Storm Sonic Range cap defense, Hit debuff melee and aoe cap


Doomguide

 

Posted

Been working on this build.

It has Range Defense cap and then leverages the Hit Debuff of Hurricane to obtain Melee and AOE defense cap.

After working on the defenses I went for recharge.

I would like to incorporate Aid self into the build. I have the toon at 34 in SOs atm and I have to say I find Aid Self very handy once the mobs are debuffed.

I can have double Lighting Storm up as it recharges in 31 seconds.

I can go Musculature instead of Cardiac and that will give me the 2 point endurance ratio that many consider minimal numbers to make a build playable. Plus Musculature increases the DPS output.

I can run Hurricane, Steam mist, Combat Jump, Dark Embrace and Oppressive gloom all at the same time.

I think the OG and Hurricane combo will work well. I can add in thunder clap to stun more.

With the -resist from Sonics and some of the resistance debuffs from Hurricane it will be a decent AV killer.

I was considering taking Burnout and using it to summon 2 lighting storm right off the bat and then a 3rd 30 seconds later. But Burnout would be on a 700 second recharge ( 11 minutes ) it does limit its cool use.



Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: O2 Boost

  • (A) Healing IO
Level 1: Shriek
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge
Level 2: Snow Storm
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (11) Pacing of the Turtle - Damage/Slow
  • (19) Pacing of the Turtle - Accuracy/Endurance
  • (19) Pacing of the Turtle - Range/Slow
  • (21) Pacing of the Turtle - Endurance/Recharge/Slow
  • (21) Pacing of the Turtle - Chance of -Recharge
Level 4: Howl
  • (A) Positron's Blast - Accuracy/Damage
  • (23) Positron's Blast - Damage/Endurance
  • (23) Positron's Blast - Damage/Recharge
  • (27) Positron's Blast - Damage/Range
  • (27) Positron's Blast - Accuracy/Damage/Endurance
Level 6: Steamy Mist
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (7) Red Fortune - Defense/Endurance
  • (9) Red Fortune - Defense/Recharge
  • (9) Red Fortune - Endurance/Recharge
  • (11) Red Fortune - Defense/Endurance/Recharge
  • (29) Red Fortune - Defense
Level 8: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (29) Tempered Readiness - Accuracy/Slow
  • (31) Tempered Readiness - Damage/Slow
  • (31) Tempered Readiness - Accuracy/Endurance
Level 10: Shockwave
  • (A) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Accuracy/Damage
  • (34) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Damage/Recharge
  • (36) Positron's Blast - Damage/Range
Level 12: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (15) Dark Watcher's Despair - Recharge/Endurance
  • (15) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 16: Shout
  • (A) Thunderstrike - Accuracy/Damage
  • (39) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Endurance
  • (40) Thunderstrike - Damage/Endurance/Recharge
Level 18: Super Speed
  • (A) Celerity - +Stealth
  • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 20: Amplify
  • (A) Recharge Reduction IO
Level 22: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
Level 26: Thunder Clap
  • (A) Razzle Dazzle - Chance of Immobilize
Level 28: Tornado
  • (A) Achilles' Heel - Chance for Res Debuff
Level 30: Scream
  • (A) Thunderstrike - Accuracy/Damage
  • (45) Thunderstrike - Damage/Endurance
  • (46) Thunderstrike - Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Endurance
  • (48) Thunderstrike - Damage/Endurance/Recharge
Level 32: Lightning Storm
  • (A) Thunderstrike - Accuracy/Damage
  • (33) Thunderstrike - Damage/Endurance
  • (33) Thunderstrike - Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Endurance
  • (34) Thunderstrike - Damage/Endurance/Recharge
Level 35: Screech
  • (A) Thunderstrike - Accuracy/Damage
  • (48) Thunderstrike - Accuracy/Damage/Recharge
  • (48) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance
  • (50) Thunderstrike - Damage/Recharge
  • (50) Thunderstrike - Damage/Endurance/Recharge
Level 38: Oppressive Gloom
  • (A) Stupefy - Accuracy/Recharge
  • (43) Stupefy - Endurance/Stun
  • (43) Stupefy - Accuracy/Endurance
  • (43) Stupefy - Stun/Range
  • (45) Stupefy - Accuracy/Stun/Recharge
  • (39) Stupefy - Chance of Knockback
Level 41: Dark Consumption
  • (A) Recharge Reduction IO
Level 44: Dark Embrace
  • (A) Aegis - Psionic/Status Resistance
Level 47: Fly
  • (A) Winter's Gift - Slow Resistance (20%)
Level 49: Afterburner
  • (A) Luck of the Gambler - Recharge Speed
Level 50: Musculature Radial Paragon
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (42) Numina's Convalescence - Heal
  • (45) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (42) Efficacy Adaptor - EndMod
  • (42) Efficacy Adaptor - EndMod/Recharge
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Vigilance
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Hurricane repels enemies, so oppressive gloom and thunderclap won't be effective while you have it on.


 

Posted

Quote:
Originally Posted by Garent View Post
Hurricane repels enemies, so oppressive gloom and thunderclap won't be effective while you have it on.
Aye but OG does linger and TC was honestly a filler. I picked the powers for the build and just filled up the rest.

EDIT: After posting the above comment I went back and just removed Thunder Clap and Oppressive Gloom. I 3 slotted Dark Consumption for range defense and picked up aid other and aid self. I went with Cardiac instead as it now allows me to run everything and not have endurance issues. Before I couldn't run snow storm without limiting my other toggles, which is what I am doing now as I level up. Sadly I'm at 44.8 range defense now, not the end of the world but I would have liked to hit that 45% mark.

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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Alright, I only have a couple of minutes so just some quick thoughts looking at the most recent build you posted:

1) Unless you really, really love Snow Storm, it's over slotted. If you're hoping to be an AV killer, take ALL of those slots and stick them in Tornado, and then you can slot Expedient Reinforcements (same defense + recharge) or blood mandates (more defense). That -recharge really is worthless since Snow Storm and FR will pretty much soft cap everything.

2) Howl: swap in the damage proc to deal more damage

3) Freezing Rain, underslotted for recharge, accuracy and slow are far less important than recharge in this power. Again, FR and SS can handle slow, you really just want FR up as often as possible.

4) You can pull a slot from hurricane if you need it somewhere else

5) You can stick a stealth spot in a sprint power, freeing up a slot if you want. Especially since stealth with super speed and steamy mist is redundant. If you're going to be running SS, you don't need stealth.

6) Tornado could use more slots as already discussed

7) wouldn't hurt survivability to get a little resistance in Dark Embrace.

8) Performance shifters will perform better in Stamina. (end mod, proc, and standard end mod IO)

I would not try to work burnout into the build. I have not tried it, but suspect the endurance penalty would be too great.

If you have enough endurance to not need cardiac, I would consider going spiritual before Musculature (more Freezing Rain, more Lightning Storm, more endurance recovery from dark consumption)


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 Draggynn View Post
Alright, I only have a couple of minutes so just some quick thoughts looking at the most recent build you posted:

1) Unless you really, really love Snow Storm, it's over slotted. If you're hoping to be an AV killer, take ALL of those slots and stick them in Tornado, and then you can slot Expedient Reinforcements (same defense + recharge) or blood mandates (more defense). That -recharge really is worthless since Snow Storm and FR will pretty much soft cap everything.

2) Howl: swap in the damage proc to deal more damage

3) Freezing Rain, underslotted for recharge, accuracy and slow are far less important than recharge in this power. Again, FR and SS can handle slow, you really just want FR up as often as possible.

4) You can pull a slot from hurricane if you need it somewhere else

5) You can stick a stealth spot in a sprint power, freeing up a slot if you want. Especially since stealth with super speed and steamy mist is redundant. If you're going to be running SS, you don't need stealth.

6) Tornado could use more slots as already discussed

7) wouldn't hurt survivability to get a little resistance in Dark Embrace.

8) Performance shifters will perform better in Stamina. (end mod, proc, and standard end mod IO)

I would not try to work burnout into the build. I have not tried it, but suspect the endurance penalty would be too great.

If you have enough endurance to not need cardiac, I would consider going spiritual before Musculature (more Freezing Rain, more Lightning Storm, more endurance recovery from dark consumption)
1 and 2 done, swapped.

3 Went from slow to shield breaker and analyze weakness Accuracy and recharge IO combo. Kept the Achilles heel proc and went for the Shield breaker set bonus in endurance.

4 Moved it over to endurance. I looked at it with the P.S. Proc and 3 Efficiency Adapters and the P.S. Proc and 3 standard end mod IOs. I notice numerically the numbers change to 99% in favor of the standard IOs. But the view totals tab shows no change endurance wise. I think the Eff Adapters bonus might balancing it out or just something is wrong in MIDs.

5 & 7 Dumb mistake, I knew it was wrong never fixed it. Thanks. I moved that slot over to the Dark Embrace.

6 is covered by 1.

8 look at 4 for comments.

If you look at the endurance use with snow storm active I am below the suggested 2 ratio of use vs recovery. I have encountered problems like this before with another build and it was painful to work with. I would like to be able to use snow storm on a steady basis instead of having to use it and then turn it off and then turn it back on, etc. Number wise I am fine if I do not have snow storm on.

Spiritual will decrease Lighting storm by 4 second recharge and FR by 2 seconds. I am tossed between having the reduced times in LS and FR ( which in the grand scheme I will say I don't see the big deal in 4 and 2 seconds ).

But with Cardiac I can have snow storm up as much as I want and I do also get an increase in resistance numbers which adds into comment 7.

What I am thinking is maybe Pick up Ageless Core Epiphany which will of course give me a recharge bonus and pick up Burnout instead of Afterburner so I could fire off LS and FR then fire off Burnout, then fire off LS and FR again. Then I would fire off Ageless Core Epiphany which will not only increase my LS recharge and FR but also Burnout which is sadly on a 11 minute timer. But I could actually have 3 LS up and running at one time. Unfortunately Destiny numbers are not working in MIDs and I don't have the brains to do the math to figure out Ageless will offer for burnout recharge.

So the Endurance slotting I'm easy. The 10 Hit point bonus will not make me or break me. I just didn't grasp the difference between the 2 choices so went with the Eff Adapter set bonus. After relooking it over Performance shifter IOs 4 slotted is better then the Efficiency Adapters so scrap the Eff Adapters as the P.S. set is better.

What do we think about the the Burnout Ageless concept. With Cardiac alpha..

Did the grasp the pebble from your hand with that one ?????

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: O2 Boost -- Heal-I(A)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Snow Storm -- EndRdx-I(A)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(21), Posi-Dam%(21)
Level 6: Steamy Mist -- S'fstPrt-ResDam/Def+(A), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(29)
Level 8: Freezing Rain -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(29), ShldBrk-Acc/EndRdx/Rchg(31), AnWeak-Acc/Rchg(31)
Level 10: Shockwave -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(15)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 18: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(36)
Level 20: Amplify -- RechRdx-I(A)
Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(37)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Aid Other -- Heal-I(A)
Level 28: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 30: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(37)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 35: Screech -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 38: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39)
Level 41: Dark Consumption -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(43)
Level 44: Dark Embrace -- Aegis-Psi/Status(A), Aegis-ResDam(50)
Level 47: Fly -- Winter-ResSlow(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(48)
Level 49: Burnout -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by plainguy View Post
What do we think about the the Burnout Ageless concept. With Cardiac alpha..
I have not played around with Burnout and am skeptical about it for Storm given the endurance hit that you take. However, with both Ageless and Cardiac you could probably overcome that issue, so it could work. I'll be curious to hear how this works out for you if you go this route. I suspect you'll find that burnout isn't up often enough to make it worthwhile, but i could be wrong.


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 Draggynn View Post
I have not played around with Burnout and am skeptical about it for Storm given the endurance hit that you take. However, with both Ageless and Cardiac you could probably overcome that issue, so it could work. I'll be curious to hear how this works out for you if you go this route. I suspect you'll find that burnout isn't up often enough to make it worthwhile, but i could be wrong.
You know Draggynn I'm in the same boat regarding Burnout, but I couldn't think of anything else that I could put in for 1 slot and I was curious about how Burnout would work with the build myself. I think it will be pretty cool to pull out 3 lighting storms.

I will update this thread and let you and anyone else who cares how it works out. I'm at 39 atm and I will probably pick up a few more levels this weekend. I should get close by next week to start slotting up and getting this ready. I have about half the IOs made and waiting.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Thunderstrikes give the same range def as the Zephyr's (1.25%). Mid's is adding them past the rule of five. Unless secondary global buffs don't count?

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Dark Mastery


perma jump is ---> /up 1

 

Posted

Quote:
Originally Posted by plainguy View Post
You know Draggynn I'm in the same boat regarding Burnout, but I couldn't think of anything else that I could put in for 1 slot and I was curious about how Burnout would work with the build myself. I think it will be pretty cool to pull out 3 lighting storms.
Well if you end up not going for Burnout, I would probably take soul transfer (or if you run lots of trials and want to be a team player, Resuscitate. Outside of itrails you can just use the hospital day job rez)

Quote:
Originally Posted by Hindenburg View Post
Thunderstrikes give the same range def as the Zephyr's (1.25%). Mid's is adding them past the rule of five. Unless secondary global buffs don't count?
So technically those are two different bonuses Hindenburg. (Which is what I think you mean about secondary global buffs). The Zephyr bonus is a 1.25% ranged defense bonus, while the Thunderstrike bonus is a 2.5% energy/negative defense bonus. Thus even though they both provide 1.25% ranged defense, they are counted seperately. Similar to the way even though LoTG's provide a 7.5% recharge bonus you could still get the bonus from five sets of Basilisk's Gaze as well.


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

Yeah the name of the bonus is what counts ... and the name of the 'primary' set bonus is what is used. Luck of the Gambler is a bit different but again it's what the game is calling it that matters >> from the Rule of Five article in Paragon Wiki:

Quote:
Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the names of the bonuses listed in the Combat Attributes window.
http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives

Edit: Heh just noticed but I think it's actually "Luck of the Gambler: Increased Recharge Speed" rather than without the 'Increased'


 

Posted

Level 45 I have burnout, I'm in SOs still. I can put out 3 L.S., 2 instantly and another after L.S. recharges and of course I have 2 Freezing Rain out.

Endurance is not an issue and one blue inspiration fixes any of the issues so far. I did pop Burnout once and my endurance dropped very low that I could not activate L.S.. I ate a blue insp. and activated L.S.. But on a full bar of endurance I noticed zero issue.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Level 47 with IOs.. Soloing 3/8 settings. Snow Storm is GREAT for keeping everyone tight. Being range capped I drop snow storm on a mob that then runs through several groups of mobs. After dragging along 20 or more mobs I use shock wave and howl along with LS. I can have 2 LS up atm So I box mobs in when I can. Is it scrapper, tank, brute speeds, maybe not but its very safe build.. Endurance is an issue though, but it is manageable atm. Freezing Rain and Tornado are up very fast.. Cardiac without a doubt will make this very solid build..

I need to see if speed boost and burnout will give me 4 LS up..


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Just updating for sake of final results.

With T4 Agility and T3 Ageless I can put out 3 Lightning Storms for 20 seconds before one drops off. No endurance issues. Its good for those big fights.

End result very playable and no disappointments.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Glad to read that you're pleased with yours! My build is below. Thunderclap + OG = stunned bosses which makes Soul Drain/Dark Consumption safe to fire off. Also at at E/N/R softcap (45.7%). Went for a bit of HP as well (and Tough for the S/L Res). Plan on going with Rebirth also.

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