Fire/Storm: Defense or perma-hasten?
82% recharge, 42% def ranged, 42% def smashing/lethal, 28% aoe? |
Although I'd be looking to drop the S/L defense armor for S/L resistance.
The Psi APP is also really, really good for both Fire and Storm, with -recharge to stack with your other powers, mezz protection to keep your defense from detoggling when you get held, and extremely good psi defense (much better than most actual melee characters).
+end +recovery is the most important thing for a fire/storm.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
OT,
Yeah I was leaning to the hybrid myself. I forgot about psi. I need to consider that.
MM,
Dont worry. Endurance is under control. I have a crap ton of recovery even prior to having cardiac.
Thanks,
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I personally went with Perma-Hasten on mine. But I went Fire/Storm/Stone.
Perma hasten pretty much means that Thunderclap is perma double stacked and Freezing Rain is Perma.
I usually just target the boss, open with Flashfires, jump in and Thunderclap, then Fire Cages to keep all the stunned stuff in Hot Feet. After that I get LS and Nado running and then cycle Tclap, Fissure, Seismic Smash, and Fire Cages until all that damage + the Imps have melted stuff.
I still run about 30% S/L defense and can come close to the softcap with a single small purple insp. If I get overwhelmed I still have phase shift and Perma Earth's Embrace to fall back on.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I could never go Stone Mastery on mine, tho that is cool. I refuse to be grounded, even if I'm occasionally hovering near or on the ground. But yeah, I love my perma Fire/Storm/Fire build I have now. I just cant help but think I'd be more robust (as in I could act stupid while driving). I can certainly use my arsenal of goodies to be very safe as-is, esp with perma-hasten.
Anyway, thanks for the reply. I'll dwell on all of them.
Thanks to all!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
You could go several ways.
I personally usually elect for Ranged defense on most Controllers for one main reason: if the enemy is shooting you, its probably because it was outside your AoEs. How often this happens to you depends on what content you play.
A soloist Storm character also always has the option to turn on Hurricane if things get too hot at melee... not a whole lot you can do for the ranged enemies if they are spread out.
This is the build I'm thinking of switching to. Basically, I drop just a bit below perma-hasten, but I pick up lots of defense. I dont actually run tough, but I never had it in my other build anyway. I dont think.
Lewis
Hero Plan by Mids' Hero Designer 1.942
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Teen Witch RNG-RECH: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(5), TotHntr-Immob/Acc(43), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(46)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
Level 8: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(11), EndRdx-I(31)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(34)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(45)
Level 16: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(17), UndDef-Rchg(17), Achilles-ResDeb%(40)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(25)
Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Boxing -- Acc-I(A)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(45)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(46), 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(37), ExRmnt-+Res(Pets)(37)
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(40)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 50: Cardiac Total Core Revamp
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(19), EndMod-I(19)
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I wonder if you are getting your money's worth for those slots in freezing rain. It never seemed like the -def needed any additional slotting. With that much global recharge, you're also not getting a whole lot out of the recharge slotting. You could drop it down to achilles' and a single recharge IO and only lose 2.8 seconds on the recharge. Moving just one of those slots over to a recharge IO Indomitable Will would shave 19 seconds off its recharge. You'd have another slot to spare to shore up Cinders as well.
You could go several ways.
I personally usually elect for Ranged defense on most Controllers for one main reason: if the enemy is shooting you, its probably because it was outside your AoEs. How often this happens to you depends on what content you play. A soloist Storm character also always has the option to turn on Hurricane if things get too hot at melee... not a whole lot you can do for the ranged enemies if they are spread out. |
true.. But with steamy mist and smoke, they most likely wont be noticing you anyway. Im always in melee range, holding bosses and sqaushing them inbetween my diso stacking,, cages/bonfire and hot feet.
I really enjoy the bonus melee def personally, with no resist really those change things that tend to hit you are melee and higher damage, so that bonus def definatly helps.
Besides if there are to many things at ranged hitting you spread out you can just take a few secs, gale+hurrican, get um all balled up.. diso/cages/bonfire and watch um all helplessly burn..
All,
I have a fire/storm controller who I have played for a long time. A few months ago I tricked him out and he is perma hasten through tons of global recharge. However, I have been considering tweaking him for defense. Which would you prefer?
110% recharge (not including hasten) but no more than 10% incidental defense?
82% recharge, 42% def ranged, 42% def smashing/lethal, 28% aoe?
67% recharge, 50% ranged, 42% smashing/lethal, 33% aoe?
Which approach is more effective overall?
Also, all of the above are with mace mastery and its aoe and shield but not the blast. I could keep slots for the blast if I dont switch from fire to mace, but I would lose the high s/l def. However I would get a single target blast and I would have hurricane for melee foes.
Help?
Thanks,
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan