super Speed with a Celerity Stealth IO for full invisibility -- this will allow you to lead Rocky into battle to be your tank without drawing aggro yourself. You can also sneak onto a battlefield and buff/heal/rez teammates.

A few comments on other powers -- I agree with much of what Ketch said, but disagree on a few areas.

Fossilize: 4 Baz Gaze for Recharge. After that, consider adding some damage. I suggest an Acc/Dam Hami-O and a common Damage. You could go with more Acc/Hold/Rech, but I prefer the damage.

Healing Aura: See Rules 4 & 5 above. Move one of those slots. That Panacea set is outragiously expensive and not really all that much better than Doctored Wounds, which is fairly cheap.

Stone Cages: See 4 & 5. Replace the pure Immob with the Posi Blast Chance for Energy Damage, or use the slot somewhere else.

Heal Other: This is your workhorse heal power. 5 slot with Doctored Wounds.

Super Jump: Just a single Jump in the default slot is fine. That slot can be better used somewhere else.

Quicksand: The Pacing of the Turtle set is a poor use of 6 slots. I use Quicksand underneath all my other controls, so I use it a lot. 1-2 Recharge (depending on how much global recharge you have). If you have a slot to spare, the Impeaded Swiftness Chance for Smashing Damage is nice. Quicksand has a massive 25% Defense Debuff -- and with the 95% ToHit cap, more Defense debuff really does nothing except against some AVs. There is so much Defense Debuff in Earth Control you never need to slot for more. Quicksand really doesn't need a Hami-O to get more.

Stalagmites: drop the proc -- it is worthless. Leave it with 5 slots.

Earthquake: Recharge is most important, then some ToHit Debuff can be nice. The only Defense Debuff IO I would consider is the Achilles Heel -Resist proc. Depending on how tight your build is, Recharge comes first.

Fortitude: 4 Luck of the Gambler, including the Recharge proc. Maybe an extra Recharge common.

Volcanic Gasses: This is an odd power that needs to be slotted for Recharge and Hold Duration. It spawns geyser pets, so procs in it have a higher number of chances to hit. See Rules 4 & 5. 5 Unbreakable Constraint, leave out the EndRdx/Hold and replace it with either the Posi Blast proc or Lockdown +2 Mag proc. Two damage procs really add up, but if you want more control, the Lockdown proc works well, too. Since I use Quicksand underneath, I go with the Posi proc.

Recovery Aura: Badly underslotted. Cap Recharge and add some EndMod if you can.

Hasten should have 3 Recharge.

Animate Stone: The Soulbound set is really not that good. Go with 4 Expediant Reinforcement, including the Resist proc. Then add in the Dam/Rech from Soulbound and the Resist proc from Sovereign Right. An extra 20% resistance to Rocky's already high resistance makes him very, very hard to kill. He can easily tank for you.

Regen Aura: Badly underslotted -- 5 Doctored Wounds (leave out the Heal/End) will cap your Recharge and nearly cap the Regen.

Adren Boost: Needs more Recharge. 2 makes it perma.

APP: Personally, I'd go with the Ice APP for its ranged attacks . . . you don't need to be in melee. As for the slotting, Rules 4 and 5 above. I'd drop the Dam/End from both damage sets, and trade out the Shield Wall for 4 Luck of the Gambler including the Recharge proc.


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

well thank for all your suggestions, i went earth as a concept for my epic power pool.yes i can see some changes need to be made. current i have the alpha nerva tier 4, and reactive interface tier 4 barrier tier 4 , i have the ion and pyro both at tier 3,not sure which i like,and as for lore I have warworks tier3.might change that for one. of the new ones not sure yet

not sure what to add when i respec and fitness changes,not sure what 3 powers to pick


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Rabid Bunny 1 Person VG
Both on Pinnacle
Hobbit's Hole 1 Person SG
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Posted

Quote:
Originally Posted by MadHobbit View Post
well thank for all your suggestions, i went earth as a concept for my epic power pool.yes i can see some changes need to be made. current i have the alpha nerva tier 4, and reactive interface tier 4 barrier tier 4 , i have the ion and pyro both at tier 3,not sure which i like,and as for lore I have warworks tier3.might change that for one. of the new ones not sure yet

not sure what to add when i respec and fitness changes,not sure what 3 powers to pick
On most of my controllers, I go with the Spiritual Alpha . . . Recharge is just too important. The main exception is my */Storm controllers, who all get Cardiac for endurance.


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