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Goddess of Elemental Chaos - Build Guidance Please

fireheart42fireheart42 Posts: 2 Arc User
edited November 2012 in Builds and Roles
I can barely remember when I was just a woman, just a girl, but I was one - once.
I can just remember the first time the Goddess came to me, came into me, came over me, filled me, possessed me, spoke through me, and worked miracles through my hands.
And not just one goddess, but all goddesses, who are one goddess, over and over, through time.
I journeyed from place to place and people to people, as time passed.
Goddess-touched, I grew no older, I did not die - I went on.
Filled with power and miracles, I remained powerful.
I was Inanna. I was Ishtar. I was Isis.
I was Ashera, Astarte, Anahit, Artemis.
Many goddesses and one.
But she came less often.
And less often.
And not at all.
I was alone.
For a long time.
Now it is a new time, a new place, with new gods and goddesses.
And I am here.


That's what the Bio says. My challenge is to (re)create her in Champions. A goddess of Fire and Storm and Love and War. In City of Heroes she was a Fire/Storm Corruptor and her favorite tactic was the Freezing Rain + Rain of Fire combo that I called 'Rain of Chaos'.

I ran a 'Squall' up to L14 and an 'Inferno' to similar levels, but now I'm looking to combine them into a Freeform character and 'profit'. The problem is, I'm relatively new to Champions and don't have anywhere near the depth of understanding I had after 8 years of CoH. What I'd like to craft is a combination of potent AoE powers and passive defenses, plus one or two Utility or Massive Damage abilities, that are fairly easy to play in PvE, and some small healing ability wouldn't go wrong, either. Hopefully in a build that doesn't have to wait until it matures to level 30 to be playable.

For Reference:
PowerHouse http://powerhouse.nullware.com/
Link to this build: http://powerhouse.nullware.com/powerhouse.html?v=5&n=&d=1578c0000000000400041004300440042009C00470045004600140049004B00000000000000000B0003
Name:
Archetype: Freeform
Super Stats:
Level 6: Ego (Primary)
Level 10: Recovery (Secondary)
Level 15: Endurance (Secondary)
Talents:
Level 1: The Squall
Level 6:
Level 9:
Level 12:
Level 15:
Level 18:
Level 21:
Powers:
Level 1: Wind Lash
Level 1: Gust
Level 6: Hurricane
Level 8: Stormbringer
Level 11: Wind Breath
Level 14: Concentration
Level 17: Updraft
Level 20: Wind Barrier
Level 23: Wind Reverberation
Level 26: Electric Sheath
Level 29: Dust Devil
Level 32: Typhoon
Level 35:
Level 38:
Travel Powers:
Level 6:
Level 35:
Specializations:
and
PowerHouse http://powerhouse.nullware.com/
Link to this build: http://powerhouse.nullware.com/powerhouse.html?v=5&n=&d=1785J0000000000200021002400260023009C002A0027002800250022002B0000000000000000030007
Name:
Archetype: Freeform
Super Stats:
Level 6: Recovery (Primary)
Level 10: Endurance (Secondary)
Level 15: Ego (Secondary)
Talents:
Level 1: The Inferno
Level 6:
Level 9:
Level 12:
Level 15:
Level 18:
Level 21:
Powers:
Level 1: Throw Fire
Level 1: Fire Strike
Level 6: Fireball
Level 8: Fiery Form
Level 11: Fire Breath
Level 14: Concentration
Level 17: Conflagration
Level 20: Fire Shield
Level 23: Thermal Reverberation
Level 26: Immolation
Level 29: Heat Wave
Level 32: Flashfire
Level 35:
Level 38:
Travel Powers:
Level 6:
Level 35:
Specializations:
One thing I note, for purposes of Stacking AoEs, Pyre from the Fire set might be a better choice than another Maintain - Hurricane is Phenomenal! Is there any way to throw down an Ice Slick, to keep the baddies busy slipping and falling, in Champions?

Be Well!
Fireheart
Post edited by fireheart42 on

Comments

  • swedsandbroswedsandbro Posts: 26 Arc User
    edited November 2012
    First and foremost, I'm gonna start with saying that playing a nuker with a wide array of AoE's in CO... is suboptimal. More often than not you're better off with one spike, one maintain and one AoE in either role, all other powers simply being there for supportive or defensive purposes.

    That said, it's by no means impossible or ineffective to run with more powers than that and I'm gonna assume that your primary notion with this build is theme, so I'll try to work with you from that perspective. First, let's take a look at the two powersets you had in mind:

    Fire

    Fire isn't the basic "Nuke and forget" powerset one might think it is in CO. Of the elementalist tree, it's the second most tactical (Falling behind Ice in that aspect) and it works best at a medium range from your enemies. Power-wise it's unsurprisingly AoE-centric, however it focuses equally much on debuffing your enemy's resistance to Fire and Elemental damage.

    Pros:

    + Many debuffs
    + High damage dealing potential in drawnout fights
    + Strong AoE's

    Cons:

    - Very Costly
    - Lack of range for a ranged powerset
    - Little versatility beyond the debuffs
    - Very limited defense


    Wind

    Wind is a very basic and staple setup, having a good balance between spikes and maintains. It's straight up offense all the way, with secondary effects such as knocks and repels thrown into the picture. It's range is better than Fire, however it's lacking as well when it comes to defense.

    Pros:

    + Balanced Offense
    + High Damage dealing capabilities
    + Good range

    Cons:

    - Very limited Defense
    - Low versatility


    There's no reason to dread, you will simply have to go out of framework to look for passives, healing and defenses. This is usually the case when making elementalists. I'll suggest a few powers for you to try out and finish off with a suggested freeform build that you can use as a model for your build. Powers marked with a (*) are those that you definitely want in your build.

    Fire

    Powers to grab:

    *Conflagration:
    This is basically a "Rain of Fire" power, and a damn good one at that. It can be costly, however it can tear through mobs at an express speed with ease.

    *Fireball:
    Fire's only Spike. It's a sphere AoE, centered around your primary target. Like many of its kind, it only deals half damage to other targets. Add to that it's rather short range (50ft, most spikes reach 100ft) and it kinda falls behind in that department. However, it has an adv. that makes Conflagration hurt a Hella lot more, which makes this a staple in any decent Fire DPS build.

    Fire Snake:
    Calls forth a small "Fire snake" that races along the ground and debuffs enemies' resistance to -all- kinds of elemental damage, making it very useful in that aspect.

    Flashfire:
    Snap your fingers and the ground below your opponent erupts in flames. Only power gauranteed to add clinging flames and a fire patch, making it vital for builds using Thermal Reverberation.

    Powers to avoid:

    Pyre:
    It may look awesome, may feel awesome. But it's not. The cost-to-damage ratio is ridiculous compared to other PBAoE's, the only reason I can see this one used would be for the fire patch, but that becomes redundant once you get flashfire.

    Fiery Form:
    As a rule, avoid the passives of the Elementalist Tree as they're almost always sub-par compared to the big ones. They might shoot your damage through the roof, but count on being squishy like a cup of jell-O in an earhquake with these.


    Wind

    Powers to get:

    *Hurricane:
    A cheap, effective and powerful PBAoE maintain that constantly pushes enemies out of melee range. Yes, it's juast as good as it sounds, and it makes you look awesome as well.

    *Typhoon:
    A good spike, not the best to be found in the elementalist tree, but among the top 3 in damage at least.

    Whirlwind:
    Conjures a whirwind around your primary target, that stays active for twice as long as you maintain it. This could work well if you mix it up with Conflagration afterwards, as you can't usually have two powers active at the same time.

    Powers to Avoid:

    Stormbringer:
    Again, elementalist passives: Subpar. Pick something else.

    Twister:
    DPS has little use for crowd control. Rarely useful whatsoever.



    And finally, here's the promised build:

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Intelligence (Primary)
    Level 10: Endurance (Secondary)
    Level 15: Ego (Secondary)

    Talents:
    Level 1: The Impulse
    Level 6: Investigator
    Level 9: Academics
    Level 12: Daredevil
    Level 15: Negotiator
    Level 18: Wordly
    Level 21: Amazing Stamina

    Powers:
    Level 1: Throw Fire (Fuel My Fire)
    Level 1: Fireball (Rank 2, Unstable Accelerant)
    Level 6: Thermal Reverberation
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Hurricane (Rank 2, Rank 3)
    Level 14: Concentration
    Level 17: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 20: Flashfire
    Level 23: Conflagration (Rank 2, Burning Rain)
    Level 26: Typhoon (Rank 2, Rank 3)
    Level 29: Conviction (Rank 2)
    Level 32: Whirlwind (Rank 2, Vortex)
    Level 35: Masterful Dodge
    Level 38: Avalanche (Rank 2, Serrated Shards)

    Travel Powers:
    Level 6: Fire Flight (Rank 2, Rank 3)
    Level 35: Tornado Flight (Rank 2)

    Specializations:
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (3/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Mass Destruction (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Surprise Attack (2/2)
    Avenger: Relentless Assault (3/3)


    To explain some powers that might look out of place:

    Quarry:
    Archery Framework. Your passive, it buffs all kinds of damage, adds dodge chance and has an inherent intelligence and Ego buff. Off all the offensive passives, this one has the strongest defenses.

    CConcentration:
    Technology tree. Standard Form for ranged DPS or Tanks.

    Bountiful Chi resurgance:
    Martial Arts framework. Creates a small chi flame in your character, healing them over time. The adv. is vital, as it causes it to tick whenever you dodge as well.

    Masterful dodge:
    Martial Arts Framework. No animation, basically raises your dodge chance to 100%+ for 15 seconds. A lifesaver.

    Conviction:
    Celestial framework. Causes you to glow slightly, buffing your health and healing you for a small-medium amount. Short cooldown.

    Avalanche:
    Ice framework. Calls down giant chunks of ice upon your opponent. This is only cake, as you did say you wanted many AoE's, and few are as impressive as Avalanche when it comes to looks.


    Hope this all helped you a little.
  • fr0gurtfr0gurt Posts: 0 Arc User
    edited November 2012
    I like that Whirlwind+Conflagration combo. Sounds particularly nasty.

    Here is my take using Aura of Primal Majesty as a slotted passive:

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Intelligence (Primary)
    Level 10: Ego (Secondary)
    Level 15: Endurance (Secondary)

    Talents:
    Level 1: The Impulse
    Level 6: Investigator
    Level 9: Academics
    Level 12: Daredevil
    Level 15: Field Ops Training
    Level 18: Brilliant
    Level 21: Jack of All Trades

    Powers:
    Level 1: Electric Bolt
    Level 1: Lightning Arc (Rank 2, Rank 3)
    Level 6: Electric Sheath (Matter ? Energy Union)
    Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 11: Overdrive
    Level 14: Concentration
    Level 17: Fireball (Unstable Accelerant)
    Level 20: Conflagration (Rank 2, Burning Rain)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Masterful Dodge
    Level 29: Whirlwind (Vortex)
    Level 32: Wind Barrier (Rank 2, Rank 3)
    Level 35: Fire Snake (Rank 2, Trail Blazer)
    Level 38: Avalanche (Rank 2, Serrated Shards)

    Travel Powers:
    Level 6: Tornado Flight (Rank 2, Rank 3)
    Level 35: Blazing Speed

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Revitalize (3/3)
    Intelligence: Expertise (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (3/3)
    Vindicator: Modified Gear (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Locus (2/2)
    Guardian: Retribution (2/2)
    Guardian: The Best Defense (3/3)
    Mastery: Intelligence Mastery (1/1)

    This build has 4 maintain powers (Lightning Arc, Whirlwind, Conflagration, and Avalanche) which will all proc Overdrive and Concentration if you maintain them for at least half a bar.

    Against a lone boss:

    1. Open with Fire Snake (elemental debuff).
    2. Finish with Lightning Arc.

    Against mobs, target the strongest and:

    1. Open with Fire Snake (elemental debuff).
    2. Maintain Whirlwind w/ Vortex (gathers the mob).
    3. Tap Fireball w/ Unstable Accelerant (applies fire debuff).
    4. Maintain Conflagration (should re-enact that scene from Raiders of the Lost Ark if my calculations are correct.)

    Conviction is your maintenance heal. Electric Sheath is an Active Offense which also helps you break out of holds and with Matter-Energy Union even provides a shield. Masterful Dodge is an Active Defense -- your "panic button" power. Avalanche is just a thematic power. You can put anything you want there.

    This is a retcon build which may not be ideal for levelling up. It designed so that powers you may want to change are easily reached at the top of the "stack".

    For a level-up build, you might want to start off with a Squall-like build:

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Intelligence (Primary)
    Level 10: Ego (Secondary)
    Level 15: Endurance (Secondary)

    Talents:
    Level 1: The Impulse
    Level 6: Investigator
    Level 9: Academics
    Level 12: Daredevil
    Level 15: Field Ops Training
    Level 18: Brilliant
    Level 21:

    Powers:
    Level 1: Wind Lash
    Level 1: Hurricane (Rank 2, Rank 3)
    Level 6: Wind Reverberation
    Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 11: Conviction (Rank 2, Rank 3)
    Level 14: Concentration (Rank 2)
    Level 17: Masterful Dodge
    Level 20: Electric Sheath (Matter ? Energy Union)
    Level 23:
    Level 26:
    Level 29:
    Level 32:
    Level 35:
    Level 38:

    Travel Powers:
    Level 6: Tornado Flight (Rank 2)
    Level 35:

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Revitalize (3/3)
    Intelligence: Expertise (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: The Rush of Battle (1/3)

    Then at level 23, redo all of your powers into an intermediate build. (Should cost about 50G to undo all of your powers at level 23 in the Powerhouse, if I remember correctly.)

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Intelligence (Primary)
    Level 10: Ego (Secondary)
    Level 15: Endurance (Secondary)

    Talents:
    Level 1: The Impulse
    Level 6: Investigator
    Level 9: Academics
    Level 12: Daredevil
    Level 15: Field Ops Training
    Level 18: Brilliant
    Level 21: Jack of All Trades

    Powers:
    Level 1: Electric Bolt
    Level 1: Lightning Arc (Rank 2, Rank 3)
    Level 6: Electric Sheath (Matter ? Energy Union)
    Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 11: Overdrive
    Level 14: Concentration
    Level 17: Conflagration (Rank 2, Burning Rain)
    Level 20: Conviction (Rank 2, Rank 3)
    Level 23: Masterful Dodge
    Level 26: Fireball (Rank 2, Unstable Accelerant)
    Level 29:
    Level 32:
    Level 35:
    Level 38:

    Travel Powers:
    Level 6: Tornado Flight (Rank 2)
    Level 35:

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Revitalize (3/3)
    Intelligence: Expertise (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: The Rush of Battle (3/3)
    Vindicator: Modified Gear (2/2)

    Then at level 29, shuffle powers into the final build.

    An important thing to remember about Freeform building is that Undo costs escalate rapidly as you level up. A complete undo that costs about 30G at level 20will cost closer to 600G at level 40. So you should always think in terms of pushing down core powers to the bottom of your power stack, and "bubbling up" powers that you may want to change to the top of your stack. You will always want to bubble up your travel powers to near the top of the stack in case Cryptic releases a new travel power that you just have to have.

    And finally, use your own judgement. When you are levelling up, if you feel the need for another heal, defense, or other power right now, then by all means take it. I always plan out my characters, but I don't think that any of my original plans have survived them.
  • titotito333999titotito333999 Posts: 196 Arc User
    edited November 2012
    Here's my take on the build... Fire Snake + Sparkstorm(adv) + Hurricane all running at the same time with great DPS and survivability. You have to retcon into the build at lv8. In my test(lv40) I geared for all INT, except for one 37REC secondary utilitypiece.


    PowerHouse (Link to this build)

    Name: Hellstorm

    Archetype: Freeform

    Super Stats:
    Level 6: Dexterity (Primary) for crits but mostly for mastery and specs
    Level 10: Intelligence (Secondary) get as much as possible for cooldown/energy/concentration
    Level 15: Recovery (Secondary) to attack from rest

    Talents:
    Level 1: The Disciple
    Level 6: Agile
    Level 9: Brilliant
    Level 12: Tireless
    Level 15: Coordinated
    Level 18: Impresario
    Level 21: Negotiator

    Powers:
    Level 1: Strafe
    Level 1: Quarry (Rank 2, Rank 3) great for different types of attacks(fire/cold/crush/electric)
    Level 6: Concentration scales with int for more dps and energy
    Level 8: Hurricane (Rank 2, Rank 3) awesome power
    Level 11: Overdrive scales with int, you wont need your energy builder at higher levels
    Level 14: Bountiful Chi Resurgence (Resurgent Reiki) great when you dodge
    Level 17: Evasive Maneuvers (Rank 2, Sleight of Mind) +dodge chance and agro wipe
    Level 20: Sparkstorm (Rank 2, Electric Personality)
    Level 23: Masterful Dodge
    Level 26: Fire Snake (Rank 2, Rank 3) fire damage + elemental resistance debuff so it helps hurricane
    Level 29: Circle of Primal Dominion (Rank 2, Rank 3) heal/damage resistance/kb resistance use for bosses or cosmics
    Level 32: Conviction (Rank 2, Rank 3) heal
    Level 35: Ice Sheath break free
    Level 38: Unbreakable (Rank 2, Rank 3) filler

    Travel Powers:
    Level 6: Teleportation
    Level 35: Acrobatics (Rank 2, Rank 3)

    Specializations:
    Dexterity: Gear Utilization (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (2/3)
    Guardian: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)
    _______________________________________________

    [SIGPIC][/SIGPIC]
    This was awesome while it lasted
    _______________________________________________
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