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Assembling a Plant/Storm Controller


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So I'm very clearly not a proc god sort. When building, I tend to aim straight for defense softcaps, recharge, recovery, and *then* procs once I think I have enough of the rest to be happy.

 

My Plants/Storm Troller looks solid on paper, but I can't help feeling that I built him all wrong. Does anyone want to look it over and shred me for missing chances to increase damage and lower endurance cost without losing defense and recharge?

 

For what it's worth, the concept is a hippy-ish, urban druid type who walks around barefoot and smells like an avid composter. 

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Faewild: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(7), UnbCns-Acc/Rchg(46), UnbCns-Acc/Hold/Rchg(46), UnbCns-Hold/Rchg(48), Lck-%Hold(48)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- GrvAnc-Hold%(A), GrvAnc-Acc/Rchg(50)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 6: Super Speed -- BlsoftheZ-ResKB(A)
Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf/Rchg(9), CrcPrs-Acc/Conf/Rchg(23), CrcPrs-Acc/Rchg(43)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(11), GldArm-3defTpProc(11), GldArm-ResDam(21), ShlWal-Def/EndRdx(21), ShlWal-ResDam/Re TP(23)
Level 12: Spirit Tree -- Prv-Heal/Rchg(A), Prv-EndRdx/Rchg(13), Prv-Heal/EndRdx(13), Prv-Absorb%(17), Prv-Heal(19), Prv-Heal/Rchg/EndRdx(19)
Level 14: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(15), Ksm-ToHit+(15)
Level 16: Freezing Rain -- AchHee-ResDeb%(A), AnlWkn-Acc/Rchg(17)
Level 18: Boxing -- Empty(A)
Level 20: Hurricane -- DarWtcDsp-Rchg/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(43), DarWtcDsp-ToHitDeb/Rchg(50), DarWtcDsp-ToHitDeb/EndRdx(50)
Level 22: Tough -- StdPrt-ResDam/Def+(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)
Level 26: Carrion Creepers -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(27), Rgn-Acc/Rchg(27), Rgn-Acc/Dmg/Rchg(37), Rgn-Dmg/Rchg(40), SprWiloft-Rchg/Dmg%(40)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34)
Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), AchHee-ResDeb%(34)
Level 35: Tornado -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), OvrFrc-Dam/KB(37), OvrFrc-Dmg/End/Rech(37)
Level 38: Lightning Storm -- SynSck-Dam/Acc/End(A), SynSck-EndMod(39), SynSck-Dam/Rech(39), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(40)
Level 41: Hurl Boulder -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/Rchg(43)
Level 44: Seismic Smash -- Hct-Dam%(A), Hct-Dmg/EndRdx(45), Hct-Acc/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Dmg/Rchg(46)
Level 47: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 49: Super Jump -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), NmnCnv-Regen/Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(3), PrfShf-End%(3)
Level 50: Musculature Core Paragon 
Level 50: Ion Radial Final Judgement 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Banished Pantheon Radial Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Support Core Embodiment 
------------

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I'll go through what I see:

  • Strangler. ST Holds are normally slotted for damage (with procs) on non-Kinetics builds. If you look at your single target rotation, you don't have much of one. Hurl Boulder isn't a very good attack, so you've basically got one full-power attack (Seismic Smash). While it's a good one, I'd also suggest it's not the one you want given that everything else you do is from range and one particular ability (Seeds of Confusion) actively punishes close quarters.
  • Roots. For most Controllers, the AE Immobilize is slotted as an AE damage effect. This is especially true for Plant Controllers since their Immobilize does twice the normal damage.
  • Super Speed. I tend to prefer Flight for Storm builds, but you're probably going to take Hasten and Super Speed adds a bit of extra Stealth.
  • Seeds of Confusion. This is fairly standard slotting. However, I'd note that between ATO and CP, you've got +10% to Ranged. This strongly encourages attempting a ranged build rather than a S/L build.
  • Steamy Mist. I don't find the set bonuses you're pursuing here very useful but otherwise fine.
  • Spirit Tree. I don't find this power all that useful because the recharge is way too long to make use of in most groups.
  • Freezing Rain. Procs tend not to be particularly useful in Rains. The main thing you need to slot into Freezing Rain is recharge.
  • Tough. With as low as your S/L resist is, not slotting this for additional resist is a questionable decision.
  • Weave. Again, I don't like the set bonuses you're aiming for. In general, HP/Regen set bonuses are a terrible use of slots because it requires so much to match conventional healing.
  • Carrion Creepers. You almost always want to slot this heavily for procs. As a pure damage power, it isn't all that great. However, due to how it spawns additional tentacles, each proc has many, many times to fire. Indeed, slotting procs before you slot +damage in the power is a good.
  • Maneuvers. As noted above on set bonuses. Also note that boosting your Defense powers is rarely as effective as using the slots for set bonuses in other powers.
  • Tactics. Fully slotting Gaussian's only makes sense on builds that are aiming for positionals, not typed. It is a horribly inefficient way to get typed defenses.
  • Fly Trap. In general, there are only certain pets and certain procs that make sense. Basically, unless your pet has at least two attacks of the appropriate type, you shouldn't slot a proc of that type. I don't believe Fly Trap is one of those pets that benefits from slotting procs, but I'd need to go in-game to scroll through the abilities and you can do that just fine yourself. 🙂
  • Tornado. Put a Force Feedback +recharge proc in this power. A good starting point for Tornado is Soulbound Allegiance D, D/R, D/E; Overwhelming Force KB->KD; Force Feedback +recharge. If you just blindly use that slotting, you'll be 'right' probably 99% of the time. Tornado can also be used to mule a pet survivability (there are two +pet resist and two +pet defense uniques) slot.
  • Lightning Storm. Start with Force Feedback +recharge. From there, you have a variety of options. Lightning Storm is a great place for procs like Decimation since it has such a long recharge. However, it's also common to use things like Apocalypse 5-set here.
  • Hurl Boulder. This isn't a very good attack. You'd be better off just taking your single target Immobilize and slotting it as an attack.
  • Fissure. This is a very good attack and you're not taking it. Remember the general rule: if it has knockback, you almost certainly want to slot Force Feedback +recharge.
  • Seismic Smash. This will normally be a better place for Unbreakable Constraint +smashing due to the longer recharge.

 

I'd argue that you'd be better off with a different Epic/Patron pool. Stone is fantastic for in-your-face builds (such as most */Kinetics Controllers). However, for builds that have no inherent melee range needs, you're probably better off with a mostly Ranged set. Some options:

  • Leviathan. The main reason to take this is the thematically appropriate Water Spout. However, it's probably not a power-gamer choice.
  • Primal Forces. Has a variety of support elements that can be useful, but I tend to prefer using Incarnates for those purposes.
  • Psionic. You don't need the mule for CP provided by World of Confusion, but the temporary status protection can be handy.
  • Soul. This would probably be my first choice. You've got a standard resist toggle, you can slot Clouded Senses into Dark Obliteration to make a nice -tohit debuff and you've got a Patron pet to mule pet resist/defense uniques.
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I mostly agree with Hjarki, with some changes and additions:

 

1) Take the single-target Immobilize and slot for damage and procs. Otherwise you have almost nothing for damage early on, and still a pretty gappy attack chain later.

2) Definitely take Fissure if you're staying with Earth, but personally I like Ice and Mu... Ice for Frost Breath (which works nicely around the same range as Seeds of Confusion), and Mu for a healing pet and a solid AoE with fast animation.

3) Fly Trap has several -Def attacks, I think I go with 4xExpedient, Achilles and Lady Gray.

4) I'm not so sure about running the Leadership toggles at all, because /Storm is such an Endurance hog. Other secondaries can get away with it, but Storm uses Freezing Rain to help land hits more than Tactics, though I suppose if you run Ageless (but then you risk getting mezzed) you can get away with it.

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Thanks so much for all the feedback! I tried to work in as many of your recommendations as possible while maintaining the whole nature-y theme (which does affect optimization), and here's what I came up with.

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Faewild V2: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- GldNet-Dam%(A), Lck-%Hold(34), GhsWdwEmb-Dam%(37), UnbCns-Dam%(40), UnbCns-EndRdx/Hold(43), HO:Nucle(46)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Bmbdmt-+FireDmg(A), Ann-ResDeb%(3), SprOvrPrs-Rchg/Energy Font(7), Ann-Acc/Dmg/EndRdx(21), PstBls-Dam%(21), PstBls-Acc/Dmg/EndRdx(31)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 6: Mighty Leap -- UnbLea-Stlth(A)
Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf/Rchg(9), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(15)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(11), ShlWal-Def(11), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(13)
Level 12: Super Speed -- BlsoftheZ-ResKB(A)
Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(34)
Level 16: Freezing Rain -- UndDfn-DefDeb/Rchg/EndRdx(A), UndDfn-Rchg(17), UndDfn-DefDeb/Rchg(17)
Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(19)
Level 20: Spirit Tree -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux/Rchg(43)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), HO:Cyto(23)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25), LucoftheG-Def/EndRdx(25)
Level 26: Carrion Creepers -- TraoftheH-Dam%(A), PstBls-Dmg/Rchg(27), Bmbdmt-+FireDmg(27), ImpSwf-Dam%(29), PstBls-Dam%(29), SprWiloft-Rchg/Dmg%(31)
Level 28: Weaken Resolve -- ShlBrk-Acc/Rchg(A), ShlBrk-Acc/EndRdx/Rchg(34)
Level 30: O2 Boost -- Pnc-Heal/EndRedux(A)
Level 32: Fly Trap -- CaltoArm-+Def(Pets)(A), CaltoArm-EndRdx/Dmg/Rchg(33), CaltoArm-Acc/Rchg(33), CaltoArm-Acc/Dmg(33), AchHee-ResDeb%(37), TchofLadG-%Dam(40)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-Dmg/EndRdx(36), OvrFrc-Dam/KB(37)
Level 38: Lightning Storm -- SynSck-Dam/Acc/End(A), SynSck-EndMod(39), SynSck-Dam/Rech(39), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(40)
Level 41: Fissure -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Dmg/Rchg(42), Rgn-Knock%(43), FrcFdb-Rechg%(46)
Level 44: Seismic Smash -- Hct-Dam%(A), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(46)
Level 47: Hurl Boulder -- Apc-Dam%(A), Apc-Dmg/EndRdx(48), Apc-Acc/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/Rchg(50)
Level 49: Rock Armor -- LucoftheG-Def/Rchg+(A), HO:Cyto(50), LucoftheG-Def/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(3)
Level 50: Intuition Radial Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Degenerative Core Flawless Interface 
Level 50: Banished Pantheon Radial Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Assault Core Embodiment 
------------

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Okay, one big thing:

Both Lightning Storm and Tornado should always start their slotting with Force Feedback: Recharge.

The reason is that a single activation of FF per minute is equivalent to a 8.25% Recharge boost over that minute. It's more bursty than a constant Recharge bonus, but in a way that's better, because whenever you get it you know that you have at least one longer-recharge power that's recharging. With a 90% chance to proc, it averages out to 7.% boost but with the burst advantage, which makes it at least as good as a LotG: Recharge IO. However, this happers PER ACTIVATION... if you summon 3 Tornadoes in one minute, adding that one IO adds about 22.5% Global Recharge averaged out over that minute, which ironically helps you get the Tornado out faster, which helps the proc activate even more. It's a nice positive feedback loop (and it's also a reason why /Storm can burn Endurance so fast, because with great Recharge comes great Power... and great Endurance burn).

 

You do have at least one slot to spare from Combat Jumping for one of them, and you can pull out one slot from Freezing Rain (the FF procs will make up for the lost Recharge), and doing this will make a huge difference in the playstyle, for just two slots.

 

Another change, this time small: I would move the Stealth IO from Mighty Leap to Sprint, and put a -KB IO in there. Getting the KB protection is nice, but it also makes it easier to run the Stealth IO inside caves, where you may have no need to run Mighty Leap. There's always room for jell... I mean, for Sprint.

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On 5/26/2020 at 8:32 PM, Coyote said:

I mostly agree with Hjarki, with some changes and additions:

 

1) Take the single-target Immobilize and slot for damage and procs. Otherwise you have almost nothing for damage early on, and still a pretty gappy attack chain later.

2) Definitely take Fissure if you're staying with Earth, but personally I like Ice and Mu... Ice for Frost Breath (which works nicely around the same range as Seeds of Confusion), and Mu for a healing pet and a solid AoE with fast animation.

3) Fly Trap has several -Def attacks, I think I go with 4xExpedient, Achilles and Lady Gray.

4) I'm not so sure about running the Leadership toggles at all, because /Storm is such an Endurance hog. Other secondaries can get away with it, but Storm uses Freezing Rain to help land hits more than Tactics, though I suppose if you run Ageless (but then you risk getting mezzed) you can get away with it.

Out of curiosity how do you deal with end issues on a stormie other than running ageless?  From my short experience with storm it's a busy set.  I tried running ill/storm, but I hate that the mobs keep running out of my tornadoes with no good way to lock them down while on teams. Plant/storm looks a lot more fun, but I assumed I'd just run ageless and use break frees at 50.  Clarion would be preferable though.

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Well, a Stormie in other ATs has some options: Dehydrate with a Theft of Essence proc, Corruptors have a +End ATO, maybe some other ways to get back Endurance.

But Controllers really don't have much. You can go with Cardiac as your primary, but there so many other good options for your Alpha slot for a Controller... Accuracy, Hold, Confuse, Damage. If you don't go with procs (and on a Plant/Storm you might not), then Agility for the +Recharge. So it's hard to select Cardiac.

 

I went with Illusion/Storm, so I rarely get attacked. And I have Rune of Protection, so I very rarely get mezzed, so I don't need to carry too many break-frees. So that works. But other Controllers who get attacked more may need to get Clarion. You CAN alternate Indomitable Will and Rune of Protection for mez protection, and that frees you to use Ageless. It limits you to the Psy epic, but it's not a bad epic. Psynado can slot Force Feedback, and Stormies never have too much Recharge, so I can see someone going Psy and Sorcery in order to be able to go Agless and still have mez protection.

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