City of Heroes/Archetypes/Controllers/BGFireStormGuide: Difference between revisions

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{{All Game Nav|game=City of Heroes}}
{{Header Nav|game=City of Heroes}}
 
== Intro ==


Brimstone Gale is the 3rd character I have created, is my main dude, and is still my favorite cartoon. I created her in the first week of CoH2, way before the days of Wolves and Ninjas (squrared). However, I was lucky enough to hook up with a great group of people and rarely had to solo. I have grouped with many different controllers and while I have little direct experience with other primaries, I always pay attention to what other controllers are doing, what their strategies and what powers they use.
Brimstone Gale is the 3rd character I have created, is my main dude, and is still my favorite cartoon. I created her in the first week of CoH2, way before the days of Wolves and Ninjas (squrared). However, I was lucky enough to hook up with a great group of people and rarely had to solo. I have grouped with many different controllers and while I have little direct experience with other primaries, I always pay attention to what other controllers are doing, what their strategies and what powers they use.
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It is also one of the most flexible combinations, allowing for varied play styles – offensive, defensive, group or solo oriented, etc, etc, etc.
It is also one of the most flexible combinations, allowing for varied play styles – offensive, defensive, group or solo oriented, etc, etc, etc.


== About Controllers ==
==About Controllers==
 
Controllers can make or break a team. A good controller will make impossible fights seem doable and can often turn the tide of battle with a single power. That said, they are also a very fragile AT and until they get pets (which doesn’t happen for Mind controllers at all) are very slow soloers. Playing a controller requires thought and strategy, and much like defenders, controllers mustn’t be selfish – their first priority is the safety of the team, whether via control of mobs or via buffs/debuffs, damage and glory are secondary. Despite their frailty, controllers are required to do things that inevitably will draw much agro, whether it’s because they have to get close to mobs for PBAoE hold or because their debuffs are pissing off the mobs. This means that controllers have to be on their toes, and sometimes retreating from battle for few seconds to let the mobs cool down is the smart choice.
Controllers can make or break a team. A good controller will make impossible fights seem doable and can often turn the tide of battle with a single power. That said, they are also a very fragile AT and until they get pets (which doesn’t happen for Mind controllers at all) are very slow soloers. Playing a controller requires thought and strategy, and much like defenders, controllers mustn’t be selfish – their first priority is the safety of the team, whether via control of mobs or via buffs/debuffs, damage and glory are secondary. Despite their frailty, controllers are required to do things that inevitably will draw much agro, whether it’s because they have to get close to mobs for PBAoE hold or because their debuffs are pissing off the mobs. This means that controllers have to be on their toes, and sometimes retreating from battle for few seconds to let the mobs cool down is the smart choice.


== Fire Control ==
==Fire Control==
 
''Note: Any damage is specified in Brawl Index (BI), which refers to a power’s damage relative to Brawl.''
''Note: Any damage is specified in Brawl Index (BI), which refers to a power’s damage relative to Brawl.''


The Fire Control set, in terms of pure control falls somewhere in the middle, but what little it lacks in control it compensates with a great debuff (Smoke) and of course Fire Imps.  It is also one of only two sets that offer a second way to “hold” the enemies, via a combination of immobilization and stun (the other being Earth control). It doesn’t however have any Sleep or Fear powers and offers only limited Slow and Knockback/down powers.
The Fire Control set, in terms of pure control falls somewhere in the middle, but what little it lacks in control it compensates with a great debuff (Smoke) and of course Fire Imps.  It is also one of only two sets that offer a second way to “hold” the enemies, via a combination of immobilization and stun (the other being Earth control). It doesn’t however have any Sleep or Fear powers and offers only limited Slow and Knockback/down powers.


'''Ring of Fire'''<br>
'''Ring of Fire'''<br>
This power is largely considered useless, especially in the late game, cause what’s the point of stopping one mob if you can stop a whole group using Fire Cages. I never took it and never missed it. However, it deals more damage than Fire Cages (to a single mob) and one way to use it, is to take it and slot it for damage in the early game, and then once you got your AoE control powers, respec out of it completely.  
This power is largely considered useless, especially in the late game, cause what’s the point of stopping one mob if you can stop a whole group using Fire Cages. I never took it and never missed it. However, it deals more damage than Fire Cages (to a single mob) and one way to use it, is to take it and slot it for damage in the early game, and then once you got your AoE control powers, respec out of it completely.
  Type: Single Target, Ranged
  Type: Single Target, Ranged
  Endurance: 11 pts
  Endurance: 11 pts
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  Range: 80 ft
  Range: 80 ft
  Duration: 20 sec
  Duration: 20 sec
  Misc: Makes enemies immune to knockback/down/up powers for 10 seconds.  
  Misc: Makes enemies immune to knockback/down/up powers for 10 seconds.


'''Char'''<br>
'''Char'''<br>
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  Radius: 20 ft
  Radius: 20 ft
  Duration: 10 sec
  Duration: 10 sec
  Misc: Makes enemies immune to knockback/down/up powers for 10 seconds.  
  Misc: Makes enemies immune to knockback/down/up powers for 10 seconds.


'''Smoke'''<br>
'''Smoke'''<br>
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  Radius: 20 ft
  Radius: 20 ft
  Duration: 30 sec
  Duration: 30 sec
  Misc: DeBuffs Accuracy and reduces aggro range.  
  Misc: DeBuffs Accuracy and reduces aggro range.


'''Hot Feet'''<br>
'''Hot Feet'''<br>
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  Range: 70 ft
  Range: 70 ft
  Radius: 15 ft
  Radius: 15 ft
  Duration: 10 sec  
  Duration: 10 sec


'''Cinders'''<br>
'''Cinders'''<br>
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  Accuracy: -20%
  Accuracy: -20%
  Radius: 15 ft
  Radius: 15 ft
  Duration: 10 sec  
  Duration: 10 sec


'''Bonfire'''<br>
'''Bonfire'''<br>
This is a very fun, situational, power that works well with only its default slot. It’s got an extremely reliable knockback that always hits when you first use it (only things that resist it are monsters and AVs) and is slowly reduced over the existence of bonfire, i.e. as time passes mobs are knocked back less and less, though it never drops to zero and its effectiveness depends on the relative level of mobs. I had Bonfire throughout at least half of my career and it’s a great tool for blocking doorways or locking down mobs in small rooms. With perma-hasten and 1 recharge redux you can even lay down two Bonfires and play ping-pong with the mobs for some time.  It also comes very handy during Task Forces and Trials. It is however, as mentioned, situational power, and in fact, in my late forties I found that I needed it less and less. If you are planning a late-game respec (i.e. in your late forties) then you could take this power for a spin in your 30s and see if you enjoy it and find it useful, and if not then respec out of it. (It’s hard to test this power on the Test Server because it is so situational.)  
This is a very fun, situational, power that works well with only its default slot. It’s got an extremely reliable knockback that always hits when you first use it (only things that resist it are monsters and AVs) and is slowly reduced over the existence of bonfire, i.e. as time passes mobs are knocked back less and less, though it never drops to zero and its effectiveness depends on the relative level of mobs. I had Bonfire throughout at least half of my career and it’s a great tool for blocking doorways or locking down mobs in small rooms. With perma-hasten and 1 recharge redux you can even lay down two Bonfires and play ping-pong with the mobs for some time.  It also comes very handy during Task Forces and Trials. It is however, as mentioned, situational power, and in fact, in my late forties I found that I needed it less and less. If you are planning a late-game respec (i.e. in your late forties) then you could take this power for a spin in your 30s and see if you enjoy it and find it useful, and if not then respec out of it. (It’s hard to test this power on the Test Server because it is so situational.)
  Type: Targeted Location
  Type: Targeted Location
  Endurance: 19 pts
  Endurance: 19 pts
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  Radius: 15 ft
  Radius: 15 ft
  Duration: 30 sec
  Duration: 30 sec
  Misc: Very reliable knockback  
  Misc: Very reliable knockback


'''Fire Imps'''<br>
'''Fire Imps'''<br>
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  Accuracy: +100%
  Accuracy: +100%
  Range: 60 ft
  Range: 60 ft
  Duration: 240 sec  
  Duration: 240 sec
 
== Storm Summoning ==


==Storm Summoning==
Storm is considered a very versatile and somewhat hard to master set, a kind of Jack of all Trades. This is actually a good thing for controllers (less so, in my opinion, for defenders) because it gives us flexibility in how to develop our character and most importantly makes the early levels more interesting. It has powers that buff, debuff, deal damage, and even provide a measure of control. Storm summoning has one of the best accuracy debuffs, a great defense debuff and a very nice team stealth/buff power. It is however somewhat heavy on endurance, it has 3 fairly expensive toggles and its 9th power costs almost half the endurance bar.
Storm is considered a very versatile and somewhat hard to master set, a kind of Jack of all Trades. This is actually a good thing for controllers (less so, in my opinion, for defenders) because it gives us flexibility in how to develop our character and most importantly makes the early levels more interesting. It has powers that buff, debuff, deal damage, and even provide a measure of control. Storm summoning has one of the best accuracy debuffs, a great defense debuff and a very nice team stealth/buff power. It is however somewhat heavy on endurance, it has 3 fairly expensive toggles and its 9th power costs almost half the endurance bar.


''Couple of things on Slows''<br>
''Couple of things on Slows''<br>
Snow Storm and Freezing Rain slowdown enemy movement and recharge speed. Slow enhancements only enhance the slowdown of movement, not recharge speed. The cap for movement is 10%, i.e. it’s impossible to immobilize mobs by slowing them down to 0. The cap for recharge slowdown is 25%.
Snow Storm and Freezing Rain slowdown enemy movement and recharge speed. Slow enhancements only enhance the slowdown of movement, not recharge speed. The cap for movement is 10%, i.e. it’s impossible to immobilize mobs by slowing them down to 0. The cap for recharge slowdown is 25%.


'''Gale'''<br>
'''Gale'''<br>
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  Defense Buff: 7.5% to Melee and Ranged damage
  Defense Buff: 7.5% to Melee and Ranged damage
  Resistance: Not sure, maybe ~15%
  Resistance: Not sure, maybe ~15%
  Radius: Again don’t know the exact number but it seems to be smaller than radius of Tactics or  
  Radius: Again don’t know the exact number but it seems to be smaller than radius of Tactics or
  Maneuvers.  
  Maneuvers.


'''Freezing Rain'''<br>
'''Freezing Rain'''<br>
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  Defense Debuff: Not sure, maybe ~20%
  Defense Debuff: Not sure, maybe ~20%
  Resistance Debuff: Not sure, maybe ~25%
  Resistance Debuff: Not sure, maybe ~25%
  Misc: Good chance for knockdown  
  Misc: Good chance for knockdown


'''Hurricane'''<br>
'''Hurricane'''<br>
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  Radius: 15 ft (?)
  Radius: 15 ft (?)
  ToHit Debuff: ? (Singificant)
  ToHit Debuff: ? (Singificant)
  Misc: Pushes foes away from you, severely reduces their attack range, and has a small chance to  
  Misc: Pushes foes away from you, severely reduces their attack range, and has a small chance to
  knockback.  
  knockback.


'''Thunder Clap'''<br>
'''Thunder Clap'''<br>
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  Radius: 20 ft (?)
  Radius: 20 ft (?)
  Duration: 10 sec
  Duration: 10 sec
  Misc: In Update 4 has a chance to knockdown toggles  
  Misc: In Update 4 has a chance to knockdown toggles


'''Tornado'''<br>
'''Tornado'''<br>
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  Range: 60 ft
  Range: 60 ft
  Duration: 30 sec
  Duration: 30 sec
  Misc: Knocksback, Slightly reduces Defense, causes Fear  
  Misc: Knocksback, Slightly reduces Defense, causes Fear


'''Lightning Storm'''<br>
'''Lightning Storm'''<br>
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  Misc: In Update 4 has a chance to knockdown toggles
  Misc: In Update 4 has a chance to knockdown toggles


== Power Pools ==
==Power Pools==
 
'''Fitness'''
'''Fitness'''


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  Activation: 2 sec
  Activation: 2 sec
  Misc: Knocksback
  Misc: Knocksback
 
'''Leadership'''
'''Leadership'''


The main attraction of Leadership pool is Tactics, but Manuevers is very nice too, and even Vengeance can come in handy once in a while.
The main attraction of Leadership pool is Tactics, but Maneuvers is very nice too, and even Vengeance can come in handy once in a while.


'''Maneuvers'''<br>
'''Maneuvers'''<br>
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  Activation: 4 sec
  Activation: 4 sec
  Radius: ? (A bit larger than Steamy Mist)
  Radius: ? (A bit larger than Steamy Mist)
  Defense Buff: 6.25% (12.5% with 5 even SOs), Ranged, Melee and AoE  
  Defense Buff: 6.25% (12.5% with 5 even SOs), Ranged, Melee and AoE


'''Assault'''<br>
'''Assault'''<br>
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  Activation: 4 sec
  Activation: 4 sec
  Radius: ? (A bit larger than Steamy Mist)
  Radius: ? (A bit larger than Steamy Mist)
  Accuracy Buff: ? (Significant)  
  Accuracy Buff: ? (Significant)


'''Vengeance'''<br>
'''Vengeance'''<br>
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  Recharge: 300 sec
  Recharge: 300 sec
  Radius: All teammates regardless of location
  Radius: All teammates regardless of location
  Duration: ?  
  Duration: ?


The above four Power Pools are, in my opinion, needed for optimal build, but if you choose to not take any of them (better not be Fitness!) then you are free to choose any other power pools, and I will quickly go over them.
The above four Power Pools are, in my opinion, needed for optimal build, but if you choose to not take any of them (better not be Fitness!) then you are free to choose any other power pools, and I will quickly go over them.
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'''Presence''' – The least useful pool for Controllers, though in PvP, even after they fix Fear it will still be somewhat useful, but even for that, not worth spending a pool on.
'''Presence''' – The least useful pool for Controllers, though in PvP, even after they fix Fear it will still be somewhat useful, but even for that, not worth spending a pool on.


== Ancillary Power Pools ==
==Ancillary Power Pools==
 
I will not talk in detail about all the APPs as this is a topic for a different thread. I will mostly concentrate on the defensive powers (i.e. shields) and will give some more details on Psionic Mastery since that’s what I took. Also, remember that while some of the pools provide attacks, our damage is low and doesn’t scale well, so even if it says “High DMG”, don’t expect to one-shot a blaster.
I will not talk in detail about all the APPs as this is a topic for a different thread. I will mostly concentrate on the defensive powers (i.e. shields) and will give some more details on Psionic Mastery since that’s what I took. Also, remember that while some of the pools provide attacks, our damage is low and doesn’t scale well, so even if it says “High DMG”, don’t expect to one-shot a blaster.  


'''Stone Mastery'''
'''Stone Mastery'''
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'''Earth’s Embrace''' – Increases your maximum hit points and heals, and provides some Toxic resistance – think Dull Pain.
'''Earth’s Embrace''' – Increases your maximum hit points and heals, and provides some Toxic resistance – think Dull Pain.


'''Fire Mastery'''
'''Fire Mastery'''
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'''Consume''' – Damages nearby foes (trivial damage) and sucks up their endurance. It’s enough to hit 3-4 foes to replenish the whole bar.
'''Consume''' – Damages nearby foes (trivial damage) and sucks up their endurance. It’s enough to hit 3-4 foes to replenish the whole bar.


'''Ice Mastery'''
'''Ice Mastery'''
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'''Power Boost''' – Great power for controllers since it enhances all status effects, as well as heals and endurance drain.<br>
'''Power Boost''' – Great power for controllers since it enhances all status effects, as well as heals and endurance drain.<br>
It's possible to make this power perma but not really necessary. Still, if you're curious how - you basically need perma-hasten and 6 +3 SOs, and I really mean that all SOs must be +3, because that will bring down its recharge time to exactly 15 seconds. However, having one or two +2 SOs (for example) will only get a downtime of a tenth of a second, hardly noticable. Personally, I don't feel it's worth it, in most cases your regular hold duration will suffice.
It's possible to make this power perma but not really necessary. Still, if you're curious how - you basically need perma-hasten and 6 +3 SOs, and I really mean that all SOs must be +3, because that will bring down its recharge time to exactly 15 seconds. However, having one or two +2 SOs (for example) will only get a downtime of a tenth of a second, hardly noticeable. Personally, I don't feel it's worth it, in most cases your regular hold duration will suffice.
  Endurance: 15
  Endurance: 15
  Recharge 60
  Recharge 60
  Duration: 15
  Duration: 15


'''Psionic Mastery'''
'''Psionic Mastery'''
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'''Psionic Tornado''' – Moderate damage, ranged AoE attack (psionic damage), with a chance to knockup.
'''Psionic Tornado''' – Moderate damage, ranged AoE attack (psionic damage), with a chance to knockup.


== Suggested Build ==
==Suggested Build==
 
This is a 2-stage build (i.e. you will use at least 1 respec), it shows how I might do things now. The first 27 or so levels you use a damage oriented build, that's the ''pre-respec build''. After the respec you create a regular controller build, that's the ''post-respec build''.<br>
This is a 2-stage build (i.e. you will use at least 1 respec), it shows how I might do things now. The first 27 or so levels you use a damage oriented build, that's the ''pre-respec build''. After the respec you create a regular controller build, that's the ''post-respec build''.<br>
Two notes about this:
Two notes about this:
#This build looks good on paper but I don't know if it's actually gonna be fun. If you've played other controllers, you might be ok with the slow progress for the first 32 or so levels, and so won't need the pre-respec-damage-oriented build.
#This build looks good on paper but I don't know if it's actually gonna be fun. If you've played other controllers, you might be ok with the slow progress for the first 32 or so levels, and so won't need the pre-respec-damage-oriented build.
#I'm glad I don't have to do this all over again because there are some hard choices in this build.
#I'm glad I don't have to do this all over again because there are some hard choices in this build.


'''Pre-respec build'''<br>
'''Pre-respec build'''<br>
The idea is that you do the respec at 27, which will allow you to sell all your current enhancements and buy all fresh, 30 lvl DOs and SOs. Because of that the last power is of no real importance, it's just something to use for one level, and then you might or might not respec it out.<br>
The idea is that you do the respec at 27, which will allow you to sell all your current enhancements and buy all fresh, 30 lvl DOs and SOs. Because of that the last power is of no real importance, it's just something to use for one level, and then you might or might not respec it out.<br>
You will see that I chose Cinders, this means less frequent holds and less end usage, and since the pre-respec build is less about holds, and is tight on end, I felt that that was a good choice. However, you can pick-up flashfire, which will cost you more endurance but you'll be able to apply "holds" more frequently.<br>
You will see that I chose Cinders, this means less frequent holds and less end usage, and since the pre-respec build is less about holds, and is tight on end, I felt that that was a good choice. However, you can pick-up flashfire, which will cost you more endurance but you'll be able to apply "holds" more frequently.<br>
When I first did this build I put in Hot Feet, but its end use is so horrendous that pre-stamina using it is more likely to slow down your soloing more than speed it up. (After this I consider Hotfeet even more useless than I thought before)  
When I first did this build I put in Hot Feet, but its end use is so horrendous that pre-stamina using it is more likely to slow down your soloing more than speed it up. (After this I consider Hotfeet even more useless than I thought before)


  01 : Gale acc(01) acc(13) conrng(13) kbkdis(19)  
  01 : Gale acc(01) acc(13) conrng(13) kbkdis(19)
  01 : Char acc(01) hlddur(3) dam(3)  
  01 : Char acc(01) hlddur(3) dam(3)
  02 : Ring of Fire acc(02) dam(5) dam(5) dam(9) dam(9)  
  02 : Ring of Fire acc(02) dam(5) dam(5) dam(9) dam(9)
  04 : Snow Storm endred(04) slw(19)  
  04 : Snow Storm endred(04) slw(19)
  06 : Air Superiority acc(06) dam(7) dam(7)  
  06 : Air Superiority acc(06) dam(7) dam(7)
  08 : Fire Cages acc(08) endred(11) dam(11) dam(15) dam(15)  
  08 : Fire Cages acc(08) endred(11) dam(11) dam(15) dam(15)
  10 : Hurdle jmp(10)  
  10 : Hurdle jmp(10)
  12 : Smoke thtdbf(12)  
  12 : Smoke thtdbf(12)
  14 : Fly endred(14)  
  14 : Fly endred(14)
  16 : Freezing Rain endred(16) recred(17) defdbf(17)  
  16 : Freezing Rain endred(16) recred(17) defdbf(17)
  18 : Cinders acc(18) acc(21) recred(21) hlddur(23)  
  18 : Cinders acc(18) acc(21) recred(21) hlddur(23)
  20 : Health hel(20)  
  20 : Health hel(20)
  22 : Stamina endrec(22) endrec(23) endrec(25) endrec(25) endrec(27) endrec(27)  
  22 : Stamina endrec(22) endrec(23) endrec(25) endrec(25) endrec(27) endrec(27)
  24 : Hurricane endred(24)  
  24 : Hurricane endred(24)
  26 : O2 Boost endred(26)  
  26 : O2 Boost endred(26)


'''Post-respec build'''<br>
'''Post-respec build'''<br>
As I mentioned there are some hard choice to make here. I'll go over some choices of powers that I think could be modified depending on preferences and play-style.<br>
As I mentioned there are some hard choice to make here. I'll go over some choices of powers that I think could be modified depending on preferences and play-style.<br>
You could switch O2 and Snow Storm - question is, what helps more, the fact that mobs are slowed down or that you can heal your teammates. Smoke can be switched with Steamy Mist, though since you're getting SM using respec, you have Stamina and its end usage is not such a problem. Finally, you can delay Freezing Rain and take Maneuvers and Tactics earlier, which will allow you to slot them a bit more before Fire Imps, making the Imps more useful as soon as you have them.  
You could switch O2 and Snow Storm - question is, what helps more, the fact that mobs are slowed down or that you can heal your teammates. Smoke can be switched with Steamy Mist, though since you're getting SM using respec, you have Stamina and its end usage is not such a problem. Finally, you can delay Freezing Rain and take Maneuvers and Tactics earlier, which will allow you to slot them a bit more before Fire Imps, making the Imps more useful as soon as you have them.


  01 : Gale acc(01)  
  01 : Gale acc(01)
  01 : Char acc(01) acc(3) hlddur(3) hlddur(5) endred(7) recred(9)  
  01 : Char acc(01) acc(3) hlddur(3) hlddur(5) endred(7) recred(9)
  02 : Fire Cages acc(02) endred(5) endred(7) immdur(11)  
  02 : Fire Cages acc(02) endred(5) endred(7) immdur(11)
  04 : O2 Boost endred(04) hel(9) hel(17) hel(48)  
  04 : O2 Boost endred(04) hel(9) hel(17) hel(48)
  06 : Hover fltspd(06)  
  06 : Hover fltspd(06)
  08 : Hurdle jmp(08)  
  08 : Hurdle jmp(08)
  10 : Steamy Mist endred(10) endred(11)  
  10 : Steamy Mist endred(10) endred(11)
  12 : Flashfire acc(12) acc(13) endred(13) endred(15) disdur(17)  
  12 : Flashfire acc(12) acc(13) endred(13) endred(15) disdur(17)
  14 : Fly endred(14) fltspd(15) fltspd(48)  
  14 : Fly endred(14) fltspd(15) fltspd(48)
  16 : Health hel(16)  
  16 : Health hel(16)
  18 : Cinders acc(18) acc(19) hlddur(19) hlddur(23) recred(25) recred(31)  
  18 : Cinders acc(18) acc(19) hlddur(19) hlddur(23) recred(25) recred(31)
  20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(25) endrec(31)  
  20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(25) endrec(31)
  22 : Hasten recred(22) recred(27) recred(27) recred(29) recred(29) recred(31)  
  22 : Hasten recred(22) recred(27) recred(27) recred(29) recred(29) recred(31)
  24 : Hurricane endred(24) endred(39) thtdbf(39) thtdbf(40)  
  24 : Hurricane endred(24) endred(39) thtdbf(39) thtdbf(40)
  26 : Freezing Rain endred(26) defdbf(43)  
  26 : Freezing Rain endred(26) defdbf(43)
  28 : Maneuvers endred(28) defbuf(36) defbuf(37) defbuf(37) defbuf(37) defbuf(40)  
  28 : Maneuvers endred(28) defbuf(36) defbuf(37) defbuf(37) defbuf(37) defbuf(40)
  30 : Tactics endred(30) thtbuf(34) thtbuf(34) thtbuf(36) thtbuf(39) thtbuf(42)  
  30 : Tactics endred(30) thtbuf(34) thtbuf(34) thtbuf(36) thtbuf(39) thtbuf(42)
  32 : Fire Imps recred(32) dam(33) dam(33) dam(33) dam(34) dam(36)  
  32 : Fire Imps recred(32) dam(33) dam(33) dam(33) dam(34) dam(36)
  35 : Snow Storm endred(35) slw(40)  
  35 : Snow Storm endred(35) slw(40)
  38 : Smoke thtdbf(38) thtdbf(43) thtdbf(43)  
  38 : Smoke thtdbf(38) thtdbf(43) thtdbf(43)
  41 : Indomitable Will recred(41) recred(42) recred(42) recred(45) recred(45)  
  41 : Indomitable Will recred(41) recred(42) recred(42) recred(45) recred(45)
  44 : Mind over Body endred(44) damres(45) damres(46) damres(46) damres(46) damres(48)  
  44 : Mind over Body endred(44) damres(45) damres(46) damres(46) damres(46) damres(48)
  47 : Lightning Storm endred(47) acc(50) dam(50) dam(50)  
  47 : Lightning Storm endred(47) acc(50) dam(50) dam(50)
  49 : Super Speed runspd(49)
  49 : Super Speed runspd(49)


'''A note about Steamy Mist and Smoke'''<br>
'''A note about Steamy Mist and Smoke'''<br>
Originally I took smoke pertty early and been using it my entire career, including high levels - basically I'm in the habit of always smoking a mob before engaging even if they are the same level as me. As I mention above, if smoke does help with -acc it's not something i was able to really notice much - it's not like taking one group of mobs without smoke produces 10 hits on me, and then the next group, with smoke, and suddenly I don't get hit at all. However, I wouldn't disregard it (I wish somebody would do a test for how much smoke debuffs ). The -aggro is much more noticable and "useable", with it and steamy mist, you are guaranteed that the mobs never engage first (unless some1 in the team approaches within melee range, of course).  
Originally I took smoke pertty early and been using it my entire career, including high levels - basically I'm in the habit of always smoking a mob before engaging even if they are the same level as me. As I mention above, if smoke does help with -acc it's not something i was able to really notice much - it's not like taking one group of mobs without smoke produces 10 hits on me, and then the next group, with smoke, and suddenly I don't get hit at all. However, I wouldn't disregard it (I wish somebody would do a test for how much smoke debuffs ). The -aggro is much more noticeable and "useable", with it and steamy mist, you are guaranteed that the mobs never engage first (unless some1 in the team approaches within melee range, of course).


To be honest, I would've liked to put smoke much earlier but in an optimal build, there is no room for both smoke and steamy mist, early on, it's either one or the other, and I chose SM. However, and this is why this is such a flexible combo, you don't have to have an optimal build to have an effective build. My original build was pretty much like the post-respec build (at least the part before lvl22) but with smoke instead of Flashfire, and I never felt like I was gimped, or missed the extra hold that Flashfire provides. In fact, because of Steamy Mist and Smoke I was always in the lead and I was determining the pace of combat - who we attack and when - because those who knew me, knew that they shouldn't attack until I smoke, and shouldn't go ahead of me so they stay under the cover of mist. (It was pretty damn cool)
To be honest, I would've liked to put smoke much earlier but in an optimal build, there is no room for both smoke and steamy mist, early on, it's either one or the other, and I chose SM. However, and this is why this is such a flexible combo, you don't have to have an optimal build to have an effective build. My original build was pretty much like the post-respec build (at least the part before lvl22) but with smoke instead of Flashfire, and I never felt like I was gimped, or missed the extra hold that Flashfire provides. In fact, because of Steamy Mist and Smoke I was always in the lead and I was determining the pace of combat - who we attack and when - because those who knew me, knew that they shouldn't attack until I smoke, and shouldn't go ahead of me so they stay under the cover of mist. (It was pretty damn cool)


 
==The thanks==
== The thanks ==
 
I just want to say that this guide wouldn’t be possible without all the great people who have spent hours testing powers, whether it’s to get Brawl Indices, or to calculate Stamina’s rate of endurance recovery, or something else, but there are too many names to mention. So to all those peeps I give a big shout out.
I just want to say that this guide wouldn’t be possible without all the great people who have spent hours testing powers, whether it’s to get Brawl Indices, or to calculate Stamina’s rate of endurance recovery, or something else, but there are too many names to mention. So to all those peeps I give a big shout out.


Also, special thanks to Joe Chott for his great program, [http://joechott.com/coh/ CoH Planner] - not only does it provide a great tool for planning out a build, but I often use it as a kind of a CoHPedia (to look up a BI, recharge rate, or something else).
Also, special thanks to Joe Chott for his great program, [http://joechott.com/coh/ CoH Planner] - not only does it provide a great tool for planning out a build, but I often use it as a kind of a CoHPedia (to look up a BI, recharge rate, or something else).

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