IUIXIUI Posted February 25 Posted February 25 Focusing on an 8 man team/TF build I like to hang out in the back of the fight so am less concerned about my own survivability. Just want to avoid mez and kb. Trying to maximize recharge rate for my big buffs and my AoE debuffs and status effect abilities. Cost of build is not a concern, open for suggestion on how to improve or change for the better. This Hero build was built using Mids Reborn 3.2.17https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic ControllerPrimary Power Set: Earth ControlSecondary Power Set: Nature AffinityPower Pool: SpeedPower Pool: LeadershipPower Pool: SorceryAncillary Pool: Primal Forces Mastery Hero Profile:Level 1: Fossilize (A) Unbreakable Constraint - Hold (3) Unbreakable Constraint - Hold/Recharge (3) Unbreakable Constraint - Accuracy/Hold/Recharge (5) Unbreakable Constraint - Accuracy/Recharge (5) Unbreakable Constraint - Endurance/Hold (7) Unbreakable Constraint - Chance for Smashing DamageLevel 1: Corrosive Enzymes (A) Accuracy IO (7) Accuracy IOLevel 2: Regrowth (A) Preventive Medicine - Heal (11) Preventive Medicine - Heal/Endurance (11) Preventive Medicine - Endurance/RechargeTime (13) Preventive Medicine - Heal/RechargeTime (13) Preventive Medicine - Heal/RechargeTime/Endurance (15) Preventive Medicine - Chance for +AbsorbLevel 4: Stone Cages (A) Superior Will of the Controller - Accuracy/Control Duration (15) Superior Will of the Controller - Control Duration/Recharge (17) Superior Will of the Controller - Endurance/Recharge (17) Superior Will of the Controller - Accuracy/Control Duration/Endurance (19) Superior Will of the Controller - Accuracy/Control Duration/Endurance/RechargeLevel 6: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) (19) Celerity - +StealthLevel 8: Wild Growth (A) Panacea - Heal/Endurance (21) Panacea - Heal/Recharge (21) Panacea - Heal/Endurance/Recharge (23) Panacea - Heal (23) Panacea - +Hit Points/EnduranceLevel 10: Quicksand (A) Ice Mistral's Torment - Endurance/Slow (25) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge (25) Ice Mistral's Torment - Damage/Recharge (27) Ice Mistral's Torment - Damage/Slow (27) Ice Mistral's Torment - Accuracy/Damage/EnduranceLevel 12: Spore Cloud (A) Dark Watcher's Despair - To Hit Debuff (29) Dark Watcher's Despair - To Hit Debuff/Endurance (29) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (31) Dark Watcher's Despair - To Hit Debuff/RechargeLevel 14: Maneuvers (A) Karma - Knockback Protection (31) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 16: Lifegiving Spores (A) Panacea - Heal/Endurance (31) Panacea - Endurance/Recharge (33) Panacea - Heal/Recharge (33) Panacea - Heal/Endurance/Recharge (33) Panacea - HealLevel 18: Tactics (A) Adjusted Targeting - Endurance/Recharge (34) Adjusted Targeting - To Hit Buff (34) Adjusted Targeting - To Hit Buff/Recharge (34) Adjusted Targeting - To Hit Buff/Endurance/Recharge (36) Adjusted Targeting - To Hit Buff/EnduranceLevel 20: Earthquake (A) Achilles' Heel - Chance for Res Debuff (36) Dark Watcher's Despair - To Hit Debuff (36) Dark Watcher's Despair - To Hit Debuff/Recharge (37) Dark Watcher's Despair - To Hit Debuff/Endurance (37) Dark Watcher's Despair - To Hit Debuff/Recharge/EnduranceLevel 22: Wild Bastion (A) Doctored Wounds - Heal/Endurance (37) Doctored Wounds - Heal/Recharge (39) Doctored Wounds - Heal/Endurance/Recharge (39) Doctored Wounds - Heal (39) Doctored Wounds - RechargeLevel 24: Spirit Ward (A) Panacea - Heal/Endurance (40) Panacea - Endurance/Recharge (40) Panacea - Heal/Recharge (40) Panacea - Heal/Endurance/Recharge (42) Panacea - HealLevel 26: Volcanic Gasses (A) Basilisk's Gaze - Accuracy/Hold (42) Basilisk's Gaze - Accuracy/Recharge (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (43) Basilisk's Gaze - Recharge/HoldLevel 28: Rebirth (A) Recharge Reduction IOLevel 30: Hasten (A) Recharge Reduction IO (43) Recharge Reduction IOLevel 32: Salt Crystals (A) Fortunata Hypnosis - Chance for Placate (43) Fortunata Hypnosis - Sleep (45) Fortunata Hypnosis - Sleep/Recharge (45) Fortunata Hypnosis - Accuracy/Recharge (45) Fortunata Hypnosis - Accuracy/Sleep/RechargeLevel 35: Stalagmites (A) Absolute Amazement - Accuracy/Stun/Recharge (46) Absolute Amazement - Accuracy/Recharge (46) Absolute Amazement - Chance for ToHit Debuff (46) Absolute Amazement - Stun/Recharge (48) Absolute Amazement - StunLevel 38: Overgrowth (A) Adjusted Targeting - To Hit Buff (48) Adjusted Targeting - To Hit Buff/Recharge (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge (50) Adjusted Targeting - Recharge (50) Adjusted Targeting - Endurance/RechargeLevel 41: Conserve Power (A) Recharge Reduction IOLevel 44: Temp Invulnerability (A) Steadfast Protection - Knockback ProtectionLevel 47: Power Boost (A) Recharge Reduction IO (50) Recharge Reduction IOLevel 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 1: Brawl (A) EmptyLevel 1: Containment Level 1: Sprint
IUIXIUI Posted February 27 Author Posted February 27 Anyone have any constructive feedback to improve it?
Wimbochismo Posted March 2 Posted March 2 Whoops! Looks like your post kept getting buried but I remembered seeing it. This forum is movin' and groovin'. Hopefully you're still enjoying the character. There's a couple of aspects to talk about here. You'd like to avoid mez and there's a few ways to do this. Some low hanging fruit are powers such as Rune of Protection and several Incarnate powers at the high end. If you can't fit those into your build, there is also ranged defense. If ranged powers aren't hitting you in the first place, ranged mezzes won't hit you either. Also, diligent use of Control powers to lock down enemies etc. Next up is recharge. Unfortunately it is almost impossible to get Wild Bastion and Overgrowth 100% perma without going after unreasonable amounts of recharge. This will end up causing you to make sacrifices in other aspects of your build for minimal gain. Fortunately you can still get them down to ~5s off without fighting for every second. It's also not life or death to get them perma'd. On the other hand, Wild Growth is easy to make perma and is more important for the resists. Right now your build basically has no defense and low resistances. Even if you have access to heals and try to stay back, in harder content where your controls might not be effective you're going to be taking crippling hits. Advice breakdown: Cut back on the recharge and boost ranged defense. You can probably get to around ~5s off perma Hasten and then use an Alpha Incarnate that boosts recharge to get over perma Hasten. You'd have to pick up defense toggles and drop some other powers to go this route. Beef up your resistance toggles and Wild Growth for resistance. Nature boosts resistance well and you should try to take advantage. Salt Crystals is skippable. Sleeps are weak cc and its only addition is -def. Quicksand is skippable but nice to have. It's autohit which can help for some enemies. Entangling Aura is very nice on Controller's unless you can't stand it. The hold stacks with itself and gives you good survivability. Entangling Aura + Fossilize should hold most melee attackers. I'll attach a build with my idea's for reference. It has about ~5s off perma Hasten, with Agility Core it's over perma Hasten. Wild Growth will be perma with or without Agility. Ranged defense is 41.8, s/l resistance 75, other resistances are at a better baseline. I tried to keep all of your powers with a few exclusions. This is a no dmg build and Stone Cages is typically used to setup Containment, so it is skipped here. Quicksand and Salt Crystals were also dropped. If you hate Entangling Aura you could drop it for Quicksand. Controller (Earth Control - Nature Affinity).mbd
Doomguide2005 Posted March 3 Posted March 3 Have to get the builds on my computer to get a good look. Leveling one right now, they're about 30th as recall
Uun Posted March 3 Posted March 3 Slot Wild Growth to max resist first, then slot for healing. I typically slot 3-4 pieces of a resist set and 2-3 pieces of a healing set. While the set bonuses are nice, Quicksand doesn't need more than a recharge or slow in the base slot. Earthquake is fine with 2x recharge IOs. YMMV, but I'm not impressed with Lifegiving Spores. Skippable in my book. Spirit Ward is completely unnecessary, especially if you're not going for Rune of Protection (which would give you some mezz protection). Drop Salt Crystals. Take Animate Stone. Very sturdy and will take aggro off you (all its attacks taunt). Take Entangling Aura. Very effective and doesn't need more than 2-3 end/hold IOs. Uuniverse
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