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An Earth/Storm build looking for improvement


Avilister

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Despite people talking quite a bit about how they love their Earth/Storm controllers, I couldn't find many threads on the topic. Instead I cannibalized information from Earth/ and /Storm threads, as well as some more general stuff about controllers in general. The end result follows. Please, do tell me if there are ways it can be improved. In general, this build doesn't use purple sets, as that's currently significantly out of my budget. If it were to, I'd certainly switch out the Stone Cages set for 5-part Gravitational Anchor with the Chance of a Hold. I'd probably also trade out the Lightning Storm set for Apocalypse. KB->KD enhancements have been placed in Gale, Hurricane, Tornado, and Lightning Storm in an effort to make them more team-friendly and not scatter enemies everywhere. This should, I hope, make it easier to Hurdicane enemies back into ground-placed control effects. Character is currently level 44 and has no sets actually installed yet (except a KB->KD in Tornado, which is working wonderfully).

 

Build also has some endurance problems in its pre-set-IO state. I'm hoping sets alleviate some of that. Any suggestions on incarnate slotting would be greatly appreciated, as I've never actually gotten a character into the incarnate system so far (I didn't have Going Rogue back in the day).

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Fossilize -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5)
Level 1: Gale -- SuddAcc-KB/Acc(A), SuddAcc--KB/+KD(17)
Level 2: Stone Cages -- EnfOpr-Acc/EndRdx(A), EnfOpr-EndRdx/Immob(7), EnfOpr-Acc/Rchg(7), EnfOpr-Acc/Immob/Rchg(9), EnfOpr-Acc/Immob(13)
Level 4: O2 Boost -- Heal-I(A)
Level 6: Quicksand -- TmpRdn-EndRdx/Rchg/Slow(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(11), StdPrt-ResDam/Def+(11)
Level 12: Stalagmites -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprWiloft-EndRdx/Rchg(15), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40)
Level 14: Mystic Flight -- WntGif-RunSpd/Jump/Fly/Rng(A)
Level 16: Freezing Rain -- AchHee-DefDeb(A), AchHee-DefDeb/Rchg(21), AchHee-ResDeb%(50), Ann-ResDeb%(50)
Level 18: Earthquake -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(19), DarWtcDsp-ToHitdeb/Rchg/EndRdx(19), DarWtcDsp-Rchg/EndRdx(21), FrcFdb-Rechg%(42), AchHee-ResDeb%(50)
Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(23), DarWtcDsp-Rchg/EndRdx(23), DarWtcDsp-ToHitDeb/EndRdx(25), SuddAcc--KB/+KD(46)
Level 22: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(34), RedFrt-Def(34), RedFrt-EndRdx(37), LucoftheG-Def/Rchg+(37)
Level 24: Tactics -- AdjTrg-ToHit/EndRdx(A)
Level 26: Volcanic Gasses -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Rchg/Hold(27), BslGaz-Acc/Rchg(31), Lck-%Hold(34)
Level 28: Thunder Clap -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Rchg/Energy Font(29), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31)
Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 32: Animate Stone -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Rchg(33)
Level 35: Tornado -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-EndRdx/Dmg/Rchg(36), SuddAcc--KB/+KD(37)
Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40), SuddAcc--KB/+KD(40)
Level 41: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(42), EffAdp-EndMod/Acc/Rchg(42), EffAdp-Acc/Rchg(43), EffAdp-EndMod/Acc(43), EffAdp-EndMod/EndRdx(43)
Level 44: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Charged Armor -- GldArm-ResDam(A), GldArm-Res/Rech/End(48), GldArm-End/Res(48), GldArm-3defTpProc(48)
Level 49: Vengeance -- LucoftheG-Def/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 -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17)
------------

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Level 1: Fossilize -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5)

This is fine, but if you want to solo, I would put 2 IOs in here for Acc/Dam/End, and use the last 4 slots for damage Procs.

Also, if you want to fight AVs (especially solo, and I can attest that this combination can solo AVs), you will want Stone Prison.

 

Level 2: Stone Cages -- EnfOpr-Acc/EndRdx(A), EnfOpr-EndRdx/Immob(7), EnfOpr-Acc/Rchg(7), EnfOpr-Acc/Immob/Rchg(9), EnfOpr-Acc/Immob(13)

Never slot the AoE Immobs for Immobilize unless you really have a specific purpose. They recharge fast enough that you can easily make them permanent on higher level Bosses. Instead, I like the Energy Font IO in here, two Acc/End IOs since the power is endurance-hungry, and then if I have available slots, some damage Procs (but they're not extremely important)

 

Level 16: Freezing Rain -- AchHee-DefDeb(A), AchHee-DefDeb/Rchg(21), AchHee-ResDeb%(50), Ann-ResDeb%(50)

I don't thnk that the set bonuses for Achilles Heel are worth 3-slotting it. The -Res IO is fine, but then I'd go with a pair of Recharge/Endurance from the Def Debuff sets. Also, I would never slot any DefDebuff enhancing into an Earth/Storm... Earth puts out a lot of -Def, and Storm puts out a lot of -Def, so that 80% of it is wasted anyhow. Increasing the debuff % won't really do anything when you've already debuffed everyone to -50%.

 

Level 32: Animate Stone -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Rchg(33)

Get the two +Resist IOs and put them into Animate Stone as the first two options. Stoney depends on high Resistance to tank things, and boosting it can get him to very high numbers.

 

Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40), SuddAcc--KB/+KD(40)

Your AoE Immob already converts KB to KD... I think that it's not as important to get an inherent KB to KD conversion into the power as getting more damage, and so I would either put something else in here with more Recharge/Endurance enhancing, or a damage Proc.

 

Regarding Endurance issues: Storm is an Endurance-hungry set, largely because with good Recharge you can put out LS, Tornado, and FR pretty often, and they are all expensive click powers... you really need to put more EndRed in these 3 powers if you can help it. I see that Tornado has room for a Dam/End/Rech IO (or even just an End/Rech), and FR needs several IOs with End Red and Recharge in it. Lighting Storm is harder, since you want the 5-slot bonuses, and the last slot is probably better used for a special IO.

 

 

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RE: The AoE Immob, I wasn't entirely comfortable slotting it that much, I admit. Mostly, I was pursuing +recharge set bonuses (though I'm far enough over perma-hasten that maybe I don't need quite so many). That said, I also don't really want to always be using it since it will frequently prevent knockdown from Earthquake and Freezing Rain. As I've been leveling a common tactic is to alternate groups: knockdown stuff on one, and then while that's recharging stun/immob on the next group, the aoe hold the next, then loop back as stuff comes off cooldown. That said, once I have a bunch of set bonuses in, I imagine that tactic will change.

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4 hours ago, Avilister said:

That said, I also don't really want to always be using it since it will frequently prevent knockdown from Earthquake and Freezing Rain.

 

Heh, heh. On Homecoming, they changed those Controller AoE Immobilizes that were blocking knockdowns... now they are GREAT, because not only do they allow KnockDOWN, but they convert KnockDOWN to KnockBACK. For the entire team, too, not just for you. You will want to be spamming that power, and that's why I like to slot the ATO IO that summons the Orb, since you're going to summon it a lot if you're spamming the AoE Immob. But, due to Endurance issues, that's why I like to slot it with Accuracy and Endurance Reduction, not damage.

 

Basically, especially the Earth, Ice, and Dark versions, which all have useful debuffs, are great AoE Immob powers to spam now. The only reason against it is that they recharge fast, animate reasonably quick in most cases, but cost a lot of Endurance... so they do hurt with Endurance management. A lot.

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Hum that's interesting... I'll have to shuffle some slotting around and see where it lands.  Currently I have that set over on thunderclap just because I'd be able to use it reasonably frequently without messing anything up, but given what you've said, it probably is worth moving.

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On 8/11/2019 at 8:34 PM, Coyote said:

 

Heh, heh. On Homecoming, they changed those Controller AoE Immobilizes that were blocking knockdowns... now they are GREAT, because not only do they allow KnockDOWN, but they convert KnockDOWN to KnockBACK.

I believe you mean kockBACK to knockDOWN =]

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Here's what I built. I haven't tested this yet, so I am still uncertain on the value of some of my slotting decisions, namely:

  • Six slotting the ATO in Volcanic Gases. I think the Lockdown proc may be a better choice here, but I wanted the six piece bonus and this is where it ended up
  • Same story for Stone Cages. I like the use of it for energy font, but I also want the six piece bonus. This leaves me unable to proc it for damage, which I think I can live with.
  • Arcane Bolt - I think this is more useful leveling up than it would be in this final build, and that Fossilize and Stone Prison can probably take care of my ST needs, but it's easier to remove than to add so I put it in and if I decide I don't need it I'll have some room in the build to play with later on.
  • Animate Stone - I wanted to get some of the pet auras to make it tankier, but slots are very tight in the build.
  • Thunder Clap - I picked this up for stacking with Stalagmites to lock bosses down, but I'm not sure how valuable it will be in practice.
  • Quicksand - I'm not sure how valuable this power with this slotting will be.
  • Freezing Rain - I haven't tested yet how well the procs do here.
  • Epic pool: Scorpion Shield is great, but I would love to be able to pick up Water Spout instead for the maximum of cataclysmic destruction.

 

But it does hit some of my goals, including decent defense and recharge, and realizing some of the proc potential of the sets.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Fossilize -- GhsWdwEmb-Acc/EndRdx(A), NrnSht-Acc/EndRdx(5), GhsWdwEmb-Dam%(7), NrnSht-Dam%(7), UnbCns-Dam%(9), GldNet-Dam%(11)
Level 1: Gale -- Acc-I(A), FrcFdb-Rechg%(9), Range-I(11)
Level 2: Stone Prison -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(13), Dcm-Dmg/Rchg(13), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(15)
Level 4: Stone Cages -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprOvrPrs-EndRdx/Rchg(17), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(48), SprOvrPrs-Rchg/Energy Font(50)
Level 6: Quicksand -- ImpSwf-Dam%(A)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(21), Rct-ResDam%(50)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), LucoftheG-Def(23), UnbGrd-Max HP%(23), StdPrt-ResDam/Def+(25), GldArm-3defTpProc(25)
Level 12: Arcane Bolt -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(29), Apc-Dam%(29)
Level 14: Stalagmites -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(31), AbsAmz-Acc/Rchg(31), AbsAmz-EndRdx/Stun(33), AbsAmz-ToHitDeb%(37)
Level 16: Freezing Rain -- Ann-ResDeb%(A), AchHee-ResDeb%(31), TchofLadG-%Dam(33)
Level 18: Earthquake -- AchHee-ResDeb%(A)
Level 20: Hurricane -- HO:Enzym(A)
Level 22: Tactics -- HO:Cyto(A)
Level 24: Boxing -- Empty(A)
Level 26: Volcanic Gasses -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprWiloft-EndRdx/Rchg(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36), SprWiloft-Rchg/Dmg%(50)
Level 28: Thunder Clap -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(33), Stp-Acc/EndRdx(36), Stp-Stun/Rng(37), Stp-Acc/Stun/Rchg(37)
Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(39), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(39), StdPrt-ResKB(42)
Level 32: Animate Stone -- OvrFrc-Dam/KB(A), SlbAll-Acc/Rchg(34), SlbAll-Dmg(40), SlbAll-Build%(40)
Level 35: Tornado -- SlbAll-Dmg/Rchg(A), SlbAll-Dmg/EndRdx(42), SlbAll-Acc/Dmg/Rchg(42), SuddAcc--KB/+KD(43), FrcFdb-Rechg%(43)
Level 38: Lightning Storm -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), GldJvl-Dam%(40), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(45), SuddAcc--KB/+KD(45), FrcFdb-Rechg%(45)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(46)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(48)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Vengeance -- LucoftheG-Def/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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5)
------------

 

Scrap

 

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Here's an update to my build. I have incorporated some of Coyote's suggestions, but not all. I really like my KB->KD enhancements, for example, and for the time being plan to keep all 4 of them. Though Stone Cages can duplicate this, I am not in the habit of always throwing it down, and this also keeps targets it misses in large packs from being flung away by a big Gale or by Tornado. Watching lightning bolts from the storm throw people to the ground when they run into the area (from ambushes or from inadvertent pulls) is infinitely satisfying. I got to 50 last night, and though my Alpha is unlocked, I do not yet have the materials to slot it (perhaps tonight? We shall see). I'm currently very seriously looking at Intuition for the Alpha slot. The only differences between this build plan and what I actually have on live at the moment are that Stalagmites only has basic IOs (I'd like to put Stupefy in it rather than Rope-A-Dope, but most of the bonuses I already have 5 of in the build, particularly the +6.5% recharge - I plan to put Absolute Amazement in it more permanently when I can afford purples), and Lightning Storm is currently sporting 5part Devistation as a placeholder until I can afford Overwhelming Force either via Inf or Merits. I only just picked up the Energy Font ATO before logging out last night, so I'm eager to check out its performance in Stone Cages this evening. Maybe having it there will make me use it more and I can trade away from the KB->KD IOs and either move those slots or finish out sets or something. We'll see.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Fossilize -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5)
Level 1: Gale -- SuddAcc-KB/Acc(A), SuddAcc--KB/+KD(17)
Level 2: Stone Cages -- SprOvrPrs-Rchg/Energy Font(A), TraoftheH-Acc/EndRdx(7), EnfOpr-Acc/EndRdx(7)
Level 4: O2 Boost -- Heal-I(A)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(11), StdPrt-ResDam/Def+(11)
Level 12: Stalagmites -- RopADop-Acc/Rchg(A), RopADop-Acc/EndRdx(13), RopADop-Acc/Stun/Rchg(13), RopADop-EndRdx/Stun(15), RopADop-Acc/Stun(15)
Level 14: Mystic Flight -- WntGif-RunSpd/Jump/Fly/Rng(A)
Level 16: Freezing Rain -- TchofLadG-Rchg/EndRdx(A), UndDfn-Rchg/EndRdx(21), AchHee-ResDeb%(50), Ann-ResDeb%(50)
Level 18: Earthquake -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(19), DarWtcDsp-ToHitdeb/Rchg/EndRdx(19), DarWtcDsp-Rchg/EndRdx(21), FrcFdb-Rechg%(42), AchHee-ResDeb%(50)
Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(23), DarWtcDsp-Rchg/EndRdx(23), DarWtcDsp-ToHitDeb/EndRdx(25), SuddAcc--KB/+KD(46)
Level 22: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(34), RedFrt-Def(34), RedFrt-EndRdx(37), LucoftheG-Def/Rchg+(37)
Level 24: Tactics -- AdjTrg-ToHit/EndRdx(A)
Level 26: Volcanic Gasses -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Rchg/Hold(27), BslGaz-Acc/Rchg(31), Lck-%Hold(34)
Level 28: Thunder Clap -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(29), Stp-Acc/EndRdx(29), Stp-Stun/Rng(31), Stp-Acc/Stun/Rchg(31)
Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 32: Animate Stone -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(33), SvrRgh-PetResDam(40)
Level 35: Tornado -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-EndRdx/Dmg/Rchg(36), SuddAcc--KB/+KD(37)
Level 38: Lightning Storm -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(39), OvrFrc-Acc/Dmg/End(39), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End/Rech(40), OvrFrc-Dam/KB(40)
Level 41: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(42), EffAdp-EndMod/Acc/Rchg(42), EffAdp-Acc/Rchg(43), EffAdp-EndMod/Acc(43), EffAdp-EndMod/EndRdx(43)
Level 44: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46)
Level 47: Charged Armor -- GldArm-ResDam(A), GldArm-Res/Rech/End(48), GldArm-End/Res(48), GldArm-3defTpProc(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Dmg-I(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- EndRdx-I(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 -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17)
------------

 

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|-------------------------------------------------------------------|

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