Fire/Storm Build Critique
Alright, so first, I predict this build will have endurance troubles, so you'll probably want to consider choosing incarnate abilities to offset that.
1) Given the cost of the gladiator's armor IO I would try to hit the soft cap to make it worthwhile. The difference between 39% and 45% ranged defense is huge (you will get hit only half as often), so I would go out of my way to try for the soft cap. That 5% defense will make a much larger difference than a significant amount of recharge. If ranged defense is so important to you, I would rework the build to take weave, or you can become more aggressive with slotting, (I don't like the idea of the knockback in thunderclap, but 6 stupefies there would you get another 3.13%, another IO in fly will net you 1.25% and another slot in hover (2 LoTG/2 Zephyr) can net you another 1%. I'm sure you can find much better options, but from a first glance there's 5+% that will only cost you 3 slots. 3 eradicates will also net you 1.5% defense, you get the idea) To do this you are going to have to choose some of your recharge bonuses to let go though, and drop down to 4 slots in powers that currently have 5 for the recharge bonus. I know it's a hard trade off. Personally I keep 2 builds. One puts reaching the soft cap and high resistance first, and the other puts recharge first. When I know that I'll be on a team, and won't need to worry about keeping myself alive, I use the high recharge build. If I'm soloing, or running content where I'm not certain I can stay alive (no tank or other support on the team) I'll use the survival build.
2) Hurricane and Oppressive gloom don't play well together, which do you tend to use? (I would consider taking slots from the other one. Other possible slots, snow storm)
3) If you want to deal more damage you should swap the Posi Blasts damage proc for any of the enhancements. I would consider swapping the acc/dam.
4) Another recharge IO in FR for another 2 seconds off recharge...I'd probably do it, but then I subsist on Freezing Rain.
5) going with my endurance prediction, I would find room for a Numina unique in health
6) +end Proc in Stamina will give you better recovery.
They are hard tradeoffs I know and a "correct" answer will depend on your playstyle.
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
Draggynn's advice is spot on. If it were mine, I'd swap flares for blaze for the much better dps, but some don't like the shorter range. It might be worth considering swapping it for the nuke- that'd open up some slotting options as you'd have another power for a set of t-strikes. However, aim + soul drain + nuke does sound like a hoot .
I messed around a bit to see what I could come up with. Sacrificed 10% global rech and some recharge in aim (sadly), also lost 68 hit points. Net recovery improved by .5 eps plus a pshifter proc, so around .7 eps. Ranged defense landed at 44.8%, swapping either of the red fortunes for an enzyme puts it over the cap. If you swap both and can live with 44.8% ranged def, you could drop the 2nd slot from CJ (to put back in aim, or wherever). Freezing Rain and Soul Drain are better slotted for end redux. Going full steam, you still may find yourself huffing and puffing a bit (Lightning storm: 18.47 end, every 30s. FR: 12 end every 18s. Soul Drain: 13.8 end Tornado: 14 end every 20s. And so on. Storm is just expensive endurance wise once you start packing in the recharge.) If you go back to 2 slots in aim, consider 2 adjusted targeting for a bit of a dmg buff, and roughly the same recharge. The to hit buff value is not as critical, imo. Those are a lot cheaper than membranes, last I checked, too.
Anyway, there's still room for tinkering/adjusting, but it may give you some ideas.
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Thanks to both of you for your replies. EJI i really like your build and will run with that instead of my own.
Just as an aside, my corrupter is only level 14 at the moment but hes a blast to play and I'm really looking forward to level 16 when I can do Freezing Rain + Rain of Fire!
I have several /storm including a fire/storm controller @50 and a fire/storm corrupter at about 30.
Your going to have significant endurance issues.
Freezing rain is one of your best powers. You need more slots and more recharge there.
Steam mist and hurricane + leadership will eat a whole lot of end, even with a cardiac slotted. You may want to look at more end redux.
Tornado can also take the Achilles proc. It can also take a stun set proc that will imob, this is a really good thing because the tornado will then sit on the target and eat it.
Lightning storm is an AOE. This lets the energy manipulator chance for stun proc hit multiple targets, with the hold proc as well from one of the ranged damage sets you have a pretty good chance of not just burning the target for good damage but also disabling it and its friends.
Steam mist can give you some good resistances to fire/cold/energy if properly slotted and there are other special IO's you might want to consider.
Leadership: The numbers you get from leadership are low. Not really worth boosting. The end cost is also very low, given your going to need a cardiac alpha anyways just use the leadership powers as one slot mules. There are various good items, like the lotg + rechage, one of the to hit buff sets has a build up proc that can go into aim. Save the slots for other powers that need them more.
To provide some examples: Note I dont claim these are perfect, they are works in progress and fit my play style. Your mileage may vary.
Lvl 50 fire/storm controller with cardiac alpha. Before the alpha slot I could end crash this guy with speed boost on me.
You may note that many of my set bonuses are chosen specifically to address endurance problems. I expect a fire/storm corrupter to have just as bad or worse end issues.
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Lvl 42 Storm/ Electric Defender Defiantly a work in progress. His core /storm powers are reasonably well slotted though.
Solo he is an unstoppable force, if not super fast. His hurricane is set to strongly interfere with anything attacking him.
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In closing I have found that snow storm + freezing rain + rain of fire on my corrupter is a killing field. I can often pull multiple spawns and burn them to the ground by hitting them with that + fire breath and fire ball. Often though just the SS + Rains are enough. I have them slotted for max recharge and damage.
Any questions please ask.
Tornado can also take the Achilles proc. It can also take a stun set proc that will imob, this is a really good thing because the tornado will then sit on the target and eat it.
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It is also worth noting that damage procs in tornado are often a poor decision. For the reason given above regarding procs and because Tornado deals an awful lot of damage on its own. Unless you're near the ED cap, Tornado will generally deal more damage from slotting more damage than it will from slotting a damage proc. The details are presented in my guide.
Steam mist and hurricane + leadership will eat a whole lot of end, even with a cardiac slotted. You may want to look at more end redux. |
Also, looking at your set bonuses they seem to be a little scattered. My general advice is that there are two approaches if you want to maximize your benefit from IOs. This first approach is to focus on recharge. More recharge means more LS, more FR, more Tornado, more of all of those high recharge heavy hitters. The second approach is to focus on defense, and reach the soft cap (45%) for either ranged or smash/lethal (because we have hurricane, I recommend ranged on a stormy if you go that route).
Since these builds are works in progress I won't provide more extensive feedback, but I'm happy to provide it if you are interested.
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
Zep, I don't think this will work as well as you think it will. First of all, procs in tornado are a little rough to begin with because Tornado tends to run all over the place, so it is possible for Tornado not to be in contact with an enemy when the proc fires. In addition, this proc will not suppress knockback. Although it may be immobolized (3 chances per tornado, once every 10 seconds) the enemies can still be knocked all over the place, and tornado will have to go chasing after them. Not to mention that Tornado in general does not fixate on a target. As a result you will see minimal gains in Tornado's damage.
It is also worth noting that damage procs in tornado are often a poor decision. For the reason given above regarding procs and because Tornado deals an awful lot of damage on its own. Unless you're near the ED cap, Tornado will generally deal more damage from slotting more damage than it will from slotting a damage proc. The details are presented in my guide. I would advise you to look into taking an endurance recovery power to help mitigate this. Consider taking Hibernate. Drop one of the leadership toggles, bonfire, the coralax, etc. This should help to substantially mitigate your endurance troubles. Also, looking at your set bonuses they seem to be a little scattered. My general advice is that there are two approaches if you want to maximize your benefit from IOs. This first approach is to focus on recharge. More recharge means more LS, more FR, more Tornado, more of all of those high recharge heavy hitters. The second approach is to focus on defense, and reach the soft cap (45%) for either ranged or smash/lethal (because we have hurricane, I recommend ranged on a stormy if you go that route). Since these builds are works in progress I won't provide more extensive feedback, but I'm happy to provide it if you are interested. |
As for the procs in tornado. The tornado power is an AOE with a 14' diameter that can affect up to 5 simultaneous targets. With my controller the use of fire cages roots mobs and tornado can and does often sit in one place and chew on groups.
With the defender, I often hurricane mobs into corners and tornado will sit and chew on the group giving the procs plenty of chances to fire.
That said it is a matter of style and goal in the build.
I understand that the accepted cookie cutter builds ore to go for max recharge or max defense. I dont see either working well for my controller. Defense is irrelevant. I can and do lock down x8 groups. My only real weakness is to status effects and break frees, which drop regularly eating x8 groups take care of that.
Recharge is an interesting problem for the build. More recharge does bring up hard hitting powers faster, it also increases endurance usage. As it is I can fully overlap two lightning storms full time should I choose. My damage output is significant. getting more recharge would mean taking away the set bonuses you missed. That is the +recovery and +max end.
As for hibernate, I have tried it and didnt really care for it. Sitting there in a block of ice and not reacting does nothing for my damage and control output.
While I have not yet slotted it, the Coralax will be getting a pet IO to give the imps some buffs. Such as the call to arms 5% defense or others.
As things stand now with my buff pet out I get 3.94 end/sec which is enough to power all my abilities without end crashing all the time.
My character goal with the controller is about balancing damage and control.
All this said, your goals may well have differences to mine in how to make a character effective.
I do appreciate any feedback of course, just in this case our ideas are divergent. My goal was to give the OP some additional ideas on slotting options for /storm powers. As well as some ideas on how to fix endurance/recovery issues. There are many set bonuses in addition to the IO's like Miracle/Numia/Performance shifter.
The great thing about this game is that there are so many ways to build characters and have them viable and functional.
I respectfully suggest you dont understand how the builds work for me.
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However you appear to have missed part of my point on procs, which to be fair was rather buried and is spelled out in more detail in my guide.
Unless you're near the ED cap, Tornado will generally deal more damage from slotting more damage than it will from slotting a damage proc. The details are presented in my guide. |
I understand that the accepted cookie cutter builds ore to go for max recharge or max defense. I dont see either working well for my controller. Defense is irrelevant. I can and do lock down x8 groups. My only real weakness is to status effects and break frees, which drop regularly eating x8 groups take care of that. |
Recharge is an interesting problem for the build. More recharge does bring up hard hitting powers faster, it also increases endurance usage. As it is I can fully overlap two lightning storms full time should I choose. My damage output is significant. getting more recharge would mean taking away the set bonuses you missed. That is the +recovery and +max end. |
The great thing about this game is that there are so many ways to build characters and have them viable and functional. |
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 thought the energy manipulator chance to stun proc currently has a 0% chance to fire?
I thought the energy manipulator chance to stun proc currently has a 0% chance to fire?
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If it is currently bugged I dont know.
**Edit**
Just played my elec/elec dominator though part 1 of the vip story line and saw several "spontaneous" stuns as it were. Besides jolting chain I have the energy manipulator chance to stun in conducting aura. So nice to have hostiles walk up to me and just stand there till I have time to deal with them. Chain fences is also a good place for the IO.
This is my build on live currently. the Alpha slot, Cardiac Core, makes a huge difference with the end drain, as does the destiny slot. I went with the endurance and recharge and I am at a mind blank now.
I crossed to the dark side to get the good armor... and have capped S/L/E defense. It works great.
Freezing Rain followed by Rain of Fire is incredible damage. Available every spawn is great too.
This is my preferred toon for any trials.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Gale -- Acc-I:50(A)
Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(9), Posi-Acc/Dmg/EndRdx:50(9), Posi-Dam%:50(11), RechRdx-I:50(11)
Level 4: O2 Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15)
Level 6: Super Jump -- Jump-I:50(A)
Level 8: Hover -- Flight-I:50(A), Flight-I:50(17)
Level 10: Rain of Fire -- Posi-Dmg/Rchg:50(A), Posi-Dmg/EndRdx:50(17), Det'tn-Dmg/EndRdx:50(19), Det'tn-Dmg/Rchg:50(19), EndRdx-I:50(21), RechRdx-I:50(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Steamy Mist -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(27), RedFtn-Def/EndRdx/Rchg:50(34), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam:50(36), Aegis-ResDam/EndRdx/Rchg:50(36)
Level 16: Freezing Rain -- LdyGrey-DefDeb/Rchg:50(A), LdyGrey-DefDeb/Rchg/EndRdx:50(23), LdyGrey-Rchg/EndRdx:50(23), UndDef-DefDeb/Rchg:50(25)
Level 18: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(37), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48)
Level 20: Acrobatics -- EndRdx-I:50(A)
Level 22: Hurricane -- EndRdx-I:50(A), EndRdx-I:50(37), EndRdx-I:50(37)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(50), KntkC'bat-Dmg/EndRdx/Rchg:35(50), KntkC'bat-Knock%:35(50)
Level 26: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(31), RedFtn-EndRdx:50(31)
Level 30: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(34), RedFtn-EndRdx:50(34)
Level 32: Inferno -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(48)
Level 35: Tornado -- ExRmnt-Dmg/EndRdx:50(A), ExRmnt-Acc/Dmg/Rchg:50(43), ExRmnt-EndRdx/Dmg/Rchg:50(45), ExRmnt-Acc/Dmg:50(45)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42), RedFtn-EndRdx:50(43)
Level 44: Snow Storm -- EndRdx-I:50(A)
Level 47: Aim -- RechRdx-I:50(A)
Level 49: Fly -- Flight-I:50(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(27)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1487;649;1298;HEX;| |78DA6594596F125114C7EFC020B21510110A8552DAB2DA01D2BE3769B5A65A9414D| |F09A15398842D0324FAE80771FD00F5418DBEFBA47E10775BF5D1653C70FE2C9149| |86DF9DFFBDE7DCB3DC4BF1CE15E7C9B57BDB4272EF36ABBD5E65B7A3EB836EBFA35| |B8AD5BA5613C3C74A6F78325139ACB6EBEA91B2A7E96A65878CFAD1E9DCCEE0F858| |29D3A855290F5AAD4E5B6BD7BDFBED86AAABEDBE321E384B9D4E533950AB5D9A768| |C3EF69A5ABDD177F17838A419F778D991AAF71A5A377CB5ABD594E966C56A4DA59F| |5E5FD5EF0629C604BD4993C06358C47D424116A607E043A6FC087CCC3CF784F95E9| |AD80A11622D45FE24F8939E61FD73E6F917E04BA6FD1598657E204333DBCAE61BD2| |487316C19BCC855B608919A0625B108325C57E6CA459474118927595350F98A6F86| |C88CF86783C88EFC209F894797105447C97C8AF83FD0A879FF7FF4470B16671D959| |0B2D30575CCCD53CB8056E323F13DC1C8BD9FDC6C47BBC05DF3183AF9997095EC4E| |D459FD6D09704FA92405F72E85F0EFD0B52DC3EC4ED434E5FE8DBCFFE4C7E686BFF| |5122BB00E20B94087159140EC132789B69A6B58BE8C362809C47E8BC9016466DC2A| |8CD92037432A3A85114358BBA995EB28DC03602DB186C63B08DC176655C6FD82A54| |AB65D46AF917EAF79BB9F107FC0B1ACCDCF0E411BF918B38728E7FE7B9CC0FF8F80| |99E314F69ED3AF659474F12A87D12B54FA24749F428831E7569BB14E727A7905F1A| |F9A591571A796590D747421635CEA247590A4581A6E09C3AA8767968799CFB2579E| |6AE1AF488CC9C929F530A73CAE69CB235A7EC4F15E36076D6CC752BC993FF08218D| |2C6C9EC9CD37BEDA6916A755DAE0E84F67B5EB344852A76635DCFCB3A966926238F| |D6008DCF611B0D73F5625E175| |-------------------------------------------------------------------|
YMMV---IMO
Ice Ember
Here is my Fire/Storm its much like EJI's build i have 44.8 ranged and took fighting instead of leadership, took blaze instead of flares, with the alpha slot endurance is still a problem but a lot better.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
RusticFlare: Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Fire Blast
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (9) Thunderstrike - Damage/Endurance/Recharge
- (23) Thunderstrike - Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (A) Explosive Strike - Accuracy/Knockback
- (31) Explosive Strike - Damage/Knockback
- (31) Explosive Strike - Chance for Smashing Damage
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Chance of Damage(Energy)
- (19) Positron's Blast - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Damage/Recharge
- (9) Positron's Blast - Chance of Damage(Energy)
- (15) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (13) Luck of the Gambler - Defense
- (27) Freebird - +Stealth
- (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Achilles' Heel - Chance for Res Debuff
- (17) Undermined Defenses - Defense Debuff/Recharge
- (37) Undermined Defenses - Recharge
- (A) Explosive Strike - Damage/Knockback
- (19) Explosive Strike - Accuracy/Knockback
- (29) Explosive Strike - Chance for Smashing Damage
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (21) Dark Watcher's Despair - Recharge/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge
- (48) Force Feedback - Chance for +Recharge
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (29) HamiO:Membrane Exposure
- (A) Thunderstrike - Accuracy/Damage
- (25) Thunderstrike - Damage/Endurance
- (33) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (45) Thunderstrike - Damage/Endurance/Recharge
- (A) Damage Increase IO
- (27) HamiO:Nucleolus Exposure
- (A) Absolute Amazement - Stun
- (40) Absolute Amazement - Stun/Recharge
- (42) Absolute Amazement - Accuracy/Stun/Recharge
- (42) Absolute Amazement - Accuracy/Recharge
- (43) Absolute Amazement - Endurance/Stun
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (46) Reactive Armor - Resistance
- (A) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Damage
- (33) Eradication - Damage/Recharge
- (34) Scirocco's Dervish - Damage/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Damage/Endurance
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Eradication - Accuracy/Recharge
- (50) Eradication - Damage/Recharge
- (50) Eradication - Accuracy/Damage/Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (45) Steadfast Protection - Resistance/+Def 3%
- (46) Steadfast Protection - Resistance/Endurance
- (A) Eradication - Accuracy/Recharge
- (48) Eradication - Damage/Recharge
- (48) Eradication - Accuracy/Damage/Endurance/Recharge
- (50) HamiO:Membrane Exposure
- (A) Luck of the Gambler - Recharge Speed
------------
Level 2: Swift
- (A) Empty
- (A) Miracle - +Recovery
- (23) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Endurance Modification IO
- (11) Performance Shifter - Chance for +End
- (25) Endurance Modification IO
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 6% Defense(Melee)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 32.56% Defense(Energy)
- 32.56% Defense(Negative)
- 6% Defense(Psionic)
- 31.94% Defense(Ranged)
- 6% Defense(AoE)
- 5.4% Max End
- 54% Enhancement(Accuracy)
- 56.25% Enhancement(RechargeTime)
- 12% FlySpeed
- 16.06 HP (1.5%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 3.6%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 19% (0.32 End/sec) Recovery
- 30% (1.34 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.67% Resistance(Fire)
- 15.67% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 12% RunSpeed
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This is the build I've been thinking of using, built for recharge.
Can you see anything that would help me ?
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Fire Blast
- (A) Malice of the Corruptor - Accuracy/Damage
- (3) Malice of the Corruptor - Damage/Recharge
- (11) Malice of the Corruptor - Accuracy/Damage/Recharge
- (31) Malice of the Corruptor - Damage/Endurance/Recharge
- (33) Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
- (37) Malice of the Corruptor - Recharge/Chance for Negative Energy Damage
- (A) Accuracy IO
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (31) Positron's Blast - Chance of Damage(Energy)
- (A) Recharge Reduction IO
- (5) Recharge Reduction IO
- (5) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (33) Positron's Blast - Chance of Damage(Energy)
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Steadfast Protection - Resistance/Endurance
- (15) Steadfast Protection - Resistance/+Def 3%
- (15) Steadfast Protection - Knockback Protection
- (37) Resist Damage IO
- (37) Endurance Reduction IO
- (A) Shield Breaker - Chance for Lethal Damage
- (17) Achilles' Heel - Chance for Res Debuff
- (17) Touch of Lady Grey - Chance for Negative Damage
- (27) Impeded Swiftness - Chance of Damage(Smashing)
- (29) Positron's Blast - Chance of Damage(Energy)
- (39) Positron's Blast - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (19) Defense Buff IO
- (19) Endurance Reduction IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (21) Dark Watcher's Despair - To Hit Debuff/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (27) Dark Watcher's Despair - Chance for Recharge Slow
- (46) Dark Watcher's Despair - To Hit Debuff/Recharge
- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (23) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (36) Decimation - Accuracy/Damage/Recharge
- (46) Decimation - Chance of Build Up
- (A) Impeded Swiftness - Chance of Damage(Smashing)
- (25) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Shield Breaker - Chance for Lethal Damage
- (36) Explosive Strike - Chance for Smashing Damage
- (36) Touch of Lady Grey - Chance for Negative Damage
- (40) Achilles' Heel - Chance for Res Debuff
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (42) Devastation - Chance of Hold
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Endurance Modification IO
- (A) Endurance Reduction IO
- (45) Endurance Reduction IO
- (45) Resist Damage IO
- (45) Resist Damage IO
- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Endurance Reduction IO
- (50) Endurance Reduction IO
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 97.5% Enhancement(RechargeTime)
- 7.5% Enhancement(Range)
- 45% Enhancement(Accuracy)
- 72.29 HP (6.75%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 6.6%
- 14% (0.23 End/sec) Recovery
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 1.58% Resistance(Toxic)
- 1.58% Resistance(Psionic)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1441;643;1286;HEX;| |78DA6554596F126114FD66A1055AA414BBB29416CA563A40F4DDA4AD354D2469E40| |71094299DC896018CBC59FF84EBB3F1C9179736FAE40FF07718B7D67797F132F740| |D59964723ECEF79D73CFBDCC4CE9EECEF48B6B475784E4DF6E54BBDDCA76DB34FB9| |D5EDB7497FABD6ACF68B7C4F09AA43B34DEABDCA8B6EA7A4DDB354CBDB245BA5EF4| |7C6FAB7F70A09569D5AC94FBCD66BB65B4EAC2BBDF6E37B47247D76B3E7BB96BD40| |F7BB413B07FEDB5EE185DE3A6D1307A8329DE6F0C0F04AE768C5BDA4ED5BC5D2951| |15DD1C2C529075BA53B2C065B9444D11A2A80A5967F41E3046EB8CB143C684C1F85| |11A6B8558163697263FA62D557AC99CFC8AD1FB9A317A0C3C615CA3A928B6C89295| |0DE6D4FF3043BE2EF8BAE03B01DF09F84EC3771ABE5999073ED44C42E386C60D4D0| |C9A183412093CE8C9839EE2C44D819B5A654E21CEC79955DF3C2D22AAB8B0005C64| |4CE4F86C029A2F44FB316BFF84629F99794F2183841F64FBCCF233D6869127899C2| |AD50B60468139C9E666A3BC370BFFAF4407D16FF00DFB5D7C0B3C81FF3BC6CD63C6| |1CC11C32CD3D183E10AA987F087CC4187ECC187FC2B8F994F113D55B40A605E45E4| |49611FA28F71266B784DC7EE242E042E03CC445D84B44C069946D05FDACFCE0BCAB| |3F81BF80BFD18FC5784AD235D6286B98717CC0338E63C629CCFC4CE27760D8FB3A7| |A4FA2F7247A4FA1F7147ACF3CE7BEEE9175DA7ED22D571AD932C89641B62CB26591| |2D1B63ED116937B857650373CA8D30F72FDEA7B31AD75135D4C9A34E1E75F2A8534| |49DCF74BC80FFA5805916E13FC26F5E7A4F316FC9A24B9C39985307F3DDC184D5BF| |BE01369375300507537430971CCC6507B377CE58D71DBBFBEAF8CB836C9E19FAAEE| |0FC1F8F98F354| |-------------------------------------------------------------------|
Gale. Don't even waste the influence to pick up the proc. You will never use this power past the DFB levels.
O2 Boost. It's not a very good heal, but you should take it anyway unless you never plan to team with anyone ever. 3-slotting Miracle should be sufficient.
Rain of FIre. 6-slot this with your ATO. Aside from the fact that Positron's doesn't have enough -recharge in it, the ATO proc is a beast in RoF.
Snow Storm. Ditch this. -recharge is a relatively worthless debuff since the only things that live long enough for it to matter tend to be AV/GM and they resist it into irrelevance. You don't need the movement debuffs due to Sleet/RoF.
Steamy Mist. I like to 6-slot this, 3 slots for Def, 3 slots for Res. The combination gives better bonuses and more end reduction. Not a huge upgrade in power though.
Fly. If you take Fly, it's because you want Afterburner for a LotG mule/panic button. Also, I think you won't get the BotZ KB reduction unless Fly is active (i.e.: you'll never have it when you need it).
Freezing Rain. 6-slot this with 5 Ragnarok (including Knockdown) and a Positron's Blast Chance for Energy Damage. None of the debuff components are worth buffing, the Achilles' proc won't go off enough to matter and Ragnarok is the only set besides the ATO that brings enough recharge to the table.
Fire Breath. This is a weak power. It's slow activation, short range and almost any time you might be tempted to use it you won't have enough targets that aren't dead or dying.
Thunder Clap. Pretty much useless. It's a Mag 2 PBAoE stun in a build that wants to have nothing to do with melee.
Inferno. Unnecessary. Rain of Fire may not be as much damage, but crashes aren't really viable when you've got such good normal AE damage and can simply use Judgments at 50.
Tornado. Blood Mandate is a better set and there's no reason to reduce the recharge on Tornado.
Dark Mastery. This is frequently taken by Corruptors, but it isn't very appropriate for Fire/Storm. My advice would be to take Leviathan Mastery for Shark Skin/Hibernate/Summon Coralax. Then you can just dump the pets/rains, Hibernate and watch everything die (or, at least, get heavily injured). Hibernate is a significantly better end recovery tool than Dark Consumption for the simple reason that you don't get yourself killed using it.
Lastly, take Super Speed and Celerity +stealth. There really isn't any excuse for a squishie who can't stealth at level 50.
Of course a longer response to my thoughts on Storm Powers can be found in my guide, but a couple things that really stand out at me:
Fly. If you take Fly, it's because you want Afterburner for a LotG mule/panic button. Also, I think you won't get the BotZ KB reduction unless Fly is active (i.e.: you'll never have it when you need it).
|
Freezing Rain. 6-slot this with 5 Ragnarok (including Knockdown) and a Positron's Blast Chance for Energy Damage. None of the debuff components are worth buffing, the Achilles' proc won't go off enough to matter and Ragnarok is the only set besides the ATO that brings enough recharge to the table. |
Tornado. Blood Mandate is a better set and there's no reason to reduce the recharge on Tornado. |
Lastly, take Super Speed and Celerity +stealth. There really isn't any excuse for a squishie who can't stealth at level 50. |
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
The BotZ enhancement, is a global enhancement and is thus always on. Regardless of whether you have fly toggled on or not.
|
Please, no. Neither of these sets are good in Freezing Rain. Freezing Rain is NOT a damage power. It is however, probably the most powerful AoE debuff available in the game. Although slotting 5 Raganaroks will give you enough recharge in the power, the accuracy and damage buffs to the power are pretty much wasted. |
In terms of Achilles' Heel, non-AV/GM don't have enough health to justify using it compared to conventional damage procs. Against AV/GM, you're either fighting in team/league (probably minimizing the actual value of the -resistance debuff given all the other -resistance debuffs) or fighting solo (where you're unlikely to consistently deal enough damage within the 10 sec window to justify it).
Achilles' Heel is a great proc. But that doesn't mean you can just blindly slot it in any power that happens to have -defense attached. It works a lot better for a Katana Scrapper than it does here.
Except of course that Tornado is a remarkably strong damage source against single targets. Figure out if you enjoy Tornado before deciding on whether it deserves recharge. Having multiple tornados out at a time can be a lot of fun. |
More importantly, he'll rarely ever use Tornado. About the only fights where you wouldn't lose more damage from scattering the spawn than you'd add from the Tornado would be kb-immune AV/GM. You can dream all you want about having portable walls to bounce enemies into, but the vast majority of content has no such walls (especially at the level you're getting Tornado). Even when you do have such walls, you'll frequently just bug the mob out of Tornado's PBAoE and won't get any damage at all.
So it makes sense to use Tornado primarily for a mule while retaining some value for when you do use it. He'll need defense 100% of the time. He only needs Tornado to do anything useful a small fraction of the time - and it's not like Blood Mandate is going to cripple Tornado's output.
Of course a longer response to my thoughts on Storm Powers can be found in my guide, but a couple things that really stand out at me:
The BotZ enhancement, is a global enhancement and is thus always on. Regardless of whether you have fly toggled on or not. |
Please, no. Neither of these sets are good in Freezing Rain. Freezing Rain is NOT a damage power. It is however, probably the most powerful AoE debuff available in the game. Although slotting 5 Raganaroks will give you enough recharge in the power, the accuracy and damage buffs to the power are pretty much wasted. You can read my guide for a detailed analysis of when the Achilles' proc is better than a damage proc, and more advice on how to slot FR. This power will benefit much more from procs than the Ragnarok set. If you're slotting Ragnarok just for the set bonus, I'm sure you have better places to use those slots (if not a better power to slot Ragnarok in). |
Except of course that Tornado is a remarkably strong damage source single targets. Figure out if you enjoy Tornado before deciding on whether it deserves recharge. Having multiple tornados out at a time can be a lot of fun. |
You should always be running Steamy Mist which has a stealth component. Thus both super speed and +stealth are unnecessary. Any one of those in addition to Steamy Mist will provide full invisibility. |
Just to be clear, I am not offering particularly nuanced advice, because you can find more advice than you could possibly want in my Storm Guide. What I am responding to is your lack of nuance (and occasional outright inaccuracies) making sure than an alternative view point is represented.
Movement globals tend not to be truly 'global' in this fashion. If you want Celerity's Stealth or Winter's Gift's slow resistance, you need to turn on (or activate) the power. I believe BotZ works this way as well, but I'm not positive - in any case, he should check before slotting it.
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The reason you use Ragnarok/Positron's like this has nothing to do with trying to boost the damage of the power - it has to do with the fact that slow/defense sets are horrible compared to the purple on powers that require significant recharge reduction (and, frankly, pretty horrible in general). |
In terms of Achilles' Heel, non-AV/GM don't have enough health to justify using it compared to conventional damage procs. Against AV/GM, you're either fighting in team/league (probably minimizing the actual value of the -resistance debuff given all the other -resistance debuffs) or fighting solo (where you're unlikely to consistently deal enough damage within the 10 sec window to justify it). Achilles' Heel is a great proc. But that doesn't mean you can just blindly slot it in any power that happens to have -defense attached. It works a lot better for a Katana Scrapper than it does here. |
I mostly agree with the beginning of your statement, but in the higher levels and if you run TFs, there are going to be a lot of AVs. Again the numbers are available in my guide, but since you insist on asserting without evidence, I will reproduce it here to make it clear that I am not advocating "blindly slotting it". You might find this helpful to understand exactly when you slot the Achilles' proc and exactly when you should slot a damage proc.
I've heard about this Achilles' Heel proc, should I slot it?
Probably. If you team, then yes. If you fight higher level foes and bosses, then yes. This proc has a 20% chance to provide a 20% -res debuff for 10 seconds. Like the damage procs it has two chances to fire in Freezing Rain: once on the first tick, and once at the 10 second mark. Because Freezing Rain won't have debuffed enemies on the first tick, it may be advantageous to slot Freezing Rain for accuracy to increase the chance that the proc will land. This proc also has the advantage that it is not subjected to the purple patch. That means that even against +4 enemies it will still provide a 20% resistance debuff while Freezing Rain's debuff will be reduced to 16.8%. However, the debuff is still resisted by resistance. Unfortunately the debuff will not stack, so there is no chance of achieving a 40% resistance debuff thanks to multiple Freezing Rains. Although the proc is quite strong, in order to make the Achilles' Heel proc better than a damage proc you must deal 360 damage in 10 seconds. Against a single hard target, where you can focus your fire, this is certainly doable, but depending on your Area of Effect potential, you may actually deal more damage using a damage proc than the Achilles' Heel proc. It is also worth mentioning that at level 50 a minion only has 430 hit points. This means that, thanks to the -res in Freezing Rain, the minion is dead before you can deal the requisite damage. Of course, against lieutenants and bosses you don't run out of hit points, and on a team you don't have any trouble reaching that 360 damage mark. So as long as you regularly encounter lieutenants and higher, play on teams, or fight higher level enemies, the Achilles' Heel proc is worthwhile. |
It's not 'remarkably strong'. Tornado deals about 12 dps. Once you've enhanced it, you get to around 24 dps. While it can theoretically deal damage to up to 5 targets, the chance of finding 5 targets that aren't flung away immediately and are standing in melee range of the Tornado is extremely slim. This is a nice addition to his basic dps, but that's all it is - especially given how the basic dps is both significantly larger and externally buffable. |
More importantly, he'll rarely ever use Tornado. About the only fights where you wouldn't lose more damage from scattering the spawn than you'd add from the Tornado would be kb-immune AV/GM. |
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
First, a factual inaccuracy in the bolded part. Resistance debuffs are not subject to diminishing returns. A 30% resistance debuff will cause the same increase in damage regardless of how much resistance debuff is already on the enemy.
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If you deal 130 damage on a 0% resistance target. A single -30% resistance will increase this to 169 damage.
It's not an issue of 'diminishing returns'. It's the fact that resistance and damage are both additive with themselves while being multiplicative with each other, so when you add to both you get a better return than when you add to just one.
I mostly agree with the beginning of your statement, but in the higher levels and if you run TFs, there are going to be a lot of AVs. |
When he drops a Freezing Rain/Rain of Fire, he's doing so on uncontrolled targets much of the time. Neither of these powers has any sort of control attached other than "well, things will run out of their radius... maybe". That means the Ragnarok knockdown proc is huge. It effectively subtracts 20% of the incoming attacks that are probably going to slice through his paper-thin defenses and do some serious harm.
Fire Blast is also not Fire Control in another significant way: it places huge demands on both endurance and recharge. The easiest way to solve this? Slot purples.
Unlike Fire Control, he doesn't have a whole lot of options for purple slotting since all he has is pure damage powers in primary.
Nor does Storm Summoning help. The only purples it can slot are Absolute Amazement, Apocalypse, Soulbound Allegiance and Ragnarok. The first three aren't viable options. Either he can already slot them in primary (Apocalypse), they're wildly inappropriate/don't buff recharge anyway (Soulbound Allegiance) or they're only for a power he shouldn't be taking anyway (Absolute Amazement).
Now, he can slot Ragnarok in Rain of Fire. But he's already got Rain of Fire slotted with the ATO because it's the only option other than Ragnarok with enough single power recharge reduction and the ATO won't slot into Freezing Rain. He knows he wants to at least slot the Ragnarok proc into one of the two rains, and as long as he's putting the proc in he might as well get the 5-set bonus.
In terms of Achilles' Heel, this same distinction applies. He's not particularly worried about a single tough target. His ranged defense should be able to cover that in any case where a tank isn't mandatory. However, a small army of little targets fires off enough attacks that he's almost guaranteed to get hit - and if any of those hits contain any of a variety of control/debuff effects, he's screwed.
So dropping the AV a few seconds earlier isn't a big deal. On the other hand, dropping minions a few seconds earlier is huge. A damage proc can do that. Achilles' Heel won't - the non-AV/GM have so few hit points that you literally can't do enough damage to make it pay off.
Certainly, slotting Achilles' Heel rather than a damage proc isn't going to break the build. But it's an example of how you're taking advice that might be appropriate for one use and misapplying it to a completely different one.
If you deal 100 damage on a 0% resistance target, you'll deal 130 damage on a -30% resistance target and 160 damage on a -60% target. The first debuff increases damage by 130%. The second one increases damage by 23% beyond that.
If you deal 130 damage on a 0% resistance target. A single -30% resistance will increase this to 169 damage. It's not an issue of 'diminishing returns'. It's the fact that resistance and damage are both additive with themselves while being multiplicative with each other, so when you add to both you get a better return than when you add to just one. |
In your second attempt at an example you are comparing apples and oranges. sure, a single -30% damage buff would cause 130 damage to deal 169 damage, but an additional 30% debuff would cause that same 130 damage to deal 208 damage. Another increase of 39 damage, which is the same as the increase from 130 to 169. The 130 damage in your two scenarios is not equivalent, because you are comparing a base 130 damage to a base 100 damage with a debuff applied. And certainly, the higher base damage will deal more damage, we don't even need math to show that.
He's playing a Fire Blast, not Fire Control. This is the Corruptor forum, not the Controller forum. |
When he drops a Freezing Rain/Rain of Fire, he's doing so on uncontrolled targets much of the time. Neither of these powers has any sort of control attached other than "well, things will run out of their radius... maybe". That means the Ragnarok knockdown proc is huge. It effectively subtracts 20% of the incoming attacks that are probably going to slice through his paper-thin defenses and do some serious harm. |
Fire Blast is also not Fire Control in another significant way: it places huge demands on both endurance and recharge. The easiest way to solve this? Slot purples. Now, he can slot Ragnarok in Rain of Fire. But he's already got Rain of Fire slotted with the ATO because it's the only option other than Ragnarok with enough single power recharge reduction and the ATO won't slot into Freezing Rain. He knows he wants to at least slot the Ragnarok proc into one of the two rains, and as long as he's putting the proc in he might as well get the 5-set bonus. |
He's not particularly worried about a single tough target. His ranged defense should be able to cover that in any case where a tank isn't mandatory. However, a small army of little targets fires off enough attacks that he's almost guaranteed to get hit - and if any of those hits contain any of a variety of control/debuff effects, he's screwed. Certainly, slotting Achilles' Heel rather than a damage proc isn't going to break the build. But it's an example of how you're taking advice that might be appropriate for one use and misapplying it to a completely different one. |
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
In your second attempt at an example you are comparing apples and oranges.
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The Ragnarok will not be as effective as you claim. First it will only proc at the 0 second and 10 second mark, and Freezing Rain is already giving a chance (5%) to knockdown enemies every .2 seconds. This makes Ragnarok's ability mostly redundant in my view. Sure it can delay the alpha strike a little bit, but the attacks are just going to come later on when they stand back up. Fortunately, Fire might actual be able to take them out before they stand back up, so we can pretend that you might want the knockdown for the next little bit. |
Pretending he might want the Ragnarok proc in freezing Rain, he would be better off just sticking the proc in freezing rain, putting the other 5 IOs in Rain of Fire, where they will be useful, and moving that ATOs to any of his many damage powers, which you point out, he has no shortage of. He gains nothing by wasting the purple set in Freezing Rain, and then he can fill out the rest of FR with recharge and procs that will benefit the power. |
Every power that could take the ATOs except for Rain of Fire already has great options to increase the stats he needs. In contrast, Freezing Rain doesn't have much that's worth slotting. You can't slot slow sets because they don't have the recharge. Defense debuff sets don't have the set bonuses he needs.
Ragnarok, on the other hand, gives him precisely what he needs.
In contrast, slotting the ATOs into a power like Blaze does nothing for him because Blaze already has great options for slotting.
Your approach either loses him an entire set's worth of decent bonuses, or replaces a decent set like Thunderstrike/Decimation with a weak one like Touch of Lady Grey/Analyze Weakness.
Well, I'm glad that you know exactly what everyone looking at this thread wants to do. |
As for your guide, I didn't bother to read it. Anyone who has to self-aggrandize their work that much probably didn't produce a work worth reading in the first place - and your comments here strongly indicated that you neither thought about (nor played) anything but one particular application of Storm Summoning.
No, I'm really not. We're attempting to determine what proc yields more damage. The best damage performance comes from equalizing the two factors we're multiplying together rather than emphasizing one over the other.
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Dividing the attacks over time is huge because it gives an opportunity to respond to attacks rather than just going down under a withering assault. |
He gains an entire power's worth of useful IO set bonuses. Ragnarok, on the other hand, gives him precisely what he needs. |
As for your guide, I didn't bother to read it. Anyone who has to self-aggrandize their work that much probably didn't produce a work worth reading in the first place - and your comments here strongly indicated that you neither thought about (nor played) anything but one particular application of Storm Summoning. |
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
Yes, but at the cost of poorly slotting Freezing Rain. In general I think the sole pursuit of bonuses to the detriment of the power being slotted unless, as Doomguide points out, it's for a particular build purpose (permanent mez protection, permanent Phantom Army, Permanent domination), is a mistake. In my experience most builds can be improved by slotting IOs that benefit the power, rather than simply IOs that provide a bonus. I believe that a well slotted Freezing Rain is most beneficial to a build, you think 4% recovery and 10% recharge is.
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Saying the best possible set for the power is "poorly slotting" is ludicrous - especially when you can't give any sort of alternative that's even close.
I am often telling you to look at my guide because I provide numbers and a more detailed explanation of many of things I have touched on here in the guide. Rather than repeating the entire guide, I am directing interested parties to read it for more of my viewpoint. |
The key thing Freezing Rain needs is recharge. Can you name a set that provides near-ED levels of recharge and gives better set bonuses than Ragnarok?
Saying the best possible set for the power is "poorly slotting" is ludicrous - especially when you can't give any sort of alternative that's even close. |
You're just embarrassing yourself now. If people wanted to read your guide, they would have done so the first dozen time you mentioned it. You wrote the universal-guide-to-all-Storm-Summoning. We get it. We're just wondering why the evidence of this thread suggests you weren't the right guy to write such a guide. |
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 think I'm wasting my time with you, as I have already answered this question, and I'm done repeating myself. I have been suggesting slotting Freezing Rain with a mixture of procs and IOs that provide recharge, forgoing set bonuses in the power altogether.
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Those set bonuses you're disparaging are huge. A 10% recharge bonus is the equivalent of 1/4 of a slot in every power that isn't at the limit of its useful recharge. Which is probably 6 - 10 different powers. In other words, your approach is the equivalent of simply throwing away 2 or so slots. A 15% accuracy bonus is worth 1/3rd of a slot in every power that might potentially miss.
And so on.
What do you get for slotting your way? An almost negligible increase in damage on a power that costs twice the endurance to throw?
It's much like your bad advice on Tornado, where you can't seem to grasp that the primary function of the power isn't damage but as a set mule given the rarity with which its used (and the limited damage produced when it is).
How exactly do you think he's going to manage to sustain any sort of damage for more than a brief period without slotting for recovery bonuses? How do you think he's going to get enough recharge to actually run his max dps rotation in the first place?
Certainly not with your approach.
Here is my planned build for a fire/storm/dark corrupter. The aim was recharge, ranged defence and endurance recovery in that order. I'm not far off perma-hasten and could probably get it if I bothered to go for purples in Rain of Fire and Inferno and I've just fallen short of ranged softcap on defence. If anyone has any suggestions on how to improve my build I am all ears!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Ace of Spades: Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Flares
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (17) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (45) Thunderstrike - Damage/Endurance/Recharge
Level 1: Gale- (A) Force Feedback - Chance for +Recharge
Level 2: Fire Blast- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance/Recharge
Level 4: Fire Ball- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Range
- (19) Positron's Blast - Accuracy/Damage/Endurance
Level 6: Rain of Fire- (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Damage/Recharge
- (9) Positron's Blast - Damage/Range
- (15) Positron's Blast - Accuracy/Damage/Endurance
Level 8: Snow Storm- (A) Endurance Reduction IO
- (9) Endurance Reduction IO
Level 10: Steamy Mist- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense
Level 12: Hover- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense
Level 14: Fly- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Freezing Rain- (A) Achilles' Heel - Chance for Res Debuff
- (17) Recharge Reduction IO
Level 18: Fire Breath- (A) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (29) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Hurricane- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (21) Dark Watcher's Despair - Recharge/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 22: Aim- (A) HamiO:Membrane Exposure
- (23) HamiO:Membrane Exposure
Level 24: Hasten- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
Level 26: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance
Level 28: Thunder Clap- (A) Absolute Amazement - Stun
- (40) Absolute Amazement - Stun/Recharge
- (42) Absolute Amazement - Accuracy/Stun/Recharge
- (42) Absolute Amazement - Accuracy/Recharge
- (43) Absolute Amazement - Endurance/Stun
Level 30: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
Level 32: Inferno- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 35: Tornado- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Damage/Endurance
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 38: Lightning Storm- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
Level 41: Oppressive Gloom- (A) HamiO:Endoplasm Exposure
- (42) HamiO:Endoplasm Exposure
Level 44: Dark Consumption- (A) Obliteration - Damage
- (45) Obliteration - Accuracy/Recharge
- (46) Obliteration - Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 47: Soul Drain- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 49: Dark Embrace- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (50) Steadfast Protection - Resistance/+Def 3%
------------Level 2: Swift
- (A) Empty
Level 2: Health- (A) Miracle - +Recovery
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Endurance Modification IO
- (25) Endurance Modification IO
Level 1: Brawl- (A) Empty
Level 1: ScourgeLevel 1: Sprint
- (A) Celerity - +Stealth
Level 2: Rest- (A) Empty
Level 4: Ninja Run