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Posted (edited)

Since these power sets offer no healing power, I prioritized ranged defense above all (~48%). With heat loss, end is not an issue and I believe it is the only power where you need to get closer to a baddie? Can pop in while flopping around due to earthquake and heat loss real quick. Recharge is not as high as I'd like but that can be fixed with incarnate powers. Chime in for improvements. 

 

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Unbreakable Constraint - Hold
  • (45) Unbreakable Constraint - Hold/Recharge
  • (45) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (46) Unbreakable Constraint - Accuracy/Recharge
  • (46) Unbreakable Constraint - Chance for Smashing Damage
  • (46) Unbreakable Constraint - Endurance/Hold

Level 1: Infrigidate

  • (A) Recharge Reduction IO

Level 2: Stone Cages

  • (A) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (3) Trap of the Hunter - Chance of Damage(Lethal)
  • (3) Trap of the Hunter - Accuracy/Recharge
  • (5) Trap of the Hunter - Endurance/Immobilize
  • (5) Trap of the Hunter - Accuracy/Endurance
  • (7) Trap of the Hunter - Immobilize/Accuracy

Level 4: Ice Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 6: Snow Storm

  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
  • (48) Pacing of the Turtle - Accuracy/Slow
  • (48) Pacing of the Turtle - Range/Slow
  • (50) Pacing of the Turtle - Damage/Slow
  • (50) Pacing of the Turtle - Accuracy/Endurance
  • (50) Pacing of the Turtle - Chance of -Recharge

Level 8: Quicksand

  • (A) Pacing of the Turtle - Range/Slow
  • (9) Pacing of the Turtle - Accuracy/Endurance
  • (9) Pacing of the Turtle - Damage/Slow
  • (11) Pacing of the Turtle - Accuracy/Slow
  • (11) Pacing of the Turtle - Chance of -Recharge
  • (17) Pacing of the Turtle - Endurance/Recharge/Slow

Level 10: Glacial Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Stalagmites

  • (A) Stupefy - Stun/Range
  • (13) Stupefy - Accuracy/Endurance
  • (13) Stupefy - Endurance/Stun
  • (15) Stupefy - Accuracy/Recharge
  • (15) Stupefy - Accuracy/Stun/Recharge
  • (17) Stupefy - Chance of Knockback

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (34) Recharge Reduction IO

Level 16: Frostwork

  • (A) Miracle - Heal/Recharge
  • (19) Miracle - Heal/Endurance/Recharge
  • (19) Panacea - Endurance/Recharge
  • (25) Panacea - Heal/Recharge

Level 18: Earthquake

  • (A) Sudden Acceleration - Knockback to Knockdown
  • (42) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (43) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (43) Dark Watcher's Despair - Recharge/Endurance
  • (43) Dark Watcher's Despair - To Hit Debuff/Endurance

Level 20: Arctic Fog

  • (A) Gladiator's Armor - Resistance/Rech/End
  • (21) Gladiator's Armor - Recharge/Endurance
  • (21) Gladiator's Armor - Recharge/Resist
  • (23) Gladiator's Armor - End/Resist
  • (23) Gladiator's Armor - Resistance
  • (25) Gladiator's Armor - TP Protection +3% Def (All)

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Boxing

  • (A) Empty

Level 26: Volcanic Gasses

  • (A) Lockdown - Chance for +2 Mag Hold
  • (27) Lockdown - Accuracy/Recharge
  • (27) Lockdown - Recharge/Hold
  • (29) Lockdown - Accuracy/Hold
  • (29) Lockdown - Endurance/Recharge/Hold
  • (31) Lockdown - Accuracy/Endurance/Recharge/Hold

Level 28: Benumb

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (31) Steadfast Protection - Knockback Protection

Level 32: Animate Stone

  • (A) Blood Mandate - Accuracy/Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage
  • (34) Blood Mandate - Damage/Endurance
  • (34) Blood Mandate - Accuracy

Level 35: Sleet

  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
  • (36) Pacing of the Turtle - Chance of -Recharge
  • (36) Pacing of the Turtle - Range/Slow
  • (36) Pacing of the Turtle - Accuracy/Endurance
  • (37) Pacing of the Turtle - Damage/Slow
  • (37) Pacing of the Turtle - Accuracy/Slow

Level 38: Heat Loss

  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Defense Buff IO
  • (48) Defense Buff IO

Level 44: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Defense Buff IO

Level 47: Indomitable Will

  • (A) Recharge Reduction IO

Level 49: Super Jump

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 1: Brawl

  • (A) Empty

Level 1: Containment 


Level 1: Sprint

Edited by BurningDezire
Posted

I hope you plan to team. You've taken no attacks whatsoever. I think you're overly concerned about defense. 

  • Infrigidate needs accuracy. It's also a good place to slot a Shield Breaker set or slot it with procs.
  • I would devote 2-3 slots to each shield. You can max out the defense buff with two 50+5 IOs or three LOTG.
  • Snow Storm is skippable. If you're going to take it, it doesn't need more than one endred IO.
  • Quicksand doesn't need more than one recharge IO.
  • Hasten only needs two 50+5 IOs.
  • Frostwork is skippable. If you're going to take it, I wouldn't devote more than the base slot.
  • Earthquake doesn't need a KB>KD (it's KD already). Replace it with an Achilles' Heel -res. 
  • Benumb needs accuracy.
  • Sleet doesn't need more than two recharge IOs. If you're going to slot a set, I would go with defense debuff or accurate defense debuff.  
  • Heat Loss needs accuracy. It doesn't need more than two 50+5 IOs (four is well over the ED cap), but I would consider slotting an endmod set. Preemptive Optimization works well and is cheap.
  • Tough, Weave and Maneuvers all need endred if you plan to run them.
  • No travel power until lvl 49?
Posted

This is more "drive by feedback" than a thorough review, just some things that stuck out at a glance.

 

* Earthquake doesn't knock BACK, it's .67 mag and therefore knock down, unless you're fighting lower levels or odd mobs weak to kb (like Clockwork).

* Stalagmites includes a knock BACK proc.  So when you open with this you will have random aoe mob scatter.  You'll be much better served by the ATO set Will of the Controller.  It has both the recharge and range bonuses but with even better numbers.

* Infrigidate, Benumb and Heat Loss all require to-hit checks.  Though both this primary and secondary have a wealth of -def, the mobs you really want to hit (higher level AVs) will resist these -def debuffs.  So Benumb needs an Accuracy and +5 it for good measure.  Benumb takes no sets but Infigidate and HL both do and you can work in Acc with those.

* Hasten and Heat Loss would have sufficient recharge with 2 lvl 50 IOs that are +5ed (I always just +4 them since this puts you well into ED but conventional wisdom says +5).

 

That's what stands out at a glance.  Other thoughts, with less urgency.

 

* You can get ranged def and more "internal" recharge (recharge within the power, not global) using Artillery instead of Pacing of the Turtle in Sleet.

* I used other pieces of LotG to give some regen and hp bonuses without sacrificing the enh provided.

* You're not really chasing toxic/psi resists, so I'd take out an Unbreakable Constraint and use a proc.  Apoc would be nice.

* Expedient Reinforcements for Stoney gives ranged def AND  recharge bonus.

* Infrigidate is a great home for procs.  I took whatever free slots I had and moved to this power for procs.

* Ranged Def is very high at this point, I'd steal some of that and move it to recharge.

 

There's more, but g2g.

 

 

  • Thumbs Up 1
Posted
39 minutes ago, Uun said:

I hope you plan to team. You've taken no attacks whatsoever. I think you're overly concerned about defense. 

  • Infrigidate needs accuracy. It's also a good place to slot a Shield Breaker set or slot it with procs.
  • I would devote 2-3 slots to each shield. You can max out the defense buff with two 50+5 IOs or three LOTG.
  • Snow Storm is skippable. If you're going to take it, it doesn't need more than one endred IO.
  • Quicksand doesn't need more than one recharge IO.
  • Hasten only needs two 50+5 IOs.
  • Frostwork is skippable. If you're going to take it, I wouldn't devote more than the base slot.
  • Earthquake doesn't need a KB>KD (it's KD already). Replace it with an Achilles' Heel -res. 
  • Benumb needs accuracy.
  • Sleet doesn't need more than two recharge IOs. If you're going to slot a set, I would go with defense debuff or accurate defense debuff.  
  • Heat Loss needs accuracy. It doesn't need more than two 50+5 IOs (four is well over the ED cap), but I would consider slotting an endmod set. Preemptive Optimization works well and is cheap.
  • Tough, Weave and Maneuvers all need endred if you plan to run them.
  • No travel power until lvl 49?

Ty for the awesome suggestions! Yes, this is a team build. Solo is too slow for my taste on controllers. If I want to solo I play a DPS focused AT. I'm overly focused on ranged def because AOEs generate lots of aggro and there are no heals. I just kept face planting on fast paced teams without tanks. So had to rethink the build.

Posted (edited)

If you are going the Psionic Mastery route, take Indomitable will the earliest you can, like 35 or 41. In my opinion, having Status protection is way more practical than having some additionnal defense and + recharge. When you are not mezzed, you can react. 🙂 For example, if you take it at 35, there are some of the mid level TF that you will be able to do and still have Indomitable will. Also, Mind over body is a decent shield with is nice Smashing, lethal and psionic resistance. The psionic mastery is advantageous for those tools and the fact that you do not have to rely on Clarion and experience some other nice Destiny buffs, like Ageless or Barrier. Since you pick Hasten, you will even be able to make Indomitable will perma (not taking in account -recharge you may face, obviously).

 

I understand the choice of Stupify for Stalagmites (bonus available at lower level once examplar when atunned), but I would still highly recommand Absolute Amazement. Not only the set bonuses are stronger (at level 50), but it will make Stalagmites recharge way faster and be available as an opening for at least half of the fights, even on a steamrolling team, and all for your fights when you solo at higher difficulty settings. Stupify Proc is not meaningful enough to be really worth it as well. 

 

 

 

 

Edited by LynxNordique
  • Thumbs Up 1
Posted

One note about Indomitable Will - you have to use it preemptively. You can't click it while mezzed. If this is concern, you might want to consider Rune of Protection.

 

1 hour ago, Hedgefund said:

Stalagmites includes a knock BACK proc.  So when you open with this you will have random aoe mob scatter.  You'll be much better served by the ATO set Will of the Controller.  It has both the recharge and range bonuses but with even better numbers.

Seconded.

  • Thumbs Up 1
Posted (edited)

You all have made very good and eye-opening suggestions. Ty. So below is after making changes. Ranged def was well above soft cap so moved some of that over to recharge time bonus as well. Thoughts?

 

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Lady Eice: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Unbreakable Constraint - Hold
  • (45) Unbreakable Constraint - Hold/Recharge
  • (45) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (46) Unbreakable Constraint - Accuracy/Recharge
  • (46) Unbreakable Constraint - Chance for Smashing Damage
  • (46) Apocalypse - Chance of Damage(Negative)

Level 1: Infrigidate

  • (A) Shield Breaker - Accuracy/Defense Debuff
  • (9) Shield Breaker - Accuracy/Recharge
  • (9) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (11) Shield Breaker - Defense Debuff
  • (34) Shield Breaker - Chance for Lethal Damage
  • (39) Shield Breaker - Accuracy/Endurance/Recharge

Level 2: Stone Cages

  • (A) Gravitational Anchor - Immobilize/Endurance
  • (3) Gravitational Anchor - Chance for Hold
  • (3) Gravitational Anchor - Accuracy/Recharge
  • (5) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (5) Gravitational Anchor - Immobilize/Recharge
  • (7) Annihilation - Chance for Res Debuff

Level 4: Ice Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Luck of the Gambler - Defense

Level 6: Snow Storm

  • (A) Recharge Reduction IO

Level 8: Quicksand

  • (A) Recharge Reduction IO

Level 10: Glacial Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Luck of the Gambler - Defense

Level 12: Stalagmites

  • (A) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (13) Superior Will of the Controller - Recharge/Chance for Psionic Damage
  • (13) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (15) Superior Will of the Controller - Endurance/Recharge
  • (15) Superior Will of the Controller - Control Duration/Recharge
  • (17) Superior Will of the Controller - Accuracy/Control Duration

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 16: Frostwork

  • (A) Endurance Reduction IO

Level 18: Earthquake

  • (A) Achilles' Heel - Chance for Res Debuff
  • (42) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (43) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (43) Dark Watcher's Despair - Recharge/Endurance
  • (43) Dark Watcher's Despair - To Hit Debuff/Endurance

Level 20: Arctic Fog

  • (A) Gladiator's Armor - Resistance/Rech/End
  • (21) Gladiator's Armor - Recharge/Endurance
  • (21) Gladiator's Armor - Recharge/Resist
  • (23) Gladiator's Armor - End/Resist
  • (23) Gladiator's Armor - Resistance
  • (25) Gladiator's Armor - TP Protection +3% Def (All)

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Boxing

  • (A) Empty

Level 26: Volcanic Gasses

  • (A) Lockdown - Chance for +2 Mag Hold
  • (27) Lockdown - Accuracy/Recharge
  • (27) Basilisk's Gaze - Chance for Recharge Slow
  • (29) Basilisk's Gaze - Accuracy/Recharge
  • (29) Basilisk's Gaze - Recharge/Hold
  • (31) Basilisk's Gaze - Endurance/Recharge/Hold

Level 28: Benumb

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (48) Accuracy IO

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (31) Steadfast Protection - Knockback Protection
  • (50) Endurance Reduction IO

Level 32: Animate Stone

  • (A) Expedient Reinforcement - Endurance/Damage/Recharge
  • (33) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Damage/Endurance
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (34) Expedient Reinforcement - Accuracy/Recharge

Level 35: Sleet

  • (A) Artillery - Accuracy/Recharge/Range
  • (36) Artillery - Endurance/Recharge/Range
  • (36) Artillery - Accuracy/Damage/Recharge
  • (36) Artillery - Damage/Recharge
  • (37) Artillery - Damage/Endurance
  • (37) Artillery - Accuracy/Damage

Level 38: Heat Loss

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (39) Preemptive Optimization - EndMod/Endurance
  • (39) Preemptive Optimization - EndMod/Recharge
  • (47) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (47) Preemptive Optimization - EndMod/Endurance/Recharge
  • (49) Preemptive Optimization - EndMod/Accuracy/Recharge

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Defense Buff IO
  • (48) Defense Buff IO
  • (49) Endurance Reduction IO

Level 44: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Defense Buff IO
  • (48) Endurance Reduction IO

Level 47: Indomitable Will

  • (A) Recharge Reduction IO
  • (50) Kismet - Accuracy +6%

Level 49: Super Jump

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 1: Containment 
Level 1: Brawl

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 1: Swift

  • (A) Empty

Level 1: Hurdle

  • (A) Empty

Level 1: Health

  • (A) Preventive Medicine - Chance for +Absorb
  • (7) Panacea - +Hit Points/Endurance
  • (40) Numina's Convalesence - +Regeneration/+Recovery
  • (40) Miracle - +Recovery

Level 1: Stamina

  • (A) Performance Shifter - Chance for +End
  • (40) Performance Shifter - EndMod
  • (42) Endurance Modification IO

Level 49: Double Jump 
------------

Edited by BurningDezire
Posted

A few random thoughts.  

 

If you plan on primarily teaming, especially on larger teams focus on recharge for mitigation.  Defense is fine and all but,

  • Stalagmites is a relatively fast power.  The animation is relatively longer and it roots you but it is only 0.733 seconds into the animation before the foes are hit by the stun.
  • Earth has many patches you can drop from around the corner or under total cover where retaliation is impossible. 
  • Arctic Fog --> with a stealth IO or Super Speed and you are invisible to the majority of foes so you are almost always initiating the fight (or a teammate has chosen to)
  • All your powers both Earth and Cold can be used at range including Heat Loss.  You'll just benefit less from HL
  • Sleet not only debuffs but has Avoid.  They'll be running (slowly) out of the patch, not fighting you.  The slow effect is substantial right out of the box no need to enhance especially when foes are also being effected by QS and/or SS as well, nevermind the rest of Earth's abundance of controls.  This is why recharge is important, getting those cool downs shortened will do more to protect you than defense ever will. (Okay that might be slight hyperbole but not by much ... )
  • Indomitable Will --> mez protection essentially as good as any armor set.  You can with very high levels of recharge make this perma (and I do mean high) but it is doable.  You'll have an Immobilize 'hole' but CJ covers that.
  • Benumb --> does have a to hit roll as pointed out above, but this one reason I like Tactics.  Tactics, Kismet, Earth and Cold's defdebuffs plus the global accuracy you pick up going after recharge can go a long way towards saying you don't need accuracy in Benumb.  You may or may not need to slot the power itself.  My Cold/Ice did not but that was using defender Tactics etc..

Sleep calls for now.

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