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My 21st Mids Build for my Earth/Storm Controller- Does it suck?


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I won't bore you with my obsessive desire to make Stormcloud2, based of my earth/storm controller from live viable but here is my 21st version.

 

I tend to play like a melee character and have been playing my scrapper, brutes, and tankers while she sits waiting for a full IO build.

 

I have tried many combinations but here is what I want to get out of her.

1. No endurance issues and the ability to let lose with all the great control powers she has. Yes, I want to overkill things

2. Damage would be nice but she will never be a blaster

3. Survivability is key as I know I have low hit points and want to be able to get into some melee action. I have tried the Earth epic pool but feel she needs to max out S/L resistance while still having defenses high to both melee and range

4. Could she ever be a fire or S/L farmer? I would love to see her be able to do +4/8 and have the budget now that I have three farmers to afford most anything she would need

5. I love knockdown and know I have more control then I will ever need. I like to have different play styles for each time I play her. Sometimes I just like pushing stuff around with hurricane. Other times I like getting into melee range to finish off someone that is held. I am not much of a sit back and blast away type of player.

 

So I may have bored you anyway. Sorry about that, on to build 21. Feedback appreciated.

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Stormcloud2: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Fossilize -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-EndRdx/Rchg(3), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(3), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprWiloft-Rchg/Dmg%(7), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9)
Level 1: Gale -- SuddAcc--KB/+KD(A), Bmbdmt-+FireDmg(5), FrcFdb-Rechg%(13)
Level 2: Stone Cages -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob/Rchg(29), EnfOpr-EndRdx/Immob(31), EnfOpr-Acc/Immob(34), EnfOpr-Acc/EndRdx(42), EnfOpr-Immob/Rng(50)
Level 4: Mighty Leap -- Jump(A)
Level 6: Project Will -- Apc-Dmg(A), Apc-Dam%(7), Dcm-Build%(9)
Level 8: Boxing -- Empty(A)
Level 10: Steamy Mist -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), RedFrt-Def(15), RedFrt-Def/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 14: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(42), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(48)
Level 16: O2 Boost -- Pnc-Heal/+End(A), Prv-Absorb%(29)
Level 18: Wall of Force -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(21), Ann-Acc/Dmg/Rchg(21), Ann-Acc/Dmg/EndRdx/Rchg(33), Ann-ResDeb%(39), FrcFdb-Rechg%(48)
Level 20: Hurricane -- FrcFdb-Rechg%(A)
Level 22: Stalagmites -- Bmbdmt-+FireDmg(A), PstBls-Dam%(43)
Level 24: Freezing Rain -- TchofLadG-%Dam(A), TchofLadG-DefDeb/Rchg(33)
Level 26: Volcanic Gasses -- SprOvrPrs-Rchg/Energy Font(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(27), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprOvrPrs-EndRdx/Rchg(43), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(43)
Level 28: Earthquake -- TchofLadG-%Dam(A)
Level 30: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def(31), ShlWal-Def/EndRdx(31), ShlWal-Def/Rchg(46)
Level 32: Animate Stone -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36)
Level 35: Tornado -- SuddAcc--KB/+KD(A), SlbAll-Build%(37), SlbAll-Dmg(37), SlbAll-Dmg/Rchg(37), SlbAll-Dmg/EndRdx(39)
Level 38: Lightning Storm -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40), FrcFdb-Rechg%(42)
Level 41: Fire Ball -- Rgn-Knock%(A), Rgn-Dmg/Rchg(50), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(13), Rgn-Dmg/EndRdx(19)
Level 44: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(50)
Level 47: Unleash Potential -- EndMod-I(A)
Level 49: Snow Storm -- PcnoftheT--Rchg%(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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(17), NmnCnv-Heal/EndRdx(23), NmnCnv-Heal/Rchg(23), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/EndRdx/Rchg(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 50: Ageless Core Invocation 
Level 50: Ion Core Final Judgement 
Level 50: Diamagnetic Radial Flawless Interface 
Level 50: Support Core Embodiment 
Level 50: Musculature Radial Paragon 
------------

 

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TLDR at the end, I offer two builds variations to fix the build's problems with End Management and Damage. The rest of the post is more "teach a man to fish....",rationale and suggestions.

 

6 hours ago, Rustbeltcomics said:

I tend to play like a melee character and have been playing my scrapper, brutes, and tankers while she sits waiting for a full IO build.

 

I have tried many combinations but here is what I want to get out of her.

1. No endurance issues and the ability to let lose with all the great control powers she has. Yes, I want to overkill things

2. Damage would be nice but she will never be a blaster

3. Survivability is key as I know I have low hit points and want to be able to get into some melee action. I have tried the Earth epic pool but feel she needs to max out S/L resistance while still having defenses high to both melee and range

4. Could she ever be a fire or S/L farmer? I would love to see her be able to do +4/8 and have the budget now that I have three farmers to afford most anything she would need

5. I love knockdown and know I have more control then I will ever need. I like to have different play styles for each time I play her. Sometimes I just like pushing stuff around with hurricane. Other times I like getting into melee range to finish off someone that is held. I am not much of a sit back and blast away type of player.

 

So I may have bored you anyway. Sorry about that, on to build 21. Feedback appreciated.

 

  • Endurance management is boosting what you recover and reducing what you expend. On /Storm it is possible to manage End properly without any Incarnates. +2EPS or higher is a general goal, for /Storm I recommend higher. Your build is sitting on .88 EPS as configured, naked with no Incarnate powers.
    • First, slot all of the available +Recovery and +End PROCs in Health and Stamina where possible. Get all of the +End Accolades as well. Recovery is a function of your total End pool, the larger the pool the more you recover per second.
    • On the expenditure side you can see what is draining you the most in MIDs under Window > Power Graphs and Select "All Powers Taken" in the first window,  "End/Sec" in the second window and "Enhanced Only" in the third window. As configured O2 boost and Stone Cages are your primary drainers. You can go down the list and identify what powers you use the most and if you intend to spam them slot an End Redux in these powers. As far as Stone Cages goes I only use it to set up Containment and I avoid spamming it as soon as it is up. On +4 enemies you can use about half the value MIDs reports to determine how long your Containment will last per AoE Immob application.
    • Try to hit your DEF + RES goals with the minimum number of toggles necessary. If you find it necessary to run heavy toggles powers like Hurricane and Snow Storm you are better off with End Redux than the PROCs you currently have.
    • You can also consider running an Epic pool like /Mu for Power Sink, On a high recharge build you can get about +1 EPS out of this power off of one target. In contrast Consume from /Fire has a very long recharge timer and gives you about +1.75 EPS for 15 seconds. The other option is Conserve power in /Primal or /Ice for Hibernate
  • Earth/Storm/Fire as you have it configured isn't optimized for damage. In a Controller your best option for damage is to build for PROCs damage most of the time  -or- pick Fire/ or Plant/ for AoE or Grav/ for ST. Avoid PROCs in toggles, rains and patches and focus on turning your controls and debuffs into PROC damage.

  • For survivability most Controller builds generally have two options: build: S/L DEF + PROCs -or- build for Ranged DEF + RES; the later is the tougher option but typically at the cost of PROC damage. /Traps and /Kin (a few others) can do well with the latter and support damage. I also don't think it is necessary to build in Melee DEF with this combo, with Hurricane nothing should be touching you within melee range and if they do they are heavily debuffed. Earth/Storm is geared to play at range, if you want to play in melee range roll Fire/Time or another combo that can rock dual control auras. /Rad will be the easiest to get off the ground with early access to AM, /NA and /Time are also option but their end management comes in late in the builds.

  • I don't think this combo will make a great farmer, it will be slow. Roll a Broot for farming, several threads about it. The best Controller combo will be subpar in comparison to a Broot

    • If you insist on farming with this toon for an S/L farm, your best option is capping S/L DEF. It is difficult (if even possible) to build for capped S/L RES without making crappy slotting choices and you would be sacrificing PROC damage for it.

  • Earth/Storm can be played very aggressively since its capable of herding things up and creating areas of lock down. It has a lot of tools in its kit to do so. Even with these capabilities I would not play this in melee range, the build's strengths are its ability to keep enemies on their asses or at range. IMO if you want melee pick another combo or another AT. /Earth Epic is also the better option to finish things in melee; its designed to play in close quarters.

 

Build option 1 is reconfigured as Earth/Storm/Mu. The focus of this build is Softcapped Ranged DEF with better End management tools, slightly less key toggle drain. You have two "Oh $#!+" with RoP and SoP; SoP has built in +Recovery. With two targets on Power Sink you are near +4EPS per tap. I also added an extra ST attack and some PROCs sprinkled in around for flavor. If you prefer Force of Will instead of Sorcery and /Fire instead of /Mu you can reconfigure most of the build to accommodate those changes.

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Fossilize -- (A)(3)(3)(5)(5)(7)
Level 1: Gale -- (A)(46)(50)
Level 2: Stone Cages -- (A)(7)
Level 4: O2 Boost -- (A)
Level 6: Arcane Bolt -- (A)(15)(15)(17)(17)(19)
Level 8: Hasten -- (A)(19)
Level 10: Steamy Mist -- (A)(21)(21)
Level 12: Stalagmites -- (A)(23)(23)(25)(25)(27)
Level 14: Spirit Ward -- (A)
Level 16: Freezing Rain -- (A)(27)(29)
Level 18: Earthquake -- (A)
Level 20: Hurricane -- (A)
Level 22: Enflame -- (A)(29)(31)(31)(31)(33)
Level 24: Rune of Protection -- (A)(33)
Level 26: Volcanic Gasses -- (A)(33)(34)(34)
Level 28: Combat Jumping -- (A)(34)
Level 30: Maneuvers -- (A)(36)
Level 32: Animate Stone -- (A)(36)(36)(37)(37)(37)
Level 35: Tornado -- (A)(39)(39)(39)(40)(40)
Level 38: Lightning Storm -- (A)(40)(42)(42)(42)(43)
Level 41: Charged Armor -- (A)(43)(43)
Level 44: Power Sink -- (A)(45)(45)(45)(46)(46)
Level 47: Ball Lightning -- (A)(48)(48)(48)(50)(50)
Level 49: Surge of Power -- (A)
Level 1: Brawl -- (A)
Level 1: Containment
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 2: Swift -- (A)
Level 2: Health -- (A)(9)(9)(11)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(11)(13)(13)
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Agility Core Paragon
------------

 

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Build 2 is Earth/Storm/Ice capped to S/L DEF and retains RoP for those "pucker level 11" situations. Hibernate also fits this category but you can't attack while frozen in ice. The RES numbers aren't as high as build 1 but you have way more PROC and AoE options to throw down. You also have better support to use Stoney in an off tank role.

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Fossilize -- (A)(3)(3)(5)(5)(7)
Level 1: Gale -- (A)(7)(9)(9)
Level 2: Stone Cages -- (A)(11)(11)(13)(13)(15)
Level 4: O2 Boost -- (A)(21)
Level 6: Spirit Ward -- (A)(23)
Level 8: Arcane Bolt -- (A)(23)(25)(25)(27)(46)
Level 10: Steamy Mist -- (A)(27)(29)
Level 12: Stalagmites -- (A)(29)(31)(31)(31)(33)
Level 14: Hasten -- (A)(33)
Level 16: Freezing Rain -- (A)(33)(34)
Level 18: Earthquake -- (A)
Level 20: Hurricane -- (A)
Level 22: Enflame -- (A)
Level 24: Rune of Protection -- (A)(34)
Level 26: Volcanic Gasses -- (A)(34)(36)(36)(36)(46)
Level 28: Maneuvers -- (A)(37)
Level 30: Combat Jumping -- (A)(37)
Level 32: Animate Stone -- (A)(37)(39)(39)(39)(40)
Level 35: Tornado -- (A)(40)(40)(42)(42)(42)
Level 38: Lightning Storm -- (A)(43)(43)(43)(45)(45)
Level 41: Hibernate -- (A)
Level 44: Frozen Armor -- (A)(45)(46)
Level 47: Frost Breath -- (A)(48)(48)(48)(50)(50)
Level 49: Ice Storm -- (A)(50)
Level 1: Containment
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 2: Swift -- (A)
Level 2: Hurdle -- (A)
Level 2: Health -- (A)(15)(17)(17)
Level 2: Stamina -- (A)(19)(19)(21)
Level 50: Agility Radial Paragon
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------

 

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Thank you very much for all of your time and well written feedback. I’ll check out the builds later tonight. You are correct that I know I need to better focus my goals for this alt. I had a range def build and will decide if I want to focus on procs. I also agree I should give up on farming as I have at least three or four alts that would farm much better. Probably all off them to be honest. 
 

back to the drawing board although your builds will probably save me a lot of time and get me a fun respec. 

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A few questions as I look at the second build with the s/l defense. I like this one and especially all the procs especially in frost breath. I look forward to iso g that power as you have it built. That gives some really damage when the procs hit. 
 

Questions

Why the accuracy in lightning storm which already has 150% accuracy to start? I can use that a lot somewhere else I think. 
 

How good is Enflame? I don’t need it as a third power in the pool so would prefer to skip it and add snow storm or something else that would provide some occasional value. 
 

Why the two resist debuff in rain? It has -30% resist debuff to start and the procs only have a 20% chance to hit?

 

Is there any way to get rid of all the slots on stone cages and only keep one or two accuracies in it while still finding a way to get the s\l defense up to almost 45%
 

Great ideas that you had, let me know your additional thoughts. 

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38 minutes ago, Rustbeltcomics said:

A few questions as I look at the second build with the s/l defense. I like this one and especially all the procs especially in frost breath. I look forward to iso g that power as you have it built. That gives some really damage when the procs hit. 
 

Questions

Why the accuracy in lightning storm which already has 150% accuracy to start? I can use that a lot somewhere else I think. 
 

How good is Enflame? I don’t need it as a third power in the pool so would prefer to skip it and add snow storm or something else that would provide some occasional value. 
 

Why the two resist debuff in rain? It has -30% resist debuff to start and the procs only have a 20% chance to hit?

 

Is there any way to get rid of all the slots on stone cages and only keep one or two accuracies in it while still finding a way to get the s\l defense up to almost 45%
 

Great ideas that you had, let me know your additional thoughts. 

There are several slots in the build that could be moved around to accommodate player preferences. I'm not going to find you in game to inspect your build 😂

A lot of the times with builds I'll catch something that can be done better after I set it down for week and come back to review it again. When I post something it intended to be a guideline and not a build to spec.

 

With that said you could move a slot out of LS. It basically a control power that shoots a small AoE, the PROCs in there may or may not meet your damage expectations.

 

Enflame can be cast on friendlies to give them a damage aura or you can cast it on enemies directly. Unslotted it does about 1 damage a tick. Its cheap AoE damage that is generally hard to get elsewhere. Skip it if you don't like it.

 

You can move the PROCs out of FR if you don't find them useful. Together they give you -32% Unresisted RES if they PROC.

 

It will be difficult to make up the full S/L DEF in Stone Cages, but you can move three Discouraging Words slots into Hurricane and Earthquake that gets you to 44% with Agility. You could try going Nerve and going full PROCs in everything.

 

I think in one configuration I had it build with Spiritual Alpha but the Net End/Sec was 1.9 or something close. On /Storm I prefer 2.5 or higher. Even with this number you'll still have problems if you spam Stone Cages every time its up.

 

 

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I made several changes with the biggest ones being putting the 4th slot in LoG on three defensive powers which gives me +27% to hit. I then took out some of the Invention accuracies except I kept them in Stalagmites and Gale as those have lower base accuracies and I like to start with them.

 

I left four slots in Stone Cages because as you said it was hard to make them all up somewhere else.  I was at about 45% S/L defense before adding the incarnate powers which should work well.

 

I put a the Ragnarok: Chance for Knockdown into Frost Breath which seems like a good idea. I won't need to spam Gale as much as I like to keep stuff in some status that keeps them from hitting me. With Frost Breath up as often as ever 6 seconds Gale is starting to feel redundant.  

 

I have never had Spirt Ward but if I can use it on Animate Stone I can see the value to it even when soloing. Speaking of Animate Stone why the two defense slots? He is at an 80% resistance or so already so I always though getting him to 90% with the +10% made more sense than a small amount more of defense. Maybe some slots to save there. Would his Defense Auru for Pets also work on me if I was standing near him?

 

I added in Super Speed as I had no travel power in the build. I will have Ageless Core Epiphany so I can run Super Speed and Hurricane together to herd when I have plenty of endurance.

 

This is getting close and I really like not trying to get both defense and resistance capped as I need to focus more on recharge and control with lots of procs for damage. Just hard to adjust my brain to the needs of a controller which is much harder to build than any melee character.

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5), Apc-Dam%(5), UnbCns-Dam%(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), Ann-ResDeb%(9), Acc-I(9)
Level 2: Stone Cages -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(21), EnfOpr-Acc/Immob/Rchg(23), EnfOpr-Acc/Immob(50)
Level 4: O2 Boost -- Heal-I(A), Heal-I(11)
Level 6: Spirit Ward -- Heal-I(A), Heal-I(11)
Level 8: Arcane Bolt -- FrcFdb-Rechg%(A), Dvs-Hold%(13), Dcm-Build%(23), GldJvl-Dam%(25), ExpStr-Dam%(25)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def/EndRdx(27), LucoftheG-EndRdx/Rchg(27)
Level 12: Stalagmites -- Acc-I(A), PstBls-Dam%(29), Bmbdmt-+FireDmg(31), Ann-ResDeb%(31), SprWiloft-Rchg/Dmg%(31), SprOvrPrs-Rchg/Energy Font(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Earthquake -- FrcFdb-Rechg%(A)
Level 20: Hurricane -- EndRdx-I(A)
Level 22: Super Speed -- Clr-Stlth(A)
Level 24: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), GldArm-ResDam(34)
Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(36), Lck-%Hold(36), SprEnt-Rchg/AbsorbProc(46)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(29), Rct-ResDam%(33), LucoftheG-Def/EndRdx(37), ShlWal-ResDam/Re TP(45), LucoftheG-Def(46)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Acc/Dmg/Rchg(39), EdcoftheM-PetDef(39), CaltoArm-+Def(Pets)(40)
Level 35: Tornado -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(40), SlbAll-Acc/Rchg(40), SlbAll-Build%(42), SuddAcc--KB/+KD(42), FrcFdb-Rechg%(42)
Level 38: Lightning Storm -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(43), Dvs-Hold%(43), GldJvl-Dam%(43), ExpStr-Dam%(45)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(50)
Level 47: Frost Breath -- Bmbdmt-+FireDmg(A), ImpSwf-Dam%(48), JvlVll-Dam%(48), PstBls-Dam%(48), Rgn-Knock%(50)
Level 49: Ice Storm -- RechRdx-I(A)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(17), Prv-Absorb%(17)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19), PwrTrns-EndMod(19), PwrTrns-+Heal(21)
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Vorpal Radial Final Judgement 
Level 50: Vanguard Core Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Cardiac Core Paragon 
Level 50: Support Core Embodiment 
------------

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36 minutes ago, Rustbeltcomics said:

I made several changes with the biggest ones being putting the 4th slot in LoG on three defensive powers which gives me +27% to hit. I then took out some of the Invention accuracies except I kept them in Stalagmites and Gale as those have lower base accuracies and I like to start with them.

 

I left four slots in Stone Cages because as you said it was hard to make them all up somewhere else.  I was at about 45% S/L defense before adding the incarnate powers which should work well.

 

I put a the Ragnarok: Chance for Knockdown into Frost Breath which seems like a good idea. I won't need to spam Gale as much as I like to keep stuff in some status that keeps them from hitting me. With Frost Breath up as often as ever 6 seconds Gale is starting to feel redundant.  

 

I have never had Spirt Ward but if I can use it on Animate Stone I can see the value to it even when soloing. Speaking of Animate Stone why the two defense slots? He is at an 80% resistance or so already so I always though getting him to 90% with the +10% made more sense than a small amount more of defense. Maybe some slots to save there. Would his Defense Auru for Pets also work on me if I was standing near him?

 

I added in Super Speed as I had no travel power in the build. I will have Ageless Core Epiphany so I can run Super Speed and Hurricane together to herd when I have plenty of endurance.

The changes you made to your build bring you closer to being up to task as you wanted in your OP. Good job! You may have to tweak things after experimenting on what you like and what works for you.


I generally try to softcap DEF without Incarnates. On some build combos it becomes difficult without gutting some of the other goals or making silly power or slotting choices. Looks like you avoided those pitfalls in your hero's design. Now that you learned what to look for, revisit your original build with Force of Will and see what you come up with! MIDs has a set bonus finder built in to it.

 

You could PROC Gale out for damage/debuff too, I'm on the fence about its effectiveness but if you use it as a control you may as well make it a dual purpose power and benefit from the added damage and/or debuff. On its own it is capable of keeping enemies on their butts. It has such a high uptime that it can deplete your End rapidly. Same holds for your AoE Immobilization. Remember the PROC chance floor has a min 5% chance so these quick acting powers are ideal.

 

IMO Earth/Storm/Ice's ability to protect it's team is through an aggressive playstyle mixing lockdowns and strong use of kb/kd. Storm and Ice Epic also have synergy with Slow effects which can also help reduce enemy damage significantly. You could forgo O2 and Spirit Ward all together, I ended up liking the "fire and forget" nature of SW. I have to warn you though, it gives folks false confidence when they have it cast on them, Blasters are like "Oh look! Extra Hitpoints! I can tank stuff now!" <Splat!>

 

Spirit Ward is an Absorb that stacks with itself up to 10 times; if it is depleted it automatically replenishes stacks over time. The +DEF in Stoney gives him a total of about +20% DEF when you include Maneuvers and Steamy Mist. He is basically a tank one tier below PA in a pinch. Unfortunately the PROC only benefits Pets and not the user (technically the PROC gives you, the caster a Pet DEF Aura) If you don't need him to tank you certainly can move the slots around.

 

The Absorb PROC in VG is another one you may want to remove. It will only affect you on initial cast, the other PROC checks every ten seconds on each enemy within the gases. You'll see an electric cage form around the enemies when they are affected.

 

Last curve ball, if you have a powerslot to burn you can use Salt Crystals as a weak self heal option (its not super strong at 50 HP target PROC per hit), a placate and/or as DPS (the Controller PROCs). It has the same uptime as Stalagmites.

 

57 minutes ago, Rustbeltcomics said:

This is getting close and I really like not trying to get both defense and resistance capped as I need to focus more on recharge and control with lots of procs for damage. Just hard to adjust my brain to the needs of a controller which is much harder to build than any melee character.

The other sample build is the best I could do to balance competing interest. On most of my Ranged DEF + RES builds I ended up gutting PROCs in my powers. With 1000 HP the extra RES isn't going to keep you alive too long at max aggro cap. I use Ranged DEF + RES on builds where I want to focus on team support without having to worry about healing myself, you can take the extra hits to prevent your team from going down.

 

My take on farming is you only need enough survivability to stay alive and the resilience (recovery and healing) to keep doing so, anything extra is wasted damage potential. In my experience, S/L DEF softcap is usually enough to keep you alive in these situations, even with the low hit-points.

 

Now you know why I exclusively play Controllers (yes I've played every classes to 50).

 


 


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  • 2 weeks later

So here is the build I have been running which is working out great. With Hurricane going I still have all the endurance I need. I was running the Cimmera Nictus TF with a team and got some nice compliments that I was running StormCloud2 the way a stormie should be run. We had a good time. I am already thinking about a respec though as I miss getting up close and personal and wonder if I can run with 40% S/L defense.

 

So first my current build which works very well if you like staying at range and running hurricane.

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5), Apc-Dam%(5), UnbCns-Dam%(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), Acc-I(9), JvlVll-Dam%(9), PstBls-Dam%(13), Bmbdmt-+FireDmg(46)
Level 2: Stone Cages -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(21), EnfOpr-Acc/Immob/Rchg(23), EnfOpr-Acc/Immob(37)
Level 4: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(11)
Level 6: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(11)
Level 8: Arcane Bolt -- FrcFdb-Rechg%(A), Dcm-Build%(23), GldJvl-Dam%(25), ExpStr-Dam%(25), Apc-Dmg(34), GldJvl-Acc/Dmg(40)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def/EndRdx(27), LucoftheG-EndRdx/Rchg(27)
Level 12: Stalagmites -- AbsAmz-Acc/Rchg(A), PstBls-Dam%(29), Bmbdmt-+FireDmg(31), Ann-ResDeb%(31), SprWiloft-Rchg/Dmg%(31), SprOvrPrs-Rchg/Energy Font(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Earthquake -- FrcFdb-Rechg%(A)
Level 20: Hurricane -- EndRdx-I(A)
Level 22: Super Speed -- Clr-Stlth(A)
Level 24: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34)
Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(36), Lck-%Hold(36)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(29), Rct-ResDam%(33), LucoftheG-Def/EndRdx(37), ShlWal-ResDam/Re TP(45), LucoftheG-Def(46)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Animate Stone -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(37), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Acc/Dmg/Rchg(39), SlbAll-Dmg/EndRdx(39)
Level 35: Tornado -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(40), SlbAll-Acc/Rchg(40), SlbAll-Build%(42), SuddAcc--KB/+KD(42), FrcFdb-Rechg%(42)
Level 38: Lightning Storm -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(43), PrfShf-End%(43), GldJvl-Dam%(43), ExpStr-Dam%(45)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(50)
Level 47: Frost Breath -- Bmbdmt-+FireDmg(A), ImpSwf-Dam%(48), JvlVll-Dam%(48), PstBls-Dam%(48), Rgn-Knock%(50), Rgn-Dmg(50)
Level 49: Ice Storm -- RechRdx-I(A)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(17), Prv-Absorb%(17), Prv-Heal(19), NmnCnv-Heal(21)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Vorpal Radial Final Judgement 
Level 50: Vanguard Core Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Cardiac Core Paragon 
Level 50: Support Core Embodiment 
------------

 

And now my new potential build where I will be relying on powers that slow and hold and getting into melee range as my finishing move. I like that I was able to get Stone Mastery back in as my Epic pool and still have plenty of powers that with procs now do decent damage.  So if I can get by with a little less defense which seems likely since most of my attacks have -5% To Hit debuffs I should be able to do more damage while having more HP and a great occasional large heal from Hoarfrost.

 

Any thoughts?

 

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Force of Will
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- Apc-Dmg/Rchg(A), Apc-Dmg/EndRdx(3), Apc-Acc/Dmg/Rchg(3), Apc-Dam%(5), SprEnt-Rchg/AbsorbProc(5), EntChs-Heal%(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), Acc-I(9)
Level 2: Stone Cages -- Acc-I(A)
Level 4: Mighty Leap -- UnbLea-Stlth(A)
Level 6: Project Will -- FrcFdb-Rechg%(A), EntChs-Heal%(23), ExpStr-Dam%(25), Dcm-Build%(25), Apc-Dmg(34), Dmg-I(40)
Level 8: Weaken Resolve -- TchofLadG-%Dam(A), AchHee-ResDeb%(9), ShlBrk-%Dam(11), CldSns-%Dam(11)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-EndRdx/Rchg(13), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def/EndRdx(27)
Level 12: Stalagmites -- AbsAmz-Acc/Rchg(A), PstBls-Dam%(29), Bmbdmt-+FireDmg(31), Ann-ResDeb%(31), SprWiloft-Rchg/Dmg%(31), SprOvrPrs-Rchg/Energy Font(33)
Level 14: Wall of Force -- Rgn-Dmg(A), PstBls-Dam%(19), Bmbdmt-+FireDmg(21), FrcFdb-Rechg%(21), ExpStr-Dam%(23), Rgn-Dmg/EndRdx(27)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Earthquake -- FrcFdb-Rechg%(A), ExpStr-Dam%(33), TchofLadG-%Dam(34)
Level 20: Hurricane -- EndRdx-I(A)
Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A)
Level 24: Quicksand -- ImpSwf-Dam%(A)
Level 26: Volcanic Gasses -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Hold(34), GldNet-Dam%(36), UnbCns-Acc/Rchg(36), UnbCns-Dam%(36), UnbCns-Hold/Rchg(37)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(29), Rct-ResDam%(33), LucoftheG-Def/EndRdx(37), LucoftheG-Def(46)
Level 30: Snow Storm -- ImpSwf-Dam%(A)
Level 32: Animate Stone -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(37), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Acc/Dmg/Rchg(39), SlbAll-Dmg/Rchg(39)
Level 35: Tornado -- SlbAll-Build%(A), SlbAll-Dmg(40), SlbAll-Acc/Dmg/Rchg(40), SlbAll-Dmg/EndRdx(42), SuddAcc--KB/+KD(42), FrcFdb-Rechg%(42)
Level 38: Fissure -- AbsAmz-ToHitDeb%(A), Bmbdmt-+FireDmg(43), PstBls-Dam%(45), ExpStr-Dam%(46)
Level 41: Seismic Smash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Rchg/HoldProc(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Acc/Dmg(48), Hct-Dam%(50)
Level 44: Rock Armor -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(45), LucoftheG-Def/Rchg(45), LucoftheG-Def/EndRdx(50)
Level 47: Earth's Embrace -- Heal-I(A), GldArm-3defTpProc(48), Heal-I(48)
Level 49: Lightning Storm -- FrcFdb-Rechg%(A), PrfShf-End%(50)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(17), Prv-Absorb%(17)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Vorpal Radial Final Judgement 
Level 50: Vanguard Core Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Cardiac Core Paragon 
Level 50: Support Core Embodiment 
Level 50: Diamagnetic Core Flawless Interface 
------------

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Posted (edited)

I say, play the character how every you want. Popping in and out of melee range wont hurt anything, it's just a bit risky. Now if you want to live in melee range I think that is a trickier build to make work with Earth/Storm, I would probably try to do it with Whirlwind. I think WW would be unsustainable without heavy End recovery and unnecessary with all of the KD you already have.

 

Edited by 5099y_74c05

 


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     I'll start by saying 5099y_74c05's advice is very solid throughout.   Next I'm going to tell you my Earth/Storm/Stone (two on Live, one here on HC) are what The Mighty Storm back on the Live forums called the Diso Queen and they thrive in melee range.  Defenses on mine are incidental (and TMS was a pre IO forumite).  Most of the mitigation comes from mezzing the spawn from the start on the Alpha and then keeping them that way.  The Diso comes from disorient and the build uses 3 AoE (2 PBAoE hence the living in melee) stuns -> Stalagmites are the preferred opening stun, then the much maligned Thunderclap followed by Fissure with other attacks mixed in as needed especially Stone Cages to keep them from staggering all about.  Rocky, LS, Tornado and Seismic Smash do the heavy lifting.  My computer died before I could start working with procs in the build and likewise I can't post a build as I have only this phone for internet.  The builds are all about recharge, keeping them mezzed, stunned in particular, and has a lot of stealth built in (SS+Steamy Mist+IO).   But it is a fun, very aggressive up close in your face playstyle I'd recommend trying if you tend to favor playing everything like it was a Scrapper or Brute. 

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Hum,

 

You are correct that Thunderclap is much maligned but your play style melds with mine nicely. Would I even need thunderclap given my high recharge and use of three other knockdown powers?

 

I was thinking about using Volcanic Gasses more as it can be powerful but I’m not sure if the best way to a lot it. I had heard somewhere that damage procs work great in it but is that true. 
 

I also found some slots by not keeping damage procs in Gale. They just don’t seem to hit more often than the 5% minimum so an extra 40 damage every 3rd or 4th activation doesn’t seem worth it. 
 

I’m also of the opinion that with all the control and -acc means the typical build idea of soft capping S/L defenses is overkill. 
 

So what is a good level 50 attack chain?  I’m thinking Freezing rain, stalagmites, and stone cages followed by Wall of force. Put up a lightning bolt and tornado on myself and Then fossilize anything that was missed and seismic smash them until they are dead. 
 

Now that I have some damage procs in earthquake and volcanic gasses perhaps I need to build them into my rotation more often. Fissure feels like it is redundant and thunderclap even more so but I will need to look at my actual in game recharges. 
 

I don’t think I will ever have the perfect earth/storm controller build but I’m enjoying the journey and that is all that matters. 
 

Thanks again for the feedback. 

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Posted (edited)

I also would imagine that quicksand and /or snowstorm would make it easy to dance around with stealth on and attack stunned mobs or unstunned mobs that either can’t see you or can’t move fast enough to catch you. 
 

My revised defense is still 40% and I can often click unleash potential or earths embrace if I get into any trouble. 

Edited by Rustbeltcomics
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     I think regardless of what playstyle an Earth controller adopts Stalagmites is almost always going to be the go to opener when in direct LoS of the foes.  It's a full mag 3 targeted AoE stun and although it roots and has a longish animation time it also has a very fast time before effect (0.773 sec) .  It'll stun them almost immediately upon activating the power.  At that point, outside of misses, all the minions and Lts will be stunned.  Bosses effected by "Overpower" will also be stunned. 

    Now Earth excels at placing patches from around a corner or otherwise behind cover.  So I'll often open with QS, EQ or VG.  Then I pop out and fire off Stalagmites (where because they're already aggro'd that fast time before effect becomes even more important).  Freezing Rain is also commonly used for this behind cover.  Often after I do this Rocky and/or Tornado also get into the act and unless I end up leading the charge hopefully teammates are also into the fray by now spreading the aggro and return fire over multiple allies.  

     I use Stealth for several things.  First couple are pretty obvious and straightforward.  First simply bypassing mobs I dont want to fight to get to the mission objective.  Second is recon, moving around freely to spot troublesome mobs i.e. Sappers or due to map layout mobs that may get aggro'd and turn into adds.  I also use Stealth to 'drag' Rocky or Tornado into a mob when I want or need them to get things started.  

    I wouldn't personally skip TC but I'd also almost never use it alone or first.  It's only going to take out minions itself and unlike Stalagmites could lead to getting smacked before the effect kicks in.  On the other hand its mag 2 combined with Stalagmites mag 3 is going to stun pretty much everything outside of EBs and AVs with triangles up etc..   It will neuter the mobs.  Fissure isn't a 100% chance to stun (in fact it has chances for both a mag 1 and mag 2) and is a smaller radius but damage, procs, kd, etc. makes it good for keeping the pressure on (and it also activates and fires quickly).

    I don't tend to use Snow Storm primarily because I do have QS but yeah dragging and bunching them can be very usefully done with QS.

 

Life calls back later.

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Earth/Storm lends itself to stack Stuns but based on uptime, KD/KBs will also be a strong source of mitigation for you in melee play. I've not tried the KB to KD converter in Hurricane if it even works with the Repel effect. I think you'll still push enemies back. If you could get Hurricane to work this would be key to cover your DEF cap gap, the -Range helps too.

 

What we need is an overpowered "Repel to Pull" converter IO. No, not really, but it would be funny to watch a /Stormy or /Kin vacuum up maps. Whirlwind would be an overnight sensation.

 

Slow effects could work too if you throw out FR + QS + SS but you are looking at 7 secs of cast time before you even attack. FR and QS can be cast out of LoS but SS requires LoS if I recall correctly. My point is you can reduce this to 2 unsafe seconds which is still a long time to spend casting in the open after you've riled up the hornet's nest.

 


 


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On 6/8/2021 at 9:47 PM, Rustbeltcomics said:

So here is the build I have been running which is working out great. With Hurricane going I still have all the endurance I need.

Um... why in the world would you be running Hurricane all the time, especially without the KB>KD proc? Hurricane is only needed as an OHSHEET power. When the Scrapper runs off and aggros 3 extra groups then dies. When the tank forgets their toggles and dies. When you get beset by 3 ambushes at once. You need some breathing room, only then do you need Hurricane. For normal running with a team, you should not need it.

 

By not running it, you allow yourself to get up close and personal, like you want. You also minimize the risk of screwing up combat. Not to mention that many people cannot see through Hurricane. Earth/Storm has way more than enough control to keep you safe in most circumstances. You generally don't need maxed out anything armor-wise to keep you going. Get those bad guys flopping and/or locked, and you could run around naked and be safe.

5 hours ago, 5099y_74c05 said:

Slow effects could work too if you throw out FR + QS + SS but you are looking at 7 secs of cast time before you even attack. FR and QS can be cast out of LoS but SS requires LoS if I recall correctly. My point is you can reduce this to 2 unsafe seconds which is still a long time to spend casting in the open after you've riled up the hornet's nest.

Not exactly. You can proc the heck out of FR, which is a nice start. Also, FR does KD, which is another form of mitigation. If you're soloing, open with Tornado+FR+LS (slotted for KD), then it almost doesn't matter what you do. If you are running in a team, let the tank (or whatever grunt you have being your HMD) take the alpha, then step in the manage things so nobody gets hurt.

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2 hours ago, VV said:

Not exactly. You can proc the heck out of FR, which is a nice start. Also, FR does KD, which is another form of mitigation. If you're soloing, open with Tornado+FR+LS (slotted for KD), then it almost doesn't matter what you do. If you are running in a team, let the tank (or whatever grunt you have being your HMD) take the alpha, then step in the manage things so nobody gets hurt.

That was my point of illustrating Strongest to Weakest mitigation options. For mitigation KD/KB is the most abundant option for Earth/Storm.

 

Disagree with PROCing FR. It used to be a great power to PROC. The toggle/patch/rain rules killed its potential. OP is better off putting their slots elsewhere if he has somewhere to put them.

 

If you go back and read the OPs (recent) request he is wanting to play Earth/Storm in melee range or at least finish off enemies in melee, safely.


 


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