Earth/Storm build critique please


Draggynn

 

Posted

This is my first time playing City of Heroes in quite some time and my first time on the forums ever, so be gentle. =P

Ideally I'd like this character to be able to solo (he doesn't need to farm) and perform in any SFs or trials

My build is very heavily geared toward Recharge, but I've managed to perma hasten and the Mu Guardian. I understand that it is two end-heavy sets which is why I was torn between Cardiac and Spiritual, but with this build, I've managed to get the recharge time on the Mu Mastery Power Sink down to 30 seconds, which I would think would be sufficient to deal with any end problems. I contemplated going further into leadership, but wanted to try to stay away from toggles. I also understand the expense that this build would require, but money is no object, I've been farming for quite some time to get the influence to make this char perfect. Thanks in advance for your critique and sorry if I butchered anything.

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

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Fossilize -- G'Wdw-EndRdx/Hold(A), G'Wdw-Acc/EndRdx(3), G'Wdw-Dam%(5), G'Wdw-Acc/Hold/Rchg(37), Lock-Acc/EndRdx/Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(5)
Level 1: Gale -- RechRdx-I(A)
Level 2: Stone Cages -- GravAnch-Immob(A), GravAnch-Acc/Rchg(3), GravAnch-Hold%(7), GravAnch-Acc/Immob/Rchg(19), GravAnch-Immob/EndRdx(37)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def/EndRdx(13)
Level 12: Stalagmites -- Amaze-Acc/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Stun/Rchg(15), Amaze-Stun(15), Amaze-EndRdx/Stun(36)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(36)
Level 18: Earthquake -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg(19), LdyGrey-DefDeb/Rchg/EndRdx(29), LdyGrey-%Dam(46)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(25)
Level 22: O2 Boost -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(23), Numna-Heal/EndRdx(23), Numna-EndRdx/Rchg(25)
Level 24: Quicksand -- RechRdx-I(A), TmpRdns-EndRdx/Rchg/Slow(37), P'ngTtl-EndRdx/Rchg/Slow(43)
Level 26: Volcanic Gasses -- UbrkCons-Hold/Rchg(A), UbrkCons-Hold(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Dam%(31)
Level 28: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/Rchg(34), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(46)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(34), LkGmblr-Rchg+(36)
Level 32: Animate Stone -- S'bndAl-Dmg(A), S'bndAl-Dmg/EndRdx(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(33), S'bndAl-Build%(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Lightning Storm -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Acc/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Dmg/Rchg(40), Apoc-Dmg(40)
Level 41: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Surge of Power -- RechRdx-I(A), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Spiritual 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 -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(9), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(43)


Final stats:
HP: 1446
Recharge: 167.5
Net Endurance Recovery: 2.87%/sec
>= 10% DEF to all (With only Maneuvers/Steamy Mist toggled)


 

Posted

Welcome to the Forums! We're always happy to see a new <victim> Poster!

First, your build posted with the link dead, so we can't pull it up in Mids. This is not uncommon, as if you go back to edit a post you made, it kills the link. I suggest you post the Data Chunk as well as the short form build to avoid this problem.

Now a few things about the build. I have an Earth/Storm at 50, plus several other Earth Controllers and several other */Stormies at 50, so I have a fair amount of experience with the sets. However, my playstyle may not be consistant with yours, so these are all suggestions that you may choose to ignore if it suits you. Also, there are a lot of legitimate choices that can be variable. I haven't tried the PPP sets on any of my controllers yet, so I can't say how well they work, while I have had plenty of experience with all of the hero-side APP sets.

Plus, I'm assuming that you are mostly building for a team controller than can, when needed, solo. How much you solo can affect your power choices. Also, I feel that the order of powers is important because you may, on occasion, want to exemp down. Since the lower level TFs are occasionally set as the WSF, I find that I exemp down now and then.

Fossilize: Consider 4 Basilisk Gaze, an Acc/Dam Hami-O and a common Damage. The Ghost Widow set is somewhat meh, and the damage proc does less damage than slotting the power for actual Damage. This slotting gives you a great Recharge bonus, so you may be able to reduce your Recharge somewhere else.

Gale: I rarely use it, but it needs Accuracy first. Gale has an accuracy penalty. I mosly use this once in a while as a positioning tool or a "get out of my face" power, but Hurricane is more effective for both.

Stone Cages: 5 Grav Anchor is great, but replace that Immob with the Chance for Hold. That proc is wonderful in a fast-recharging AoE Immob. Then, if you can find another slot, add in a damage proc like the Posi Blast Chance for Energy. Here, the damage for Stone Cages is so low that procs do more damage than slotting the power for damage.

Snow Storm: I find Quicksand to be more useful, so I would move this back farther in the build -- take O2 Boost here. Quicksand has a huge Defense Debuff and the location-targetted nature lets me cast it underneath all of my other AoE controls. I skipped Snow Storm leveling up, but then added it back in when Inherent Fitness came into the game. I like it mainly for its -Recharge and -Fly, and I tend to use it a lot on the ITF when other controls are less effective. I slot it with 2 EndRdx if I use it a lot, or 1 if I don't. If you really want to proc-out, you could put the Impeaded Swiftness Chance for Smashing Damage here.

Hover: I assume you want it as a mule for a Luck of the Gambler, but I would move it much later in the build or find a way to skip it. Stalagmites requires you to be on the ground. If you ever need to fly, use a Raptor pack. Instead, take Quicksand at 6, as the -Defense is a huge help when exemped down. The slow patch has a lot of strategic uses. (By adding some other Recharge bonuses, you should be able to skip Hover.)

Hasten, Steamy Mist, Stalagmites and Super Speed are fine. I like Super Speed on my Earth/Storm, not only for the Invis when stacked with Steamy, but also for the maneuverability in battle and its effectiveness for "herdicaning." I didn't see any -knockback in your build, and you can slot either a Karma or Steadfast -Knockback in Steamy.

Freezing Rain doesn't need more Defense Debuff, especially if you use Quicksand a lot -- there is a limit on how much Defense Debuff is effective, and since Earth Control has lots of Defense Debuff there is no need to add more. I slot Freezing Rain first for Recharge, then procs starting with the Achilles Heel Chance for Resist Debuff, then your choice of Posi Blast, Lady Grey or Impeaded Swiftness. If you have Infl to burn and slots to spare, even the PvP Javelin Volley proc can go here. Those procs can add up to a lot of damage.

Earthquake: As I said above, don't bother to slot for Defense Debuff. A better slotting in Earthquake is ToHit Debuff, but since slots are in short supply, this is a power that can get by on a single Recharge in the default slot if you have enough Global Recharge. You can also slot an Achilles Heel Chance for Resist Debuff here.

Hurricane is slotted fine.

O2 Boost: I suggest taking this earlier, but it really is a bit of an optional power. The heal is kind of sucky, but it can be handy to heal up Rocky or take the stun off of a teammate. You can save a slot or two by slotting it with just 2 Numina, the Heal and Heal/End.

Quicksand: I suggest taking it earlier at 6. With a high Recharge build, it only needs a Recharge in the default slot. If you have slots to spare (and depending on how often you use it), you can slot it with the Impeaded Swiftness Chance for Smashing. Don't bother slotting for Slow, as that only affects run speed up to the 90% slow cap . . . and you have more slow in Freezing Rain and Snow Storm to take it way over the cap. Since I use this underneath my other AoE controls, the slow has minimal benefit. (Plus, the Spiritual Core enhances slow.) So there are two more slots for other places.

Volcanic Gasses: The Unbreakable Constraint set is great here, but I used the Acc/Rech in place of the Hold to get it recharged a little faster. Adding another slot for the Lockdown +2 Mag is nice here, or another damage proc.

Thunderclap and Maneuvers are slotted fine. I didn't take Maneuvers on mine to avoid the endurance drain. (I do have, however, the Medicine Pool for Aid Self, which I find useful.) My personal experience is that the Leadership toggles just use too much endurance for a */Stormie.

Animate Stone: Rocky already has high Resistance, but you can make him much tougher by slotting him with both Chance for +10% Resistance procs. You could slot 4 Expediant Reinforcement, the Sovereign Right proc and then some add Acc/Dam. Or you could go with 4 Soulbound and the two Resistance procs.

Tornado: You skipped it. I like it as the damage it puts out is, in effect, the only -Regen a Stormie has. It is an AUTOHIT damage over time power that also acts as a pet and can be a panic button power with its chaotic ability to throw foes every which way. One of the best aspects of */Storm is the two damage powers you get at 35 and 38, to make up for low damage primaries like Earth. I have it slotted with another Expediant Reinforcement set for Recharge. (But I went with Cardiac for my Alpha slot.)

I won't comment on the PPP set as I don't have experience with it. I went with the Fire APP on my Earth/Storm, mostly because I had to go with the "Earth, Wind and Fire" theme -- her name is "Ella M. Ental." However, if I wasn't locked into Fire due to the theme, I would probably go with Ice for Ice Blast, Hibernate, Ice Armor and Ice Storm.

I'll post my planned build below just for you to compare. (I don't have all the IOs saved up yet, as I have too many 50's.) I went with Cardiac Alpha not only for the EndRdx (which is HUGE on this character), but also the Resistance helps both Steamy Mist and Fire Shield. I'm not quite at Perma-hasten, but I'm close enough for my uses. I have added a lot of Regen which I find helpful. Solo, I tend to let Rocky tank to draw the aggro (I can lead him in while invisible), and then let loose. On teams, I usually let the Tank go in to draw aggro, then use one of my three AoE controls and Quicksand, then Freezing Rain, then Fireball.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Ella M. Ental: Level 50 Science Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Nucle(43), Dmg-I(43)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(7), Posi-Dam%(7), GravAnch-Hold%(25)
Level 4: O2 Boost -- Numna-Heal(A), Numna-Heal/EndRdx(9)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Super Speed -- EndRdx-I(A)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-EndRdx/Rchg(25), S'fstPrt-ResKB(46)
Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(48)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Freezing Rain -- RechRdx-I(A), Posi-Dam%(17), LdyGrey-%Dam(17), Achilles-ResDeb%(19), ImpSwft-Dam%(46)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(23)
Level 22: Snow Storm -- EndRdx-I(A)
Level 24: Aid Other -- Heal-I(A)
Level 26: Volcanic Gasses -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(31), UbrkCons-Dam%(31), Lock-%Hold(34)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40)
Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(50)
Level 32: Animate Stone -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(34)
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)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Dev'n-Hold%(40)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), HO:Nucle(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Decim-Build%(48)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Fire Shield -- ResDam-I(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50), Numna-Heal(50)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(37)
------------

Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 4.5% Max End
  • 3% Enhancement(Stun)
  • 63% Enhancement(Accuracy)
  • 81.3% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 118.3 HP (11.6%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 8%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 21.5% (0.36 End/sec) Recovery
  • 72% (3.05 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 29.1% Resistance(Fire)
  • 29.1% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed
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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

I am surprised that UnicyclePeon has not commented yet. Hope he didn't kick Li Lung to the curb.


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

Posted

Earth/Storm is a great combination of powers and is a big help to any team, even at the early stages. However, as a solo'er, Earth/Strom is an extremely late bloomer (mid-late 30s). Prior to that, it's a LONG tough road. In order to solo effectively at all, you need Fossilize, Stone Prison, and Air Superiority (or Boxing) as your 3 attack powers, each slotted for damage. Your many other control powers will assist you greatly in handling mobs, but without the Fossilize-SP-AS combination to actually do some damage, you'll be spinning your wheels.

As a dedicated soloist myself, I have to say that Earth/Storm is MUCH better for teaming than solo, at least until you get Animate Stone, Tornado, and Lightning Storm. With those, you'll be able to do pretty much whatever you want. (It's worth the pain to get to that point. I LOVE my Earth/Storm!).


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

Posted

There's a lot of good advice from Local as always, so I will just reemphasize some of things he said:
Gale: needs accuracy:

Freezing Rain: As Local said, recharge and procs (numbers for those in my guide). I would recommend two recharge over local's 1, but I don't have access to mids at the moment to check how much recharge that would actually knock off on your build.

Tornado: Is especially useful on Earth because your immobilizes will prevent knockback, allowing tornado to deal damage without causing as much chaos.

Stamina: You will get more endurance by slotting the proc, a performance shifter: end, and a generic end mod here and devoting the fourth slot to a miracle in health.


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

 

Posted

I don't mean to hijack this thread, but I am leveling my earth/storm as well. Just one quick question for Local - how much does your build cost? I see a few purps in there so I am thinking your build might be out of my budget range for now. Otherwise thanks for the advice folks and good luck to the OP.


 

Posted

Quote:
Originally Posted by xerxes1551 View Post
I don't mean to hijack this thread, but I am leveling my earth/storm as well. Just one quick question for Local - how much does your build cost? I see a few purps in there so I am thinking your build might be out of my budget range for now. Otherwise thanks for the advice folks and good luck to the OP.
Cost is variable, depending upon drops you may get. But there are ways to slot most of this stuff without using purples . . . you may have to compromise in a number of areas. For example, the added recharge I have in my build has Freezing Rain recharging in about 20 seconds with only one Recharge IO. With less Global Recharge, you may need to give up one of the damage procs and include another Rechage.

Also, the purple sets that I included (Immob, Stun and Hold) are far cheaper than the various damage sets. The only ones cheaper are Sleep and Confuse. Over time, you can earn the Influence to buy those by earning Alignment Merits from Tip Missions, marketeering or one of the many other ways to earn Infl.


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

Quote:
Originally Posted by Draggynn View Post
There's a lot of good advice from Local as always, so I will just reemphasize some of things he said:
Gale: needs accuracy:

Freezing Rain: As Local said, recharge and procs (numbers for those in my guide). I would recommend two recharge over local's 1, but I don't have access to mids at the moment to check how much recharge that would actually knock off on your build.
With one Recharge IO, Freezing Rain recharges in 20.4 seconds according to Mids. With a second Recharge replacing the Impeaded Swiftness proc, FR recharges in 17.9 seconds. I thought the added damage was worth the small benefit of the second recharge. But I agree that Recharge has to come first and if the difference was greater, I would include more Recharge.


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