Feedback sought: AV soloing Ill-Storm Build


Draggynn

 

Posted

This is the build for my character -Michael. I am currently using this build for both PvE and PvP play.

It took me nearly 2 years to fully build, and has an approximate worth of 12 billion inf to build. It seems to be able to solo any AV in the game that does not spawn pets in practice. All Incarnates are at T4.

Alpha: Cardiac (Core Paragon)
Interface: Diamagnetic (Radial Flawless)
Lore: Polar Lights (core superior)
Judgement: Ion (Radial Final)
Destiny: Changes based on need. I have several T4s available there at this point. Normally use Rebirth with the +HP

I am looking for all feedback, opinions, thoughts, and/or questions as to why I did whatever. Thanks in advance for ur reply!

Quote:
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

-Michael: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Spectral Wounds
  • (A) Apocalypse - Damage
  • (17) Apocalypse - Damage/Endurance
  • (39) Apocalypse - Damage/Recharge
  • (39) Apocalypse - Accuracy/Recharge
  • (40) Apocalypse - Chance of Damage(Negative)
Level 1: Gale
  • (A) Kinetic Crash - Damage/Knockback
  • (25) Kinetic Crash - Accuracy/Knockback
  • (25) Kinetic Crash - Recharge/Knockback
  • (34) Kinetic Crash - Recharge/Endurance
  • (37) Kinetic Crash - Damage/Endurance/Knockback
  • (37) Kinetic Crash - Accuracy/Damage/Knockback
Level 2: Deceive
  • (A) Coercive Persuasion - Confused
  • (3) Coercive Persuasion - Confused/Recharge
  • (3) Coercive Persuasion - Accuracy/Confused/Recharge
  • (7) Coercive Persuasion - Accuracy/Recharge
  • (9) Coercive Persuasion - Confused/Endurance
  • (9) Coercive Persuasion - Contagious Confusion
Level 4: Blind
  • (A) Unbreakable Constraint - Hold
  • (5) Unbreakable Constraint - Hold/Recharge
  • (5) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (7) Unbreakable Constraint - Accuracy/Recharge
  • (15) Unbreakable Constraint - Endurance/Hold
Level 6: Recall Friend
  • (A) Time & Space Manipulation - Range
Level 8: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Red Fortune - Defense/Endurance
  • (11) Red Fortune - Endurance/Recharge
  • (13) Red Fortune - Defense/Endurance/Recharge
  • (13) Red Fortune - Endurance
  • (29) Red Fortune - Defense
Level 10: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 14: Fly
  • (A) Soaring - FlySpeed
  • (15) Soaring - Endurance
  • (46) Soaring - Endurance/FlySpeed
Level 16: O2 Boost
  • (A) Panacea - Endurance/Recharge
  • (34) Panacea - Hea/Recharge
  • (34) Panacea - Heal/Endurance/Recharge
  • (37) Panacea - Heal
  • (42) Panacea - Heal/Endurance
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (19) Expedient Reinforcement - Endurance/Damage/Recharge
  • (23) Expedient Reinforcement - Accuracy/Damage
  • (23) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 22: Freezing Rain
  • (A) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (43) Ragnarok - Accuracy/Damage/Recharge
  • (45) Ragnarok - Accuracy/Recharge
Level 24: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (29) Dark Watcher's Despair - Recharge/Endurance
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (46) Dark Watcher's Despair - Chance for Recharge Slow
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (27) Glimpse of the Abyss - Endurance/Fear
  • (27) Glimpse of the Abyss - Accuracy/Endurance
  • (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (31) Glimpse of the Abyss - Fear/Range
Level 28: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Snow Storm
  • (A) HamiO:Microfilament Exposure
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Tornado
  • (A) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
Level 38: Lightning Storm
  • (A) Kinetic Crash - Damage/Knockback
  • (40) Kinetic Crash - Accuracy/Knockback
  • (40) Kinetic Crash - Accuracy/Damage/Knockback
  • (43) Kinetic Crash - Recharge/Knockback
  • (43) Kinetic Crash - Recharge/Endurance
  • (45) Kinetic Crash - Damage/Endurance/Knockback
Level 41: Water Spout
  • (A) Absolute Amazement - Stun
  • (46) Absolute Amazement - Stun/Recharge
  • (48) Absolute Amazement - Accuracy/Stun/Recharge
  • (48) Absolute Amazement - Accuracy/Recharge
  • (48) Absolute Amazement - Endurance/Stun
Level 44: Hibernate
  • (A) Recharge Reduction IO
Level 47: Summon Coralax
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (50) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (50) Expedient Reinforcement - Endurance/Damage/Recharge
  • (50) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 49: Steamy Mist
  • (A) Luck of the Gambler - Recharge Speed
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 41: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (21) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (17) Performance Shifter - EndMod
  • (21) Endurance Modification IO



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-Michael: Ill/Storm Troller <><><><><><> Slide-Show Base-Tour: Its a London Thing

 

Posted

MORE DAMAGE!

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

Click this DataLink to open the build!

-Michael altered: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dam%(15), Apoc-Dmg/EndRdx(17), Apoc-Dmg/Rchg(39), Apoc-Acc/Rchg(39)
Level 1: Gale -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(25), KinCrsh-Rchg/KB(25), KinCrsh-Rechg/EndRdx(34), KinCrsh-Dmg/EndRdx/KB(37), KinCrsh-Acc/Dmg/KB(37)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(3), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(9)
Level 4: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(5), UbrkCons-Acc/Hold/Rchg(5), UbrkCons-Acc/Rchg(7), UbrkCons-EndRdx/Hold(15), Apoc-Dmg(45)
Level 6: Recall Friend -- TSM'n-Rng(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx(13), RedFtn-Def(29)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 14: Fly -- Flight-I(A)
Level 16: O2 Boost -- Panac-EndRdx/Rchg(A), Panac-Heal/Rchg(34), Panac-Heal/EndRedux/Rchg(34), Panac-Heal(37), Panac-Heal/EndRedux(42)
Level 18: Phantom Army -- S'bndAl-Dmg(A), S'bndAl-Build%(19), S'bndAl-Acc/Rchg(19), S'bndAl-Acc/Dmg/Rchg(23), RechRdx-I(23), BldM'dt-Acc/Dmg(45)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Freezing Rain -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Knock%(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45)
Level 24: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Slow%(46)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Acc/Fear/Rchg(31), Abys-Fear/Rng(31)
Level 28: Group Invisibility -- LkGmblr-Rchg+(A)
Level 30: Snow Storm -- HO:Micro(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Tornado -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), S'bndAl-Dmg/Rchg(40)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 41: Water Spout -- Amaze-Stun(A), Amaze-Stun/Rchg(46), Ragnrk-Dmg(46), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(48)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Summon Coralax -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Steamy Mist -- 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 -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 41: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(21)



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I've heard the chance for BU in PA affects all the PA's.

Tornado/Water Spout/Lightning Storm are great for AV's and should have some damage slotted


perma jump is ---> /up 1

 

Posted

Looking over your build, Hindenburg. I can agree. More damage is definitely a good choice. You've given hundreds more damage to tornado and waterspout, and increased thunderstorm's damage another 10 points as well. That should make a big difference in terms of time spent fighting any particular foe. Provided these three storm types focus on one foe for their lifespan, that's an extra 200+ damage per casting. I like that.

In so doing you seem to be sacrificing 7.5% global recharge though. The Decimation's 6.25% should increase it back to a minimal loss of 1.25%, which is nothing, but the 6.25% bonuses are already capped out so it is making no difference whatsoever there..

With most builds, I don't think that would be consequential. I mean, the global recharge still exceeds 200%, so who should care. However, here it drops the recharge time on the PA back within the range where the pets are departing before the power fully recharges, leaving a 1 second window for AVs or whatever to re-establish their aggro on the controller himself. This controller is squishy, with minimal defenses. He will be 1 shot if that happens.

My other area of concern is with the Fly. Ill/Storm is a beast for end use at high recharge rates. (Hence the Cardiac incarnate). I'm not sure that stripping it of any end redux is wise. If Fly were used at any time other than outside combat this way, I would expect to run out of end pretty fast. Especially in situations where Snow Storm and/or Hurricane became important to use. Other than adding damage to blind and water spout, was there reason for that?

Overall, I think more damage is a great idea, and I like the numbers shown on that here. I'm just not sure it would maintain the ability to solo AVs with the changes you are suggesting. I would love to hear any counter arguments to why I may be wrong though.



-Michael: Ill/Storm Troller <><><><><><> Slide-Show Base-Tour: Its a London Thing

 

Posted

heh, yeah i changed the post while you were typing yours up. I saw that the 6.25 was over and changed it. regarding the fly, i just assumed you'd switch to hover during combat.

yer build looks like a ton of fun!


perma jump is ---> /up 1

 

Posted

I took a look at your build, and then did my own version. I am a strong proponent of a great attack chain being much better than an extra pet, so I changed the Epic set to the Ice APP. This gives you the amazingly effective Blind-SW-Blast-SW attack chain, some some decent defense, and well past the recharge needed for Perma-PA. You get Frost Breath for an AoE Damage power -- it recharges much faster than Ice Storm and is all up-front damage. My Ill/Rad guide explains why fast killing is important for an Illusion controller, so that you can take advantage of the Illusory Damage in SW, PA and Phanty's Decoy. This build also slots up powers that need slotting without slotting up powers that you probably won't use hardly at all. Personally, I hate wasting 6 slots on Gale.

Notice that I got rid of Superior Invis. Steamy Mist+Super Speed is functionally the same with very few exceptions, while extending the benefits of Steamy Mist to the team. If you ever need that little bit of extra Invis, you have Group Invis. Since Ice Armor can take a LotG Recharge, you don't need SI.

I changed Blind to do some damage, and added Flash for its effectiveness as a hold and a place to put the Unbreakable Constraint set. Thunderclap takes the Absolute Amazement set (supposedly the Proc in it is supposed to get fixed, and the ToHit Debuff might be helpful).

I took out Fly . . . you can use the Raptor Pack if you need to go up in the air. If you still want Fly instead of Super Speed, then don't forget to slot up a Stealth IO somewhere to stack with Steamy Mist.

By the way, if you keep Fly, there is no need to slot Flightspeed. Since I-18, Fly is automatically at Flightspeed cap without any Flightspeed enhancements whatsoever -- it only needs an EndRdx in the default slot. Or you can put a Stealth there. Flightspeed enhancements are only needed for Hover. And the Raptor Pack is just barely short of being at Flightspeed cap, so it makes a perfectly good substitute for Fly.

Here's the build, which I think will do a lot more damage than your previous build:

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

Click this DataLink to open the build!
Ill-Storm with Damage and Perma-PA: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(29)
Level 1: Gale -- Acc-I(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Decim-Build%(23), HO:Nucle(27)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(13), CoPers-Conf%(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: O2 Boost -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(23), Panac-Heal/Rchg(25), Panac-Heal/EndRedux/Rchg(25), Panac-Heal(29)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 12: Super Speed -- Zephyr-ResKB(A)
Level 14: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(15), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(17), UbrkCons-Dam%(27)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Achilles-ResDeb%(34), LdyGrey-%Dam(34), Posi-Dam%(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Group Invisibility -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- Abys-Dam%(A)
Level 28: Thunder Clap -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(46), Amaze-ToHitDeb%(46)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
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)
Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(50), P'Shift-End%(50)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 19% DamageBuff(Smashing)
  • 19% DamageBuff(Lethal)
  • 19% DamageBuff(Fire)
  • 19% DamageBuff(Cold)
  • 19% DamageBuff(Energy)
  • 19% DamageBuff(Negative)
  • 19% DamageBuff(Toxic)
  • 19% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 4.5% Max End
  • 54% Enhancement(Accuracy)
  • 143.8% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 5% FlySpeed
  • 95.4 HP (9.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.5%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 15.2%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 7.5%
  • 23% (0.38 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 5% RunSpeed


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There are a lot of variations you can do if there are certain powers you prefer. For example, if you really, really want Recall Friend, you could drop Thunderclap, put those slots into Spectral Terror with an Unspeakable Terror set for 5% Recharge, and then take Recall Friend in place of Thunderclap. Put the Zephyr -knockback in Recall Friend, and then you could change Super Speed to Fly with a Stealth IO.


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

The storm guide in my sig may have some information that you will find useful, but here are some initial thoughts. Unfortunately you need to make lots of unfavorable sacrifices in order to approach perma PA. Unfortunatley, I don't have mids available at the moment so I can't check where you stand on perma PA, but here are some things that jump out at me:

1) Gale: 6 Kinetic Crashes is an awfully expensive price to pay for 7.5% recharge...there has to be a better way to use those slots I would consider sticking them in hover and going for another set of red fortunes. If you actually use, Gale, then great, leave as is.

2) Superior Invisibility: Steamy Mist provides more defense if you get attacked, so I would move the red fortunes there (you'll probably have to leave one of your LoTG mules for lvl 49 to have the slots required for SM)

3) Fly: if you get rid of those kinetic crashes you can slot Blessings of the Zephyr for your KB protection

4) Freezing Rain: Another ouch. I suspect though that you need this bonus for your perma PA. In general, you will get far more mileage from FR from procs than you will for damage. Better to focus on recharge and damage procs, and the achilles' heel proc. At the very least switch the damage proc for the pure damage IO, and pull a slot from anywhere for achilles heel proc (a quick glance suggest a slot from fly, or a coercive persuasion slot since you don't really have enough defense for that to make a huge difference.) There is more discussion in my guide on damage proc/achilles' heel proc, but with all of your pets and against AVs the Achilles' Heel proc is the correct choice for the final slot.

5) Hurricane: It's unlikely with illusion that your playstyle will involve much pinning of enemies with hurricane, so I would say the -recharge proc in hurricane is next to useless, use one of the other Dark Watcher IOs. Not to mention that except for AVs, Snow Storm and Freezing Rain will pretty much floor anythings -recharge, and against AVs it will be more dangerous for you to try to use the proc than the meager benefit you would get from it.

6) LS: Although not great slotting at least you'll be using LS and kinetic crashes do provide some damage. I would rather go with 5 decimations although there's a 2.5% recharge loss, and frees up a slot for somewhere else, or a damage proc for LS.

7) Water Spout: again, damage would be nicer here, but you may not be able to afford the recharge reduction that would bring.


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

Quote:
Originally Posted by Sayaki View Post
Normally use Rebirth with the +HP
In case you didn't already know, the +regen one is infinitely better. Like, it's not even close.


 

Posted

Quote:
heh, yeah i changed the post while you were typing yours up. I saw that the 6.25 was over and changed it. regarding the fly, i just assumed you'd switch to hover during combat.
Hindenburg: Yes, I often do swap to hover during combat. I was merely thinking it was a slight limitation and thought I'd inquire there. Can you re-post the data link for the corrected build? The one I am seeing seems the same as before. Maybe I am not seeing where exactly you made the changes.

Local Man: Your build is awesome. High damage, swift kills. This character would be a machine of death and destruction in both a PvP and PvE environment. Two of the few real issues I have had with my ill/storm is that he does take his time with killing, and that he is nowhere near mobile enough to handle PvP combats need to dart in and out against opponents. Your defensive strengths are another interesting consideration that leaves my troller looking like a piece of tissue paper by comparison. I used to use ice mastery for exactly that reason, never much thinking on the damage power that it had at it's command. I might adapt this for a second build simply for the PvP environments I enjoy.

That said, there are some significant differences to the needs of the ill/storm vs. the ill/rad that you seem to have overlooked, as well as the needs of an AV soloing environment versus any class.

First, Storm is one of the most end heavy sets in the game, and unlike other sets it has no innate method of controlling it's end consumption. Thunderstorm starts with a base 31.2 end cost, tornado with 20.8. This combines with the PA and phantasm summons of 26 end to demand massive chunks of an end bar when summoning steadily. In my experience, when not summoning, a steady attack chain can maintain a constant endurance value with net endurance gains of 2.00 end/sec. This balances out the use of all the blasts, holds, etc that are used when fighting. 2.00 net end recovery can keep a summoning ill/storm active for about 120 seconds in a real combat environment. And then it's beat a hasty retreat or use blues/hibernate.

Even on my build, I have to be careful to use Hurricane and Snow storm only in situations where it can be justified by need. Snow storm is best for me to ground a flying foe, hurricane for controlling mob movement. (Very useful on escapees in BAF.) With your build, you seem to have gone just below that 2.00 net end gain that would maintain the ability to combat. I think that would be fine in most PvE environments, but not against an AV.

When AV soloing you are facing the inescapable fact that you will be fighting for several minutes against a single target. Often AFTER or while clearing a large mob around it. Your pets aren't going to single that AV out after all. At least not when there are other foes around. This says that you can not really afford to have your end at risk of running low during the fight, if you want to win. Perhaps, with SS off during combat, and some careful play changes this may not be a problem with your build though. I will have to give that some thought, and probably some time to try it.

The other consideration has to do with our definition of perma-PA, I think. Experience has shown me that the pets last exactly 60 seconds from the moment they first hit the field, which is at about 0.5 seconds into the activation time. They don't attack until the end of the casting time though. It seems to take them that long to aggro and attack. They appear to take taunting with their attacks immediately and can keep most foe attention that way. Unfortunately, that means the pets generally disappear 57 seconds after the power begins it's recharge. with perma being considered as a recharge less than 60 seconds, that is fine. It usually won't matter in a PvE or team environment because when you cast the power, the pets are going to instantly die anyway, if they are there.

Against an AV though, that is a full 3 seconds where your pets are gone and you can't re-summon them. You as the controller have the aggro. I doubt I need to say how many hits you will survive from the AV in that time frame.

With that in mind, I have to consider perma-PA a re-summon time less than or equal to 56.9 second recharge on that power. There is still the 3 second casting for PA, when you will still get hit once by that AV as it establishes it's target and attacks once, but that is far more survivable than a 6 second gap as your power finishes it's recharge and you re-summon. Against an AV, that will be death.

Even with 35% defenses, they will hit you twice in a span exceeding 3 seconds at least once during the combat, given the chance to. PA keeps the AV too distracted to do so in most cases. Decoy Phantasm can sometimes help stagger that. I don't believe your build can maintain this kind of defense in an AV soloing environment.

The only possible way around this I can think of at the moment is to use an Ageless Core Epiphany to bump the recharge up, and add the end recover (and full end bar) like clockwork every two minutes. But like when working with a hasten that is just barely at perma, it would be a pretty tight thing to maintain as a steady action, and it's that one more power activation interrupting the attack chain.

Overall though, I am thinking that from a PvP perspective, this build would be vastly superior and might work well to keep me alive (and victorious) against some of the */regen scrappers in the game.

I am aware of the flight speed cap on fly. They are there primarily for set bonus reasons atm. There are other reasons, but that is it's primary benifit at this moment.

Superior invis
is currently in use as it caps stealth with only one power use. It also is supporting 12.5% global recharge with it's set.

Recall friend
is there for one reason and one reason only. My best friend has slightly worse direction sense than Wrong-Way Corrigan. It comes up often when teaming and has become a staple on every build I play for that reason.



-Michael: Ill/Storm Troller <><><><><><> Slide-Show Base-Tour: Its a London Thing

 

Posted

Quote:
Originally Posted by Draggynn View Post
The storm guide in my sig may have some information that you will find useful, but here are some initial thoughts. Unfortunately you need to make lots of unfavorable sacrifices in order to approach perma PA. Unfortunatley, I don't have mids available at the moment so I can't check where you stand on perma PA, but here are some things that jump out at me..
I will be very interested to see your feedback when you get mids running. You are right, there is a lot of interesting information in your signature, some of which I am considering how best to apply.

Quote:
Originally Posted by Supermax View Post
In case you didn't already know, the +regen one is infinitely better. Like, it's not even close.
Supermax, this depends on the character.

Many toons work better with +regen. However, when your defenses are nil and you have less than 1400 hp to begin with, odds are that you aren't going to survive enough hits for +regen to matter, no matter how high. With such characters, an extra 300 hp is one more hit you are going to survive. This is far better.



-Michael: Ill/Storm Troller <><><><><><> Slide-Show Base-Tour: Its a London Thing

 

Posted

Quote:
Originally Posted by Sayaki View Post
Supermax, this depends on the character.

Many toons work better with +regen. However, when your defenses are nil and you have less than 1400 hp to begin with, odds are that you aren't going to survive enough hits for +regen to matter, no matter how high. With such characters, an extra 300 hp is one more hit you are going to survive. This is far better.
Having tried both, I disagree. The 300 HP is very temporary. For the majority of the duration, you're getting like 40-something HP, which is basically a joke. It really won't make or break anything.

On the other hand, the +regen is very substantial, even in its minimal state. For the first little while, it's almost god mode, since on top of a huge heal you get completely insane levels of regen. And even when it drops off for the last minute, it's still something like 200% regen, which is extremely noticeable.

If you look at the benefits over the ENTIRE duration, the +regen wins easily. I tried the +HP one myself at first, but then I tried the +regen, and the choice became very easy.


 

Posted

Quote:
Originally Posted by Sayaki View Post
I will be very interested to see your feedback when you get mids running. You are right, there is a lot of interesting information in your signature, some of which I am considering how best to apply.
Alright, you are very tight on slots, but there are 4(5) potential slots that can be moved while keeping your 56.9 second recharge on PA:

1 (possibly 2): you can afford to drop one 7.5 bonus down to a 5% bonus and keep your 56.9 second recharge according to mids. granted it may be off by .05 seconds, but a .05 seconds won't make much difference as to how many attacks the AV can get off. (In fact, I'd guess with Arcanatime, things are identical, but I'm too lazy at the moment to check to see just how much leeway Arcanatime buys you on recharge.) Convert the KBs in Lightning Storm to Decimations. (You will then need to swtich the glimpse of the abyses to unspeakable terrors, or recoup another slot and drop spectral horror for flash, which you will fill with 4 basilisks. If you do that you can also switch from Gale to hover or combat jumping for more defense, might be worth keeping for the 3 points KB protection, hard decision.

2,3) I would sacrifice the two slots in fly, they are not getting you enough set bonuses to be worthwhile, and chances are you're hovering in combat, not flying.

4) the final coercive persuasion (hard to say on that one, and it depends on how much damage you find you need). You should rarely need to survive more than one hit so the extra 5% ranged defense should be mostly unnecessary, but it may make you feel safer knowing you have it.

Where to put those slots in no particular order (Don't have the energy at the moment to do specific numbers so these are very general and based on broad assumptions for simple calculations, and I make no promises these calculations are correct):

1) An Achilles' heel proc in Freezing Rain (+4% damage with perma FR, we'll say 20% of the time is a 20% increase actually slightly better than this since you'll have a chance to proc at 0 10, 15, 25, 30, etc, but you have to factor in the self suppression)
2) A damage IO in Tornado (+4 dps/ +8 if you have two out)
3) A damage IO in Water spout (Probably the Raganarok pure damage) (+ 4 dps / call it 6 because you can have 1.5 out)
4) Javelin Damage proc in spectral wounds (every 2.5 seconds is even better than every 5 seconds in LS) (+5.5 dps assuming used as soon as recharged)
5) The pure damage Apocalypse IO in blind (obviously swap in the other Apoc to spectral wounds) (+4dps assuming used as soon as recharged)
6) damage proc in Lightning Storm (every 5 seconds in LS is better than every 10 seconds in WS or Tornado) (+3 dps) (offered since the javelin proc is rather pricey)

My recommendation of swapping a Dark Watcher in Hurricane still stands, and depending on the AV, I'd likely run Steamy Mist over SI.


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