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Posted

 So first I guess I should start with build goals: 
 

Maximize damage and control and recharge.

Have enough defense and resist or soft controls to not face plant like a wet noodle. 

Be able to exemp down to content and still be effective

 

Right now I am level 31 and I just respecced once to drop Hurricane, and I don't know if I'm not understanding the flow of the powers I should be using or maybe I need to spread my slots out more? 

So thoughts, I skipped Snow Storm and 02 boost as to me they were the easily skippable Storm powers. It hurt my soul but I left Cinders behind because I just didn't have room for it. I skipped Hurricane because with Hot Feet and Steamy Mist and Hurricane I was actively draining my end, and I know that's not viable. I don't want to have to completely rely on getting to 50 and getting an Incarnate just to feel like I can play the character without dying to end loss, which is close as it is. 

So please help! WIth build advice, tactics, whatever I'm missing. I feel like, even though I've played him 30 levels, I'm not understanding what to throw out when. While on the flip side, I was much more confident in my Dark/Dark controller for some reason. 

Here's my build from Mids that I kind of pieced together from other forum posts: 

 

Spoiler

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Posted

Dark/Dark is a very different beast than Fire/Storm.  For one, /Dark has an endurance management tool, while both Fire and Storm are extremely endurance heavy sets.

 

For endurance, I recommend panacea/miracle/numina's uniques in health by 27 with a performance shifter proc and a generic or performance shifter end mod in stamina.

 

I would start Hot Feet with an accuracy and then 2 end redux.  Tornado and Lightning Storm also need some good end redux slotted.

 

It hurts me to say this, but you can't spam Fire Cages.

 

I've always loved the idea of Fire/Storm, and I made one on live several times, but never got very far, mostly because of endurance issues.

What this team needs is more Defenders

Posted (edited)
11 hours ago, mortambo said:

 So first I guess I should start with build goals: 
 

Maximize damage and control and recharge.

Have enough defense and resist or soft controls to not face plant like a wet noodle. 

Be able to exemp down to content and still be effective

 

Right now I am level 31 and I just respecced once to drop Hurricane, and I don't know if I'm not understanding the flow of the powers I should be using or maybe I need to spread my slots out more? 

So thoughts, I skipped Snow Storm and 02 boost as to me they were the easily skippable Storm powers. It hurt my soul but I left Cinders behind because I just didn't have room for it. I skipped Hurricane because with Hot Feet and Steamy Mist and Hurricane I was actively draining my end, and I know that's not viable. I don't want to have to completely rely on getting to 50 and getting an Incarnate just to feel like I can play the character without dying to end loss, which is close as it is. 

So please help! WIth build advice, tactics, whatever I'm missing. I feel like, even though I've played him 30 levels, I'm not understanding what to throw out when. While on the flip side, I was much more confident in my Dark/Dark controller for some reason. 

Here's my build from Mids that I kind of pieced together from other forum posts: 

 

  Reveal hidden contents

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I've been playing this combo a lot lately and enjoying it more than my other fire trollers /dark /kin /rad /poison /time. But its a serious end hog. Hotfeet is the source of all my endurance issues. I was originally running with 45% ranged def and 75% s/l res but it was boring and i never used hurricane, but i did find myself using snowstorm a lot especially during halloween to drop those annoying flyers to the floor and keep mobs tightly bunched when they were trying to run from tornado. But i respecced out of the build to fit sorcery in and make it more fun so both powers went along with leadership. And i still have endurance issues. I've already been to the P2W vendor twice and stocked up to max on recovery serums.

 

Before i made the build i had a look through the forums. I'll toss on the ones i found as i have no idea what pages they were on and a few i made myself (and played) before i moved to the current build which i'm still working on. I went for psi mastery for indom will and rune which let me take musculature and ageless and never have to worry about mez or endurance at 50. 

 

My advice while levelling, get sorcery as soon as you can for arcane bolt and enflame, hit the mobs with flashfire-fire cages-freezing rain/bonfire (whichever is up) target the boss with char/enflame/arcane bolt and rely on recovery serums and blue insps. Hot feet will drain you faster than anything else but you want to be standing in the centre of the mob running it.

 

Its one of the laziest toons i ever played (i suspect thats why i love it) I just hit flashfire/cages/a macro for FR/bonfire/psi nado/enflame/tornado/lightning storm and just stand there and watch the mobs evaporate.

 

I have had issues with specific mobs when exempting down for first ward/night ward content where debuffs are hitting me hard, had a few deaths and a few moments of just running away to recover but i suspect thats more down to me running a high rep than the builds.  

 

@Nemu and @Argentaeare the only 2 i could remember and i have no idea how old they are. 

 

 

Controller (Fire Control - Storm Summoning).mbd FIRE STORM NEMU - Controller (Fire Control - Storm Summoning).mbd FIRE STORM ARGENTAE - Controller (Fire Control - Storm Summoning).mbd FIRE STORM - Controller (Fire Control - Storm Summoning).mbd FIRE STORM 2 - Controller (Fire Control - Storm Summoning).mbd FIRE STORM SORCERY - Controller (Fire Control - Storm Summoning).mbd

Edited by Meknomancer
  • Like 1
Posted
17 hours ago, mortambo said:

Maximize damage and control and recharge.

Have enough defense and resist or soft controls to not face plant like a wet noodle. 

 

Your goals are very similar to mine! I revamped my fire/storm a while back, and spruced it up a bit more for this thread. Pure softcap builds are very smooth to drive, but I like to leave some room to rely on my controls, and use that extra freedom to squeeze in resists and proc damage.

 

My focuses:

  • Maximize damage by all means - focus on procs where there is good return.
  • High recharge.
  • Avoid relying on Ageless for an endurance crutch. Actually pretty tough on this very thirsty combo!
  • High baseline resists across the board.

 

Secondary goals:

  • Slow resist where I can get it.
  • Easy ranged defense bonuses. Not softcap, but enough to make an impact, easily stack to softcap with buffs/candy, and effectively floor hit chances when using hurricane.

 

Note that I have all powers with Force feedback toggled off for procs to reflect more accurate recharge totals. I have both Rune and indom will. This makes you less reliant on perma indom, though it is still perma for the most part as long as a FFback fires here and there. If you forget to pop it, you have rune to save you. Rune of course makes a great resist steroid regardless.

 

Typical engage:

  • Flashfire to open.
  • Fly in with hotfeet on, hit bonfire, cages.
  • Drop my pets and start blastin. Resummon pets on cooldown.
  • Try to remember to refresh indom will. Pop Rune when I think it's going to be dicey.
  • Cinders is super fast to animate, and a great backup control if things get out of hand.
  • If it all goes to hell, spam cages and circle around with hurricane on.

 

No -KD in LS, so a quick hop above to the spawn to pop it, or position it as a goalie in a direction I want to keep mobs out of. Gale is a nice control with -KD at lower levels of course, but I don't have the time to spam it at higher levels, and find more utility from it as an occasional "get over there" button without -KD. Imps die but who cares - resummon when the chaos calms.

 

Hurricane is not an always tool, but really useful solo, and a third backup plan on teams or at lower levels when fewer tools are available. I'd definitely drop at least thunder clap in favor of it. Thunder Clap has a very long animation for its low mag, and there are always better things to be doing that mitigate more and/or actually do damage.

 

The biggest issue I see with your current build is end consumption. Even if you toggle Mystic flight off, you are still sucking wind hardcore. Your overall slotting is reasonable, but fighting+leadership is pretty brutal on top of the expensive attacks. I don't take fighting on my controllers much these days unless they have substantial in-set endurance support. Even then, you have plenty of other tools to keep you alive more efficiently.

 

For some reason I can't attach files to the thread right now.

 

Here's the chunk for my build:

Spoiler

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Text:

Spoiler

Hero Controller
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Fire Control
  • Secondary powerset: Storm Summoning
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Flight
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Sorcery
  • Epic powerset: Psionic Mastery

──────────────────────────────

Powers taken:

Level 1: Char

  • A: Gladiator's Javelin: Accuracy/Damage
  • 37: Gladiator's Javelin: Chance of Damage(Toxic)
  • 40: Neuronic Shutdown: Chance of Damage(Psionic)
  • 40: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 40: Gladiator's Net: Chance of Damage(Lethal)
  • 42: Unbreakable Constraint: Chance for Smashing Damage

Level 1: Gale

  • A: Invention: Accuracy

Level 2: Fire Cages

  • A: Superior Overpowering Presence: Accuracy/Control Duration/Endurance
  • 3: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime
  • 3: Superior Overpowering Presence: Accuracy/Control Duration
  • 7: Superior Overpowering Presence: RechargeTime/Energy Font

Level 4: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 5: Kismet: Accuracy +6%
  • 5: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 6: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 8: Hot Feet

  • A: Armageddon: Damage
  • 9: Armageddon: Damage/Recharge/Accuracy
  • 9: Armageddon: Recharge/Accuracy
  • 21: Armageddon: Damage/Endurance
  • 23: Armageddon: Chance for Fire Damage
  • 37: Invention: Endurance Reduction

Level 10: Steamy Mist

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Reactive Defenses: Scaling Resist Damage
  • 11: Reactive Defenses: Defense
  • 19: Titanium Coating: Resistance/Endurance
  • 21: Titanium Coating: Resistance

Level 12: Flashfire

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

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 15: Invention: Recharge Reduction

Level 16: Freezing Rain

  • A: Superior Frozen Blast: Accuracy/Damage/Recharge
  • 17: Superior Frozen Blast: Recharge/Chance for Immobilize

Level 18: Mystic Flight

  • A: Winter's Gift: Slow Resistance (20%)

Level 20: Hurricane

  • A: Enzyme Exposure

Level 22: Bonfire

  • A: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 23: Force Feedback: Chance for +Recharge

Level 24: Cinders

  • A: Unbreakable Constraint: Hold/Recharge
  • 25: Unbreakable Constraint: Hold/Recharge/Accuracy
  • 25: Unbreakable Constraint: Recharge/Accuracy
  • 36: Unbreakable Constraint: Hold/Endurance
  • 36: Unbreakable Constraint: Hold

Level 26: Fire Imps

  • A: Expedient Reinforcement: Accuracy/Recharge
  • 27: Expedient Reinforcement: Accuracy/Damage
  • 27: Expedient Reinforcement: Damage/Endurance
  • 34: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 34: Expedient Reinforcement: Endurance/Damage/Recharge
  • 36: Expedient Reinforcement: Resist Bonus Aura for Pets

Level 28: Tornado

  • A: Soulbound Allegiance: Damage
  • 29: Soulbound Allegiance: Damage/Endurance
  • 29: Soulbound Allegiance: Chance for Build Up
  • 33: Sudden Acceleration: Knockback to Knockdown
  • 34: Force Feedback: Chance for +Recharge

Level 30: Lightning Storm

  • A: Apocalypse: Damage/Recharge
  • 31: Apocalypse: Damage/Recharge/Accuracy
  • 31: Apocalypse: Recharge/Accuracy
  • 31: Apocalypse: Damage/Endurance
  • 33: Apocalypse: Chance of Damage(Negative)
  • 33: Gladiator's Javelin: Chance of Damage(Toxic)

Level 32: Spirit Ward

  • A: Preventive Medicine: Chance for +Absorb

Level 35: Rune of Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 37: Steadfast Protection: Knockback Protection

Level 38: Mental Blast

  • A: Superior Winter's Bite: Accuracy/Damage
  • 39: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 39: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • 39: Gladiator's Javelin: Chance of Damage(Toxic)

Level 41: Mind Over Body

  • A: Gladiator's Armor: End/Resist
  • 42: Gladiator's Armor: Resistance
  • 42: Gladiator's Armor: TP Protection +3% Def (All)

Level 44: Psionic Tornado

  • A: Superior Frozen Blast: Accuracy/Damage
  • 45: Superior Frozen Blast: Damage/Endurance
  • 45: Positron's Blast: Chance of Damage(Energy)
  • 45: Bombardment: Chance for Fire Damage
  • 46: Explosive Strike: Chance for Smashing Damage
  • 46: Force Feedback: Chance for +Recharge

Level 47: Indomitable Will

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Invention: Recharge Reduction
  • 48: Invention: Recharge Reduction

Level 49: World of Confusion

  • A: Coercive Persuasion : Confused
  • A: Coercive Persuasion : Confused/Recharge
  • 51: Coercive Persuasion : Confused/Recharge/Accuracy
  • 51: Coercive Persuasion : Recharge/Accuracy
  • 51: Coercive Persuasion : Confused/Endurance
  • 51: Coercive Persuasion : Contagious Confusion


──────────────────────────────

Inherents:

Level 1: Containment


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 7: Miracle: +Recovery
  • 43: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 43: Performance Shifter: EndMod
  • 43: Invention: Endurance Modification

Level 18: Translocation


 

 

  • Like 2
Posted
28 minutes ago, Onlyasandwich said:

 

Your goals are very similar to mine! I revamped my fire/storm a while back, and spruced it up a bit more for this thread. Pure softcap builds are very smooth to drive, but I like to leave some room to rely on my controls, and use that extra freedom to squeeze in resists and proc damage.

 

My focuses:

  • Maximize damage by all means - focus on procs where there is good return.
  • High recharge.
  • Avoid relying on Ageless for an endurance crutch. Actually pretty tough on this very thirsty combo!
  • High baseline resists across the board.

 

Secondary goals:

  • Slow resist where I can get it.
  • Easy ranged defense bonuses. Not softcap, but enough to make an impact, easily stack to softcap with buffs/candy, and effectively floor hit chances when using hurricane.

 

Note that I have all powers with Force feedback toggled off for procs to reflect more accurate recharge totals. I have both Rune and indom will. This makes you less reliant on perma indom, though it is still perma for the most part as long as a FFback fires here and there. If you forget to pop it, you have rune to save you. Rune of course makes a great resist steroid regardless.

 

Typical engage:

  • Flashfire to open.
  • Fly in with hotfeet on, hit bonfire, cages.
  • Drop my pets and start blastin. Resummon pets on cooldown.
  • Try to remember to refresh indom will. Pop Rune when I think it's going to be dicey.
  • Cinders is super fast to animate, and a great backup control if things get out of hand.
  • If it all goes to hell, spam cages and circle around with hurricane on.

 

No -KD in LS, so a quick hop above to the spawn to pop it, or position it as a goalie in a direction I want to keep mobs out of. Gale is a nice control with -KD at lower levels of course, but I don't have the time to spam it at higher levels, and find more utility from it as an occasional "get over there" button without -KD. Imps die but who cares - resummon when the chaos calms.

 

Hurricane is not an always tool, but really useful solo, and a third backup plan on teams or at lower levels when fewer tools are available. I'd definitely drop at least thunder clap in favor of it. Thunder Clap has a very long animation for its low mag, and there are always better things to be doing that mitigate more and/or actually do damage.

 

The biggest issue I see with your current build is end consumption. Even if you toggle Mystic flight off, you are still sucking wind hardcore. Your overall slotting is reasonable, but fighting+leadership is pretty brutal on top of the expensive attacks. I don't take fighting on my controllers much these days unless they have substantial in-set endurance support. Even then, you have plenty of other tools to keep you alive more efficiently.

 

For some reason I can't attach files to the thread right now.

 

Here's the chunk for my build:

  Hide contents

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Text:

  Reveal hidden contents

Hero Controller
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Fire Control
  • Secondary powerset: Storm Summoning
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Flight
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Sorcery
  • Epic powerset: Psionic Mastery

 

──────────────────────────────

Powers taken:

Level 1: Char

  • A: Gladiator's Javelin: Accuracy/Damage
  • 37: Gladiator's Javelin: Chance of Damage(Toxic)
  • 40: Neuronic Shutdown: Chance of Damage(Psionic)
  • 40: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 40: Gladiator's Net: Chance of Damage(Lethal)
  • 42: Unbreakable Constraint: Chance for Smashing Damage

 

Level 1: Gale

  • A: Invention: Accuracy

 

Level 2: Fire Cages

  • A: Superior Overpowering Presence: Accuracy/Control Duration/Endurance
  • 3: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime
  • 3: Superior Overpowering Presence: Accuracy/Control Duration
  • 7: Superior Overpowering Presence: RechargeTime/Energy Font

 

Level 4: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 5: Kismet: Accuracy +6%
  • 5: Shield Wall: +Res (Teleportation), +5% Res (All)

 

Level 6: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

 

Level 8: Hot Feet

  • A: Armageddon: Damage
  • 9: Armageddon: Damage/Recharge/Accuracy
  • 9: Armageddon: Recharge/Accuracy
  • 21: Armageddon: Damage/Endurance
  • 23: Armageddon: Chance for Fire Damage
  • 37: Invention: Endurance Reduction

 

Level 10: Steamy Mist

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Reactive Defenses: Scaling Resist Damage
  • 11: Reactive Defenses: Defense
  • 19: Titanium Coating: Resistance/Endurance
  • 21: Titanium Coating: Resistance

 

Level 12: Flashfire

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

 

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 15: Invention: Recharge Reduction

 

Level 16: Freezing Rain

  • A: Superior Frozen Blast: Accuracy/Damage/Recharge
  • 17: Superior Frozen Blast: Recharge/Chance for Immobilize

 

Level 18: Mystic Flight

  • A: Winter's Gift: Slow Resistance (20%)

 

Level 20: Hurricane

  • A: Enzyme Exposure

 

Level 22: Bonfire

  • A: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 23: Force Feedback: Chance for +Recharge

 

Level 24: Cinders

  • A: Unbreakable Constraint: Hold/Recharge
  • 25: Unbreakable Constraint: Hold/Recharge/Accuracy
  • 25: Unbreakable Constraint: Recharge/Accuracy
  • 36: Unbreakable Constraint: Hold/Endurance
  • 36: Unbreakable Constraint: Hold

 

Level 26: Fire Imps

  • A: Expedient Reinforcement: Accuracy/Recharge
  • 27: Expedient Reinforcement: Accuracy/Damage
  • 27: Expedient Reinforcement: Damage/Endurance
  • 34: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 34: Expedient Reinforcement: Endurance/Damage/Recharge
  • 36: Expedient Reinforcement: Resist Bonus Aura for Pets

 

Level 28: Tornado

  • A: Soulbound Allegiance: Damage
  • 29: Soulbound Allegiance: Damage/Endurance
  • 29: Soulbound Allegiance: Chance for Build Up
  • 33: Sudden Acceleration: Knockback to Knockdown
  • 34: Force Feedback: Chance for +Recharge

 

Level 30: Lightning Storm

  • A: Apocalypse: Damage/Recharge
  • 31: Apocalypse: Damage/Recharge/Accuracy
  • 31: Apocalypse: Recharge/Accuracy
  • 31: Apocalypse: Damage/Endurance
  • 33: Apocalypse: Chance of Damage(Negative)
  • 33: Gladiator's Javelin: Chance of Damage(Toxic)

 

Level 32: Spirit Ward

  • A: Preventive Medicine: Chance for +Absorb

 

Level 35: Rune of Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 37: Steadfast Protection: Knockback Protection

 

Level 38: Mental Blast

  • A: Superior Winter's Bite: Accuracy/Damage
  • 39: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 39: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • 39: Gladiator's Javelin: Chance of Damage(Toxic)

 

Level 41: Mind Over Body

  • A: Gladiator's Armor: End/Resist
  • 42: Gladiator's Armor: Resistance
  • 42: Gladiator's Armor: TP Protection +3% Def (All)

 

Level 44: Psionic Tornado

  • A: Superior Frozen Blast: Accuracy/Damage
  • 45: Superior Frozen Blast: Damage/Endurance
  • 45: Positron's Blast: Chance of Damage(Energy)
  • 45: Bombardment: Chance for Fire Damage
  • 46: Explosive Strike: Chance for Smashing Damage
  • 46: Force Feedback: Chance for +Recharge

 

Level 47: Indomitable Will

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Invention: Recharge Reduction
  • 48: Invention: Recharge Reduction

 

Level 49: World of Confusion

  • A: Coercive Persuasion : Confused
  • A: Coercive Persuasion : Confused/Recharge
  • 51: Coercive Persuasion : Confused/Recharge/Accuracy
  • 51: Coercive Persuasion : Recharge/Accuracy
  • 51: Coercive Persuasion : Confused/Endurance
  • 51: Coercive Persuasion : Contagious Confusion

 


──────────────────────────────

Inherents:

Level 1: Containment


Level 1: Brawl

  • (Empty)

 

Level 1: Sprint

  • (Empty)

 

Level 2: Rest

  • (Empty)

 

Level 1: Swift

  • (Empty)

 

Level 1: Hurdle

  • (Empty)

 

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 7: Miracle: +Recovery
  • 43: Numina's Convalesence: +Regeneration/+Recovery

 

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 43: Performance Shifter: EndMod
  • 43: Invention: Endurance Modification

 

Level 18: Translocation


 

 

 

FIRE STORM ONLYASANDWICH - Controller (Fire Control - Storm Summoning).mbd

  • Like 2
Posted

I've had a Fire/Storm controller for some time on HC, and for a very long time he was making use of Leviathan for the water spout and coralax pet. 

 

I have recently swapped to earth mastery and not really noticed much difference in clear speeds or general safety so I guess its purely just a different playstyle accent on the same concept. 

 

I picked up TP in this current spec but I did used to have sorcery and proc-enflame to put on bosses etc. 

 

This is my current build!

 

image.png.543cc11f2894ff12d44edfb2caca3c5d.pngimage.png.816a601aaa566f65787ad4b7261003f6.pngimage.png.0a1797557e9d35ec8a0acf1f41739396.png

image.png.e53fcc2cf21481d9ff7c1033d01b67cd.png

image.thumb.png.32c323ce296e43958aeab32a31ed8e9f.png

image.png.5e641219aa2460ed2061a662de1fe751.png

 

Ral the Thunder Mage - Controller (Fire Control - Storm Summoning) Stone.mbd

@Black Assassin - Torchbearer

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