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Posted (edited)

Does anyone have a solid Earth/Storm build? I searched on the forums and reddit but all i found were 2 unfinished test builds with 0 defenses and random enhancements + no incarnates :/

Edited by s3ri0us
Posted

Here are two builds. I'm using the first currently. It has less defense, but I've found that in general this isn't a huge problem due to the -ToHit on Earthquake and, in a pinch, hurricane. I'm using a lot of KB->KD IOs that may not be necessary if you're using Earth Cages a lot. I'm starting to use it more since I got the ATO in it. That said, it really helps Tornado and Gale in particular, as you can use Gale as an "oh crap, knock those dudes down". Grant Invisibility is mostly a LOTG mule, but it can help stealth other players through things using Steamy Mist in a pinch, as long as they can stay close (I don't really do this often). Without the KB->KD IOs I'd probably stick a damage proc in Lightning Storm. That said, this keeps it from flinging people around if Stone Cages misses someone or adds join the fight and I haven't locked them down yet.

 

The second build I put together to try to maximize defense a bit more because of someone critiquing my relatively low defense. Note that this only proved to be a problem on missions where we were trying to stealth through and something with +Perception actually managed to see through it. If we actually bother to stop and fight, all the -ToHit and Knockdown tend to keep me relatively safe (I was able to solo the two Elite Bosses at the end of the Mender Ramiel arc without too much problem, for example). I provide the build anyway, because people are obsessed with defense stacking, even in the face of other effects (like control, and I stress that as an Earth Controller, you've got a lot of this) and debuffs (which you also have a lot of as Earth/Storm).

 

Both builds are no-Purple, because I've got money to fund this much, but not THAT much.

 

Build 1 - Better Recharge, somewhat lower defense

Quote

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: Sprint -- Clr-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
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)
Level 50: Intuition Total Core Revamp 
Level 50: Banished Pantheon Ally 
Level 50: Reactive Core Interface 
Level 50: Ion Core Judgement 
Level 50: Support Genome 
------------

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and Build 2 (higher defense, somewhat less recharge)

Quote

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: Leadership
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Fossilize -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(27)
Level 1: Gale -- SuddAcc-KB/Acc(A), SuddAcc--KB/+KD(7)
Level 2: Stone Cages -- OvrPrs-Rchg/Energy Font(A), EnfOpr-Acc/EndRdx(3), TraoftheH-Acc/EndRdx(3)
Level 4: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(7)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hover -- Krm-ResKB(A), Ksm-ToHit+(9), LucoftheG-Def/Rchg+(9), Rct-ResDam%(11), ShlWal-ResDam/Re TP(11)
Level 10: Steamy Mist -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(15), RedFrt-Def(15), RedFrt-EndRdx(17)
Level 12: Stalagmites -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(17), Stp-Acc/EndRdx(19), Stp-Stun/Rng(19), Stp-Acc/Stun/Rchg(21), Stp-KB%(21)
Level 14: Fly -- EndRdx-I(A)
Level 16: Freezing Rain -- TchofLadG-Rchg/EndRdx(A), UndDfn-Rchg/EndRdx(29), AchHee-ResDeb%(29), Ann-ResDeb%(31)
Level 18: Earthquake -- AchHee-ResDeb%(A), DarWtcDsp-ToHitDeb(31), DarWtcDsp-ToHitDeb/Rchg(34), DarWtcDsp-ToHitdeb/Rchg/EndRdx(37), DarWtcDsp-Rchg/EndRdx(40)
Level 20: Hurricane -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-Rchg/EndRdx(43), DarWtcDsp-ToHitDeb/EndRdx(43), DarWtcDsp-ToHitDeb(46)
Level 22: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25)
Level 26: Volcanic Gasses -- Lck-Acc/Hold(A), Lck-Acc/Rchg(48), Lck-Rchg/Hold(48), Lck-EndRdx/Rchg/Hold(48), Lck-Acc/EndRdx/Rchg/Hold(50), Lck-%Hold(50)
Level 28: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34)
Level 35: Tornado -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(36), CaltoArm-Dmg/EndRdx(36), CaltoArm-Acc/Dmg/Rchg(36), CaltoArm-EndRdx/Dmg/Rchg(37), CaltoArm-+Def(Pets)(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: Charged Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), Ags-ResDam(42), Ags-ResDam/EndRdx(42), Ags-ResDam/EndRdx/Rchg(43)
Level 44: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(45), Ann-Acc/Dmg/Rchg(45), Ann-Acc/Dmg/EndRdx(45), Ann-Acc/Dmg/EndRdx/Rchg(46), Ann-ResDeb%(46)
Level 47: Power Sink -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(50)
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 -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5)
Level 50: Agility Core Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Reactive Core Flawless Interface 
Level 50: Ion Core Final Judgement 
Level 50: Support Core Embodiment 
------------

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  • Thanks 1
Posted
3 hours ago, Avilister said:

Here are two builds. I'm using the first currently. It has less defense, but I've found that in general this isn't a huge problem due to the -ToHit on Earthquake and, in a pinch, hurricane. I'm using a lot of KB->KD IOs that may not be necessary if you're using Earth Cages a lot. I'm starting to use it more since I got the ATO in it. That said, it really helps Tornado and Gale in particular, as you can use Gale as an "oh crap, knock those dudes down". Grant Invisibility is mostly a LOTG mule, but it can help stealth other players through things using Steamy Mist in a pinch, as long as they can stay close (I don't really do this often). Without the KB->KD IOs I'd probably stick a damage proc in Lightning Storm. That said, this keeps it from flinging people around if Stone Cages misses someone or adds join the fight and I haven't locked them down yet.

 

The second build I put together to try to maximize defense a bit more because of someone critiquing my relatively low defense. Note that this only proved to be a problem on missions where we were trying to stealth through and something with +Perception actually managed to see through it. If we actually bother to stop and fight, all the -ToHit and Knockdown tend to keep me relatively safe (I was able to solo the two Elite Bosses at the end of the Mender Ramiel arc without too much problem, for example). I provide the build anyway, because people are obsessed with defense stacking, even in the face of other effects (like control, and I stress that as an Earth Controller, you've got a lot of this) and debuffs (which you also have a lot of as Earth/Storm).

 

Both builds are no-Purple, because I've got money to fund this much, but not THAT much.

 

Build 1 - Better Recharge, somewhat lower defense

 

and Build 2 (higher defense, somewhat less recharge)

 

Thanks for the reply mate! I think i've seen the 1st build before and i swapped some skills just for personal preference like i didn't take O2 boost, mystic flight, tactics and vengeance and got fly,hover,invisibility and something else that i don't remember now :P Any idea why stone cages have 3 different enchantments and not a 2 or 3 set pieces?

Posted

Yeah, I'll admit I don't use O2 boost much or ever. If I had a mind to respec at the moment, I'd probably drop it for something else. The heal isn't big and its only been useful for removing stun on folks that have used an awaken without having an anti-mez handy.

 

As for Stone Cages, there's very few 2-3 piece set bonuses that are worth pursuing. I've got them slotted with two Acc/Ends from different sets since controller AOEs have pretty low innate accuracy and its a 15end power. This gets its accuracy up to 'okay' territory and drops its cost by a third. Then it has the Energy Font ATO in the other slot, because Stone Cages has a pretty low cooldown and is pretty easy to throw a few out in a fight to get a proc off that and spawn another little buddy. I find I can usually only get one or maybe two out at a time, but Stone Cages also turns KBs into KDs, so keeping stuff in them is still worthwhile to keep groups clustered up. I also make judicious use of Hurricane to nudge groups into tighter piles so the rest of the team can burn it down faster (I've actually had people compliment me on it! :D)

Posted (edited)

Here's something I've put together. Overall you'll get:

  • Soft capped defenses to S/L AND ranged (technically it's 44,9%, but I'll count that as soft capped), mkay?)
  • Great recharge to feed your stormy goodness
  • A few awesome procs that will provide more control, more -res debuffs and more recharge
  • Hasten will be perma (it's currently 4 seconds off) if you go with Ageless Destiny (you really should)
  • At least 2 lightning storms and 2 tornados will be up all the time
  • A very handy heal/+MaxHP or those "oh-sh!t" moments

Side notes:

You can replace the ragnarok set which a positron's blast until you can afford the purple set.

The Panacea enhancement in Earth's Embrace is just for when/if you can afford it. Until then you can use a normal heal IO.

Some people (like me) actually do find uses for Snow Storm. If you want it in the build, drop Thunder Clap and move the slots into Fissure.

If you are still leveling, you should bid on the most expensive enhancements right now. Just bid for 1/3 or less of the price and once you get to 50 you'll have gotten a few of them for cheap.

 

Quote

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Edited by Falsey
  • Thanks 1

Warning: This post may contain an opinion.

Posted (edited)
29 minutes ago, Falsey said:

Here's something I've put together. Overall you'll get:

  • Soft capped defenses to S/L AND ranged (technically it's 44,9%, but I'll count that as soft capped), mkay?)
  • Great recharge to feed your stormy goodness
  • A few awesome procs that will provide more control, more -res debuffs and more recharge
  • Hasten will be perma (it's currently 4 seconds off) if you go with Ageless Destiny (you really should)
  • At least 2 lightning storms and 2 tornados will be up all the time
  • A very handy heal/+MaxHP or those "oh-sh!t" moments

Side notes:

You can replace the ragnarok set which a positron's blast until you can afford the purple set.

The Panacea enhancement in Earth's Embrace is just for when/if you can afford it. Until then you can use a normal heal IO.

Some people (like me) actually do find uses for Snow Storm. If you want it in the build, drop Thunder Clap and move the slots into Fissure.

If you are still leveling, you should bid on the most expensive enhancements right now. Just bid for 1/3 or less of the price and once you get to 50 you'll have gotten a few of them for cheap.

 

  • (A) Empty
  • (A) Panacea - +Hit Points/Endurance
  • (33) Numina's Convalesence - +Regeneration/+Recovery
  • (34) Miracle - +Recovery
  • (A) Empty
  • (A) Performance Shifter - Chance for +End
  • (33) Performance Shifter - EndMod

 

Looks nice! I guess i will try Avilister's first build for now cause it looks cheaper and i will respec into yours when i decide to put my farmer into work :P OR i will level another Earth/Storm cause i loved it while leveling!

Edited by s3ri0us
Posted

By all means 🙂 I'm also going to level one soon, recreating what I had back on live. If I do any adjustments to the build, I'll post it here. Have fun!

Warning: This post may contain an opinion.

Posted
2 minutes ago, Falsey said:

By all means 🙂 I'm also going to level one soon, recreating what I had back on live. If I do any adjustments to the build, I'll post it here. Have fun!

I'm creating a new one right now :D I would love to see your builds cause i'm a total noob when it comes to enhancements. When i played back in live it was right at the first stages of the game so there were no sets or incarnates, just you and the lvl 50 normal enhancements :P

Posted
3 minutes ago, Falsey said:

Haha. Well that's love for Earth/Storm, right there. Is your other 50 yet?

Yep my other one is 50 with only Alpha unlocked i think. 50 alts what's wrong with one more? :P

Posted
1 minute ago, Falsey said:

Absolutely nothing. More. More. MORE!

I'll follow your build on the new one, at least the slots so he will be ready at 50.

Posted
32 minutes ago, Falsey said:

Well, you can level any way you want. We get plenty of respecs anyway 😉

I like having a build guidance on the way to 50 :D

Posted (edited)

Minor tweak: replaced Enfeebled Operation set in Stone Cages with Positron's Blast for slightly better recharge and more damage.

 

Another way of slotting Stone Cages is: 5xGravitational Anchor (including the hold proc) and 1xOverwhelming Presence: Energy Font. This should get you some endurance back, allowing you to spam SC.

 

No slots were moved.

 

Quote

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!

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

Hero Profile:
Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(5), Lck-%Hold(5), SprEnt-Rchg/AbsorbProc(23)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rchg(7), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(21), GrvAnc-Hold%(21)
Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(23)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Steamy Mist -- StdPrt-ResDam/Def+(A), LucoftheG-Def/Rchg+(11), LucoftheG-Def/EndRdx(11), ShlWal-ResDam/Re TP(17), ImpSki-Status(19)
Level 12: Stalagmites -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprWiloft-EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprWiloft-Rchg/Dmg%(17)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Freezing Rain -- Rgn-Dmg/EndRdx(A), Rgn-Knock%(25), Rgn-Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Acc/Dmg/Rchg(27)
Level 18: Earthquake -- AchHee-ResDeb%(A), TchofLadG-Rchg/EndRdx(19), FrcFdb-Rechg%(31)
Level 20: Hurricane -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(31), DarWtcDsp-Rchg/EndRdx(31), DarWtcDsp-ToHitDeb(33)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- GldArm-3defTpProc(A)
Level 26: Volcanic Gasses -- BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36), Lck-%Hold(36), Ann-ResDeb%(36)
Level 28: Thunder Clap -- Stp-Acc/Rchg(A), Stp-Acc/Stun/Rchg(29), Stp-KB%(29), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(45), Stp-Stun/Rng(46)
Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(48), RedFrt-Def(50), RedFrt-EndRdx(50)
Level 32: Animate Stone -- SlbAll-Build%(A), CaltoArm-Dmg/EndRdx(37), CaltoArm-Acc/Dmg/Rchg(39), CaltoArm-Acc/Dmg(39), CaltoArm-+Def(Pets)(39)
Level 35: Tornado -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(40), CaltoArm-Acc/Dmg/Rchg(40), CaltoArm-Acc/Dmg(40), CaltoArm-Dmg/EndRdx(42), CaltoArm-EndRdx/Dmg/Rchg(42)
Level 38: Lightning Storm -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(45)
Level 41: Fissure -- Acc-I(A)
Level 44: Rock Armor -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(46), RedFrt-EndRdx/Rchg(46), RedFrt-Def(48), RedFrt-Def/EndRdx/Rchg(48), RedFrt-EndRdx(50)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 49: Earth's Embrace -- Pnc-Heal/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+(33), Mrc-Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(33)
------------


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Edited by Falsey

Warning: This post may contain an opinion.

Posted
6 hours ago, Falsey said:

Minor tweak: replaced Enfeebled Operation set in Stone Cages with Positron's Blast for slightly better recharge and more damage.

 

Another way of slotting Stone Cages is: 5xGravitational Anchor (including the hold proc) and 1xOverwhelming Presence: Energy Font. This should get you some endurance back, allowing you to spam SC.

 

No slots were moved.

 

 

Nice and i thought your build needed some more recharge. 

Posted
6 minutes ago, s3ri0us said:

Nice and i thought your build needed some more recharge. 

Honestly, it's a very solid build. The Force Feedback procs in both Earthquake and Tornado (enhancement that can - and should - be crafted as low as level 21), will ensure quicker recharge on key powers such as Stalagmites, Freezing Rain, Tornado and Lightning Storm.

 

And that's pre-incarnates.

Warning: This post may contain an opinion.

Posted
14 hours ago, Falsey said:

Honestly, it's a very solid build. The Force Feedback procs in both Earthquake and Tornado (enhancement that can - and should - be crafted as low as level 21), will ensure quicker recharge on key powers such as Stalagmites, Freezing Rain, Tornado and Lightning Storm.

 

And that's pre-incarnates.

I'm currently using Avilister's 1st build on my 50 for Teams. Maybe i'll try to solo farm with your build when the second Earth/Storm is 50 :P

Posted (edited)

So I've gone back to the drawing board and wanted to see if I could build Earth/Storm to take advantage of the information presented in the ProcMonster threads on the Controller and Defender forums. The following build is the result. Note that I have not actually implemented and tested this build yet, but will be trying to do so over the next few days. This build takes advantage of some things that I learned in the proc-focused threads, including that Freezing Rain and Earthquake do not substantially benefit from damage and -Res procs because rain-type abilities in general just don't proc them very often (and the -Res procs for some reason don't stay on for very long when they do proc). This let me move some slots around. I've included more FF:+Rech procs and a lot of the set bonuses are heavily focused on recharge. All the FF:+recharge procs should mean that you get very good uptime on the buff it provides between all the various abilities it is in. It may actually be in a few too many, as I suspect it may waste some procs of it. We'll see when I get the build put together and have the chance to play it.

 

This build is much more focused on damage, including slotting Stone Cages for damage and switches from Mu Mastery to Stone Mastery for Fissure (which also sort of replaces the Stun lost from dropping Thunder Clap) and Seismic Smash (which is apparently really great damage), and Rock Armor for more defense. The build is at more than 46% S/L def and about 24-27% def to all other types, but has Earthquake slotted for around -14% to-hit (which sort of brings you to around 38ish defense against targets affected by it) and can push another -30% to-hit if you can find a good corner to herd enemies into (or vs an AV or something that is repel-immune).

 

End management is going to be an issue, even if you don't run Tactics or Tough all the time; and, really, you shouldn't need to in most circumstances - there's a lot of -Def in Earth/Storm in general that should keep you hitting pretty reliably (plus a +18% to hit from set bonuses). Tough you can pretty easily flip on for the really dangerous encounters or if you have a teammate with an endurance buff of some sort. It will probably benefit from Incarnate picks that help out your blue bar in some way.

 

Really, my only regret with this build was not being able to fit Thunderclap in, because I really like the way it looks, but I wasn't using it very often and it was sort of hard to use sometimes given that it was a PBAOE. Fissure is a targeted AOE, though the range is short and the area is smaller. Hopefully it balances out and the extra damage gets me to use it more (and thus throw out more control as well).

 

Spoiler

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: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(3), NrnSht-Dam%(3), GldNet-Dam%(5), GldJvl-Dam%(5), OvrPrs-Rchg/Energy Font(7)
Level 1: Gale -- SuddAcc-KB/Acc(A), SuddAcc--KB/+KD(7), FrcFdb-Rechg%(9)
Level 2: Stone Cages -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rchg(19), TraoftheH-Dam%(23), PstBls-Acc/Dmg/EndRdx(25), PstBls-Dam%(25)
Level 4: Boxing -- HO:Nucle(A)
Level 6: Quicksand -- TmpRdn-EndRdx/Rchg/Slow(A), TmpRdn-Acc/EndRdx(21)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(11), ShlWal-ResDam/Re TP(11), LucoftheG-Def/EndRdx(17)
Level 12: Stalagmites -- WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WiloftheC-EndRdx/Rchg(13), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), WiloftheC-Rchg/Dam%(15), PstBls-Dam%(17)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Freezing Rain -- TchofLadG-Rchg/EndRdx(A)
Level 18: Earthquake -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-Rchg/EndRdx(40), DarWtcDsp-ToHitDeb/EndRdx(40), FrcFdb-Rechg%(43)
Level 20: Hurricane -- EndRdx-I(A), SuddAcc--KB/+KD(23)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(46)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), GldArm-RechEnd(50)
Level 26: Volcanic Gasses -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), PstBls-Dam%(29)
Level 28: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31)
Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpStr-Dam%(34), OvrFrc-Dam/KB(34)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), AchHee-ResDeb%(37), SuddAcc--KB/+KD(37)
Level 38: Lightning Storm -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(39), Thn-Acc/Dmg/Rchg(39), GldJvl-Dam%(39), FrcFdb-Rechg%(40), SuddAcc--KB/+KD(50)
Level 41: Fissure -- FrzBls-Acc/Dmg/EndRdx(A), FrzBls-Rchg/ImmobProc(42), FrcFdb-Rechg%(42), ExpStr-Dam%(42), Ann-ResDeb%(43), PstBls-Dam%(43)
Level 44: Seismic Smash -- BlsCol-Acc/Dmg/EndRdx(A), NrnSht-Dam%(45), GhsWdwEmb-Dam%(45), TchofDth-Dam%(45), GldStr-%Dam(46), Mk'Bit-Dam%(46)
Level 47: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- HO:Nucle(A)
Level 1: Containment
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(31), Mrc-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)
------------

 


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Here's the Purple-OK version, which trades out a few sets for their Purple upgrades and takes advantage of a few Purple proc enhancements. It is probably better but, I think, not enough better for me to want to spend the extra influence on it.

 

Spoiler

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: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(3), GldNet-Dam%(3), GldJvl-Dam%(5), UnbCns-Dam%(5), NrnSht-Dam%(7)
Level 1: Gale -- SuddAcc-KB/Acc(A), SuddAcc--KB/+KD(7), FrcFdb-Rechg%(9)
Level 2: Stone Cages -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(19), Rgn-Acc/Rchg(19), Rgn-Dmg/EndRdx(23), Rgn-Knock%(25), PstBls-Dam%(25)
Level 4: Boxing -- HO:Nucle(A)
Level 6: Quicksand -- TmpRdn-EndRdx/Rchg/Slow(A), TmpRdn-Acc/EndRdx(21)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(11), ShlWal-ResDam/Re TP(11), LucoftheG-Def/EndRdx(17)
Level 12: Stalagmites -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprWiloft-Rchg/Dmg%(15), PstBls-Dam%(17)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Freezing Rain -- TchofLadG-Rchg/EndRdx(A)
Level 18: Earthquake -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-Rchg/EndRdx(40), DarWtcDsp-ToHitDeb/EndRdx(40), FrcFdb-Rechg%(43)
Level 20: Hurricane -- EndRdx-I(A), SuddAcc--KB/+KD(23)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(46)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), GldArm-RechEnd(50)
Level 26: Volcanic Gasses -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), PstBls-Dam%(29)
Level 28: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31)
Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Build%(34), OvrFrc-Dam/KB(34)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), AchHee-ResDeb%(37), SuddAcc--KB/+KD(37)
Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), SuddAcc--KB/+KD(50)
Level 41: Fissure -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Rchg/ImmobProc(42), FrcFdb-Rechg%(42), ExpStr-Dam%(42), Ann-ResDeb%(43), PstBls-Dam%(43)
Level 44: Seismic Smash -- SprBlsCol-Acc/Dmg/EndRdx(A), Hct-Dam%(45), GhsWdwEmb-Dam%(45), TchofDth-Dam%(45), GldStr-%Dam(46), Mk'Bit-Dam%(46)
Level 47: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- HO:Nucle(A)
Level 1: Containment
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(31), Mrc-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)
------------

 

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Edited by Avilister
correction
Posted

Given how much -Def is put out by the combination of the Earth and the Storm powers, I would personally run Thunderclap rather than Tactics. It works well with Fissure and Stalagmites, basically perma-Stunning everything around you while the STorm powers wear them down. For more Stun effect, put the Orb ATO in Thunderclap, it activates a lot when you fire Thunderclap with multiple mobs around you. Personally I'd put it in Stone Cages, but it does work well in Thunderclap.

Posted

Yeah, I'd been trying to re-figure where to put the Orb ATO. That may be a good way to handle it. Hmmm. Fortunatly haven't actually respec'd into this build yet, as I wanted to see a bit of feedback and I've been working on a dark/dark tank. May mod the build a bit...

Posted (edited)

This build will change your life.

I used to herd and farm with this build before the shutdown and you really don't have to use animated stone that much.

Infact when i used to farm i never use the pet at all.

Proc monster

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), UnbCns-Acc/Hold/Rchg(5), UnbCns-Acc/Rchg(7)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- JvlVll-Acc/End/Rech(A), PstBls-Acc/Dmg/EndRdx(3), JvlVll-Dam%(7), TraoftheH-Dam%(9), PstBls-Dam%(9)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Quicksand -- ImpSwf-Dam%(A), RechRdx-I(31)
Level 8: Fly -- Flight-I(A)
Level 10: Steamy Mist -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(11), LucoftheG-Def/EndRdx(11), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg+(34)
Level 12: Stalagmites -- Stp-Acc/Stun/Rchg(A), Stp-Acc/Rchg(13), PstBls-Dmg/Rchg(13), PstBls-Dam%(15), RzzDzz-Acc/Stun/Rchg(15), RzzDzz-Acc/Rchg(37)
Level 14: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50)
Level 16: Freezing Rain -- RechRdx-I(A), PstBls-Dam%(17), JvlVll-Dam%(17), ImpSwf-Dam%(21), TchofLadG-%Dam(21), ShlBrk-%Dam(31)
Level 18: Earthquake -- RechRdx-I(A), TchofLadG-%Dam(19), ExpStr-Dam%(19)
Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(37), ExpStr-Dam%(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(46)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Volcanic Gasses -- RechRdx-I(A), JvlVll-Dam%(27), PstBls-Dam%(27), NrnSht-Dam%(29), Acc-I(29), GhsWdwEmb-Dam%(31)
Level 28: Thunder Clap -- Stp-Acc/Rchg(A), Stp-Acc/Stun/Rchg(43)
Level 30: Air Superiority -- Acc(A)
Level 32: Animate Stone -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(33), SvrRgh-Acc/EndRdx(33), SvrRgh-Acc/Dmg/EndRdx(33), SvrRgh-Acc(34), SvrRgh-PetResDam(34)
Level 35: Tornado -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg/Rchg(36), BldMnd-Acc/Dmg(36), BldMnd-Acc/Dmg/EndRdx(36), BldMnd-Dmg(37)
Level 38: Lightning Storm -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 41: Fissure -- JvlVll-Acc/Dmg(A), JvlVll-Dam/End/Rech(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), JvlVll-Dam/Rech(43)
Level 44: Seismic Smash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46)
Level 47: Rock Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(48)
Level 49: Earth's Embrace -- RechRdx-I(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 -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(43), EndMod-I(50), EndMod-I(50)
------------

 

 

Edited by Chelsea Rorec
  • Like 3
Posted
On 9/1/2019 at 3:03 AM, Avilister said:

Here's the Purple-OK version, which trades out a few sets for their Purple upgrades and takes advantage of a few Purple proc enhancements. It is probably better but, I think, not enough better for me to want to spend the extra influence on it.

This looks pretty solid, but I'd highly encourage trying to get Hurl Boulder in there as your last power pick. If you think you can get away with not using Tactics, then swap that placement with Combat Jumping and use the last slot for Hurl, or consider tossing out Volcanic Gasses. Even in best-case scenario, that power will still take 70/s recharge, and in my experience that tends to end up making a power something people glaze over because it has such a long timer. It's not a bad power, it is a great "oh crap" utility with a ton of bonus damage with the procs, but do evaluate your use of the ability. If you end up leaving it on the shelf more than pouring it over your enemies, maybe skipping that bottle of awesome is in order.

 

If you swapped out Tactics and Volcanic for Thunderclap and Hurl Boulder, you have plenty of slots to toy with in the result, and Thunderclap would give you an ability to stack disorients on Stalagmites so it'll double-up to Mag 5 and kick out lieuts and less-resisted bosses, which'll be just like a Hold effect for you at that point. In fact, a 4-set of Overpowering Presence with the Energy Font proc is a great way to manipulate Thunderclap, get your "hold" effect on faster notice, and keep some of the damage aspect by summoning a Font every 13 seconds.

 

And, as for the whole Hurl Boulder thing, the reason I'm suggesting this is because you're going to have scenarios where you've only got a few meandering targets left, or heavy ST left overs like Bosses/EB/AV that popping proc-heavy AoE's isn't going to be effecient, and thus leave you with a lot of extra down time in between casts on Tornado/FR/LS. Seismic and Fossilize will have heavy gaps to deal with, and Hurl fills it well, and allows you to keep cycling FF+Rech procs. This is a really big deal because that proc helps keep your Tornado/FR/LS coming up faster, and Hurl has a sizable recharge, and animation time, so your probability will still be decent.

 

Spoiler

Hero Plan by Hero Hero Designer 2.23
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: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(3), GldNet-Dam%(3), GldJvl-Dam%(5), UnbCns-Dam%(5), NrnSht-Dam%(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(9)
Level 2: Stone Cages -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(19), Rgn-Acc/Rchg(19), Rgn-Dmg/EndRdx(23), Rgn-Knock%(25), PstBls-Dam%(25)
Level 4: Boxing -- HO:Nucle(A)
Level 6: Quicksand -- TmpRdn-EndRdx/Rchg/Slow(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Steamy Mist -- LucoftheG-Rchg+(A), Rct-ResDam%(11), ShlWal-ResDam/Re TP(11), LucoftheG-Def/EndRdx(17)
Level 12: Stalagmites -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprWiloft-Rchg/Dmg%(15), PstBls-Dam%(17)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Earthquake -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-ToHitDeb/EndRdx(27), DarWtcDsp-Rchg/EndRdx(27), FrcFdb-Rechg%(43)
Level 20: Hurricane -- EndRdx-I(A), SuddAcc--KB/+KD(21)
Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(37)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), HO:Ribo(40)
Level 26: Combat Jumping -- LucoftheG-Rchg+(A)
Level 28: Thunder Clap -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprOvrPrs-Rchg/Energy Font(40)
Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31)
Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Build%(34), OvrFrc-Dam/KB(34)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), AchHee-ResDeb%(37), SuddAcc--KB/+KD(37)
Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), SuddAcc--KB/+KD(46)
Level 41: Fissure -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Rchg/ImmobProc(42), FrcFdb-Rechg%(42), ExpStr-Dam%(42), Ann-ResDeb%(43), PstBls-Dam%(43)
Level 44: Seismic Smash -- SprBlsCol-Acc/Dmg/EndRdx(A), Hct-Dam%(45), GhsWdwEmb-Dam%(45), TchofDth-Dam%(45), GldStr-%Dam(46), Mk'Bit-Dam%(46)
Level 47: Rock Armor -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 49: Hurl Boulder -- SprWntBit-Acc/Dmg/EndRdx(A), GldJvl-Dam%(50), ExpStr-Dam%(50), FrcFdb-Rechg%(50)
Level 1: Brawl -- HO:Nucle(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 -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(31), Mrc-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7)
------------

 

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6 hours ago, Chelsea Rorec said:

This build will change your life.

I used to herd and farm with this build before the shutdown and you really don't have to use animated stone that much.

Infact when i used to farm i never use the pet at all.

You should take a closer look at what Avilister is working towards. Your build sacrifices a ton of opportunity and doesn't have nearly the same level of damage capability. All those procs you have committed to Freezing Rain and Earthquake, as the game currently stands, are doing (basically) nothing. It's a fault of the game algorithm on rain type powers, and the patch abilities like earthquake, ice slick, and quicksand. You'd also get a lot of extra mileage out of your Storm abilities by getting a few Force Feedback +Rech procs in the build too.

 

Build higher global recharge bonuses and take your excess recharge enhancements out of your abilities and you'll get a significant increase in proc performance as well. That extra enhancement lowers your probability and negatively impacts anything with a 30/s or lower base recharge. Seismic Smash, when set up as a fully loaded Proc power, will hit for 500 points on its own. It's all about global bonuses, boosted ToHit to offset slotting limitations, and loading up on Procs. Controllers get a lot of mileage out of it.

Posted

As I still haven't actually respec'd (I've been working on a Dark/Dark Tank and a Warshade, both of which are now 50 :D), I'm going to seriously consider these suggestions. You're right, I don't often pull Volcanic Gases out. It is frequently either an 'oh-shit' button or something I'll toss out if all my disorients are are cooldown and I want to lock down a group. Its extremely long recharge means that isn't something that can be done frequently, though, and Thunder Clap certainly could be. Hurl Boulder I'll have to look at a little more closely. I am dubious because of its notoriously long cast time, but you make some compelling arguments for it.

Posted (edited)
47 minutes ago, Sir Myshkin said:

You should take a closer look at what Avilister is working towards. Your build sacrifices a ton of opportunity and doesn't have nearly the same level of damage capability. All those procs you have committed to Freezing Rain and Earthquake, as the game currently stands, are doing (basically) nothing. It's a fault of the game algorithm on rain type powers, and the patch abilities like earthquake, ice slick, and quicksand. You'd also get a lot of extra mileage out of your Storm abilities by getting a few Force Feedback +Rech procs in the build too.

 

Build higher global recharge bonuses and take your excess recharge enhancements out of your abilities and you'll get a significant increase in proc performance as well. That extra enhancement lowers your probability and negatively impacts anything with a 30/s or lower base recharge. Seismic Smash, when set up as a fully loaded Proc power, will hit for 500 points on its own. It's all about global bonuses, boosted ToHit to offset slotting limitations, and loading up on Procs. Controllers get a lot of mileage out of it.

You are dead wrong.

I get a ton of mileage and damage from freezing rain.

It's one of my most damaging powers.

Same with VC and quake.

 

I can toss out VC,quicksand,freezing rain and i watch stuff just die.

Or quake,quicksand and Stalagmites.

And i use cages for extra procs.

 

off the wiki

It's base recharge time. If you have a single target attack slotted with a 2 ppm IO, the power would need to have a 30 second recharge to have a 100% proc chance. You could then IO it to ~100% recharge and combine that with 100% global recharge bonus to get the power's recharge down to 10 seconds, and it would still have that 100% proc chance. This is how all of the store-bought IO set procs work, as well as the ATO procs that are not global bonuses.

 

Thats saying procs are based off of base recharge and adding recharge IO's dosn't effect the PPM

Yes ?

Edited by Chelsea Rorec
  • Like 1

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