Draggynn

Super-Powered
  • Posts

    727
  • Joined

  1. Quote:
    Originally Posted by YoumuKonpaku View Post
    A screenshot of the UI for those of us who don't desire to take the time to get beta set up would be appreciated.
    I have a bunch of screenshots, but unfortunately won't have time to post them for the next couple days. Here's a shot to give you sense of it at least:


    I think it's hard to get a sense for how hard or easy it is to track health bars without actually playing though.
  2. Howdy Folks,

    I would advise everyone to check out the new team UI that is currently on display during the BAF test session this weekend. If you ever monitor your team's health or have your team window open, the new look is VERY different. As part of adding in the League system they have completely reworked the team window.

    I figure we're probably the AT that will be most affected by this change, so I would advise folks to go look and make your voices heard in this thread, so the devs can have feedback all in one place. I was not a fan of the new UI, but your results may vary.

    Dragg
  3. Interesting...I suppose I could conceive of Bridgeport expanding into Gotham in some alternate universe.
  4. Quote:
    Originally Posted by TankShock View Post
    Thanks! So Freezing Rain is very Proc friendly, esp since it really doesn't need ACC or Dam.
    **points to sig** I can promise you that almost any questions you may have about freezing rain will be answered there.

    Freezing Rain can accept 5 damage procs, although I would recommend the Achille's Heel and maxing out recharge rather than filling it up purely with procs.

    Also, note that there are only two chances for procs to fire in Freeizng Rain (since the rain portion lasts 15 seconds) once at the start and once at the 10 second mark. The first proc though will be on the first tic of the rain before the defense debuff has been applied, so if you're planning on proccing out Freezing Rain, you may want to consider a little accuracy in it depending on your build and intended targets.
  5. Quote:
    Originally Posted by Another_Fan View Post
    It looks like they didn't change the article so much as move it. It is still showing it self suppressing.
    The article looks accurate to me now. Although you have to read the note that says:
    Quote:
    This article or section contains information that no longer applies to the current version of City of Heroes/Villains. It is provided for historical purposes.
    which applies to the whole section titled, "Suppression" although I suppose in the current incarnation, it may be unclear that it applies to that whole section.

    It still self suppresses in that if the proc fires while you have the buff on you, nothing will happen rather than the buff refreshing. However, the buff no longer triggers a 10 second suppression after firing as is described in the redacted section.
  6. Quote:
    Originally Posted by Father Xmas View Post
    When did New Haven, CT become Gotham?? Connecticut isn't that cool.
    haven't seen the show, but as a former New Haven resident, I'm rather confused and curious about what New Haven has to do with the show?
  7. Quote:
    Originally Posted by StrykerX View Post
    As I understand it the main drawback of the recharge proc is that once it fires, any future applications are suppressed for 10 seconds. However, it will still fire during that 10 seconds, you just don't get a recharge boost... but you do get a new 10 second suppression timer. So if you put it in an AoE and fire it more often than once per 10 seconds you'll keep resetting the timer and therefore you can't get a second recharge boost until it fails to proc (and therefore doesn't reset the suppression) or you wait more than 10 seconds. Basically it has two effects: the recharge boost, which is flagged "only apply if not suppressed", and the suppression itself, which is not flagged "only apply if not suppressed".
    Quote:
    Originally Posted by Granite Agent View Post
    I thought it has a chance to proc off each target, but that once it proc's it supresses itself for 10 seconds ... meaning even if it procs off say 5 targets hit by the same AOE you only get teh benefit of the proc firing one time.
    Both wrong (well the second is mostly right, except for the suppression) and, Wow. I've been ranting about the innaccurate wiki article on this for a while now...but it looks like someone actually corrected it finally (something I probably should have done, and was just too afraid to do for fear of screwing up the formatting). So, now as opposed to telling you to ignore the Wiki article, I can just tell you to read the article here.

    The proc does not stack with itself (and will be suppressed if it does fire rather than replacing the currrent buff), but otherwise there is no self suppression. What you are describing used to be true, but has not been true since i16 or so.
  8. Quote:
    Originally Posted by Local_Man View Post
    Hmm, when playing my Fire/Rad, I always use Bonfire on the Towers to knock away the Repairmen . . . and I have never had a problem of that Repairman going to repair one of the other towers. I've never seen it, either.
    I'm not saying that everytime someone uses Hurricane or Force Bubble this happens, but that everytime I've seen it happen it's been when someone has been using Hurricane or Force Bubble.

    I think it's fresh in my mind because I had it happen three times during the STF deluge that was last week: including twice on the same TF after warning the player about what was occuring after it happened the first time. Put me in a bit of a crusader mode about this issue
  9. Quote:
    Originally Posted by dave_p View Post
    All the Storm powers are damn near perfect for the final stages of, say the STF (repairmen? yeah, eat some Hurricane trying to reach the towers).
    Glad to hear you are loving Storm!! I love Storm too, but I'm going to have to disagree with this one, and offer a word of caution. Every STF I've been on where we've had a tower come back online after being defeated was because some Stormie or Forcefielder thought it would be great to knock the repairman away. Although this is great in theory, in practice it means two things:

    1) If the user is horrible with positioning they actually knock the repairman away from the tower being worked on into another tower! Although most players know to position themselves to attempt to avoid this, at some point they'll move to heal a target that's blocked by the tower, or to hit an incoming mob, and the repairmen will pick that moment spawn.

    or more commonly

    2) They knock the repairmen away from the tower before they get noticed by the team and thus aren't defeated. Then they return from wherever they were pushed to after the team has moved on to the next tower and repair it.

    Does this always happen, no! Is it much easier for error in this situation, yes! So use with extremem caution. I find it is almost always better to rely on pets (Lightning Storm for instance) which can target enemies before they become targetable by players and AoEs to take out repairmen quickly rather than hurricaning or force bubbling them away. When the repairman stay right at the tower, it is very hard to avoid defeating them, especially on a team with any degree of AoE ability or pets. In general during the towers phase I don't use hurricane or tornado because of the repairmen.

    Dr. Aeon, however, I find to be an excellent situation for Hurricane....Clones? What clones?
  10. Yup, looks right. The "total recharge method" works great, although I like to rearrange the variables a little bit to answer the question: how much faster does this recharge with X Buff up:

    B = Time to recharge if the buff were up for the whole power.
    R = Time to recharge without Buff.
    D = Duration of the Buff

    Reduction in recharge duration: R*D/B-D
    That is the amount of time it would take for the percentage of the recharge time covered by the buff to be covered without the buff, minus the duration of the buff (that is the time actually covered for that percentage of the recharge).

    B = 1500/4.0875 = 366.95

    so the reduction in recharge duration is: 485*60/366.95-60 = about 19 seconds which agrees with your calculations.

    I find this formulation to particularly useful when trying to answer how much faster the Force Feedback proc will make powers recharge.
  11. Quote:
    Originally Posted by Quaver View Post
    I've just unlocked the third spiritual tier (parial core revamp I believe) on my Kin/Sonic/Power, and the extra recharge has me wondering if I could get away with swapping the single rechage Io I currently have in Power Build-Up? I'm thinking of replacing it with the +perception from Rectified Reticle set and leave it at that. My question is, is the +perception going to be a noticeable improvement compared to about 6 seconds less recharge? Also I'm guessing the +perception is a constant and not only happening after I click power build-up? I barely use the power really, taken as a pre-req for Total Focus/Force of Nature.

    Thanks
    Kin/Sonic is probably one of the combinations that gets the least benefit from power build up, since you don't really need the additional damage buff. However, build up should enhance the heal in transfusion, the end drain in transference, the slow in siphon power, and the stun duration of screech and sleep duration of siren's song. As a +Accuracy power as you seem to be saying that you've been using, it's actually pretty weak only offering +10% to-hit (although it will provide a 100% bonus to any +to-hit bonuses you provide such as tactics, fortitude, etc.).

    The question about tactics wasn't regarding your to-hit but rather because tactics also provides +perception that is sufficient to see everything in the PvE game. The only situation where the +perception would be helpful beyond tacticcs would be to see through players with stacked stealth in PvP.

    Since you don't have many powers that would benefit from power build up, aren't using power build up, and don't have tactics for +perception, I say put the Recticle in there. You were correct that it is a global IO and therefore in effect even when you have not activated power.
  12. Quote:
    Originally Posted by Jericho View Post
    Note that I do have knockback protection in Superior Invisibility. Do you guys think a second one is needed? (Giving a total of 8 KB protection. I've heard there are even enemies that do 9 KB mag in the game. How common are enemies that do KB higher than 4 mag?)
    There are indeed enemies that do over mag 8 KB, Fake Nemesis being the most famous. In general however, I think you'll find one KB IO to be sufficient except for one game mechanics issue. KB is not supposed to stack (hitting someone with a mag 2 and a mag 3 KB does not make it mag 5 KB), unless the hits happen within the same server clock tick (.132 seconds I believe). In this case, the KBs are added together by the game and applied to you at once. Thus it is possible, especially against council/5th Column for several KB attacks to hit you at once and knock you over. For this reason I like to have 2 KB IOs, although I usually stick Blessings of the Zephyr in travel powers for that.

    Quote:
    On my Plant/Storm, who is by no means defense capped, would you guys take Ice Armor or Hibernate if it came down to a choice between the two?
    I've been leaning toward Armor as it gives her almost 20% defense plus lets me put a LOTG in there! But I just saw where you said Hibernate is really good Local. Is it good enough to lose the 7.5% LotG recharge? (Creepers is at 124 right now, almost perma, since she already dropped one LotG mule to take O2. Dropping Armor would drop it to 127.)
    I will echo Local is saying Hibernate is definitely a play style choice. I would go on test and try it out a little bit to see if you like it. My Ice tank couldn't live without it, but it just slowed down my ice/kin troller. If you find that you play in melee range with your plant/storm, I would recommend taking the armor and building for soft cap smash/lethal defense. If you don't spend much time in melee I would probably go with hibernate.
  13. Well darn, the browser just crashed on me after typing out a long response so here's the cliffnotes version:
    Quote:
    Originally Posted by Jericho View Post
    Hi Draggynn,

    My Wow roots are showing with the talent tree talk LOL I spent over two years as a guild leader there, but was constantly having to reconcile the crazy kids who played with the paramilitary raider types. Thankfully I've found few of either in COH, just a lot of normal nice folk.
    Well we're glad to have you

    It can be hard to give feedback regarding a particular IO irrespective of the rest of the build but here are my thoghts:

    Quote:
    1) Since my PA are right now at 68 secs, would it be worth it to put the Force Feedback proc in either Hurricane or Gale? I don't use either a lot. Hurricane I use mostly when I think I might be in danger (it's great), Gale I used to use for the same reason. How many seconds would one proc of FF take off that 68? Is Hurricane or Gale the place for my extra slot?
    As explained in my guide the FF proc is hard to use in hurricane since you need enemies in hurricane for it to proc and hurricane likes to push enemies out. Thus if you are going to use one, put it in Gale, but I'm not a big Gale fan, personally. Each time the proc fires it will take 1.4 seconds off the recharge time. Which isn't a lot but it can fire multiple times in that 68 seconds. (it's easy to calculate the time reduction if you want to know how).

    Quote:
    2) Adding a dmg/endur IO to Spectral Wounds would take me from yellow ED to red ED and add about seven dmg to each use. Is that the place for the extra slot?
    This sounds promising especially since with containment it's 14.

    Quote:
    3) I could add a heal/endur IO to O2 boost. Doesn't seem to be a game changing use of the slot, as I already have green ED with two slots.
    If you're using O2 boost enough to make this worthwhile, I would recommend going for recharge, or recharge/end if endurance is an issue.

    Quote:
    4) I could add a fourth slot to Hurricane and change sets to get 5% recharge, but that would only take Phantom Army down one second to 67 and I would have to take some IOs that do nothing and that I don't want (which I Hate doing), and I would lose the 2% dmg bonus. It's not that the dmg bonus is that great, it's being forced to use an extra slot that I neither want or need that reminds me of having to take talents I didn't want or need in Wow to get to the 'good' ones. And all that for only one second off PA. For two or three, maybe.
    ultimately the recharge bonus in hurricane is what you will want. Yes, this recharge bonus doesn't change a whole lot, but all those bonuses add up, and the difference between perma PA is quite stark. Although you could use the spiritual alpha slot to cover some of the slack, I suspect you will find endurance to be an issue and will want to go for the cardiac slot.

    Quote:
    5) I could add the plus 3 defense IO to Steamy Mist (would that only work when SM is on? It can't be used with Superior Invisibility which I prefer.)
    This is a global IO and will therefore be in effect even when Steamy Mist is off. However, you have PA for defense, so I would advise you to consider a KB protection IO (also global) rather than the defense IO.

    Quote:
    6) I could add a recharge IO to tornado which would drop it about three seconds. I try to avoid using recharge IOs (other than on PA) unless they give me at least six seconds off the time. Converting one of the procs on Ice Storm to recharge would also give me three seconds, and a second proc converted would only give one additional second. That's why I didn't them on those powers. A Defense Debuff/Endurance/Recharge might be more palatable here as I feel it's more bang for the slot buck.
    This really depends on your play style to determine if this is worthwhile or not.

    Quote:
    7) A sixth slot for Bile Spray such as either of the triples from Detonation. Would only add three points to damage but would increase range of the cone (thus greatly increasing size) or accuracy.
    Well, range can be a great way to increase the damage output of cone attacks. So this looks promising.

    Quote:
    I'm not in love with any of these, do any of them seem way better than the others to you?
    I would give highest priority to 4 and modified 5, and then 2 and 7.

    Quote:
    Looking forward to Tornado and Thunderstorm in your guide, it's an awesome guide for anyone seeking Storm info!
    Glad that you found the quide helpful Tornado is coming along slowly but surely, but I'm not ready to give an ETA yet.
  14. Quote:
    Originally Posted by Zophar_Shinta View Post
    I made a Cold/Ice and I'm loving it so far. I just have some questions on a few procs.

    I already know to put the -res in sleet but, what about a damage proc for Ice storm and Snow storm?
    If I'm remembering correctly then the damage proc in Ice Storm should be fine its just the snow storm one that I'm wondering about.

    Any other procs I might?

    Thanks
    The damage proc in Ice Storm just like a damage proc in sleet will have two chances to proc, once when the storm is summoned and once at the ten second mark.

    A damage proc in Snow Storm is a matter of taste, although I would advise against it. The proc will have a chance to fire every 10 seconds...That means one proc every 50 seconds on average or 1.55 damage/second per target. Obviously with lots of targets that can add up, but in general I find that the slot may be better spent elsewhere.

    Some folks like to proc out sleet for damage as well, but I would only go that route after you have already maxed out its recharge.
  15. Hey Jericho, It looks like this is intermediate build, so I will just make some general observations rather that getting into picky details. But a couple quick comments on terminology first. Players of CoH will be more familiar with the terms primary and secondary powersets rather than talent trees, and are more likely to call individual abilities powers rather than talents. And magnitude 2 stun, rather than a level 2 stun (although folks are less likely to use the "technical" term on that). Just a couple hints for blending in with the natives
    Quote:
    Originally Posted by Jericho View Post
    Local man, what are your thoughts on puting the chance for res debuff proc in Tornado and Water Spout? Helpful, or two wasted slots that could be used elsewhere?
    The Achilles heel proc in tornado and waterspout isn't necessarily a bad idea but it may get frustrating. The proc will have a chance to fire every 10 seconds regardless of whether tornado is near an enemy or not. Since you don't have an AoE immobolize, your tornado is more likely to go chasing after targets and therefore may not be near targets when the proc fires. Against AVs though you are more likely to have the tornado and spout stay on a single target so the proc is more likely to hit the intended target. Note, however, that you cannot stack the achille's heels, so if the one in Freezing Rain fires, the procs in tornado and waterspout will fail.

    Quote:
    It also lacks a -regen. power, but I don't think any pool contains one of those sadly.
    Instead of -regen Storm gets one of the most powerful resistance debuffs in the game (since you can stack it) and additional damage in tornado and LS. You are correct there are no epic power pools that contain -regen, and although that might be nice, it is hardly necessary.

    Quote:
    There's some extra ranged defense, but no where near softcap, I took what I could get but tried to really remain true to the powers. Hopefully the res shield will help.
    Until you reach perma PA, the ranged defense may be useful, but ideally on an illusion controller, having ranged defense should not be necessary as you will almost never get attacked thanks to PA and Phantom's decoy. When you have a choice between defense and recharge on an illusion controller, always choose recharge.

    some general thoughts on your slotting:

    Snow Storm:
    I'm not a huge fan of impeded swiftness in snow storm. On average it will proc once every 50 seconds meaning that it adds 72/50: 1.44 damage/second. Of course against large groups it has a chance to hit many of them, but after a couple years using the proc, I decided that there were better places to spend that slot.

    Freezing Rain:
    Recharge, Recharge, Recharge. Procs in this power are fun, but the more often you have it up the better since it improves the damage of your phantom army and PA as well as your own. Try to hit the ED cap on recharge before slotting the damage procs. Yes, you have global recharge, but even so, more Freezing Rain, more often is better.

    Tornado:
    If you find you use this power enough to make slotting it worthwhile, then I would recommend you supply it with recharge as well. Two tornado's can be fun. Also, I'm pretty sure that waterspout is just a tornado clone, except that tornado does more damage. (I know tornado does more damage, it's possible that waterspout has a lower chance to KB and stun looking at city of data...but I think that's just inconsistencies in reporting, not in actuality). So if you are just going to use one of them, you are better off giving the extra slots to tornado rather than waterspout.
  16. My guide in my sig is targetted at defenders, so your controller numbers will be off a little bit and the strategies vary some, but it can help give you a good idea about some of the intricacies of some of the powers (like the ongoing bug in Freezing Rain).
    Quote:
    Originally Posted by GATE-keeper View Post
    4) I didn't pick O2 Boost b/c I solo a lot. I would like to be useful on a team. Was that a bad move?
    Although not necessary as it is not a particular strong heal, especially on a controller. However it's secondary effects are nice, and it's a convenient trick to have in your back pocket. When playing my storm defender I have often been on teams where the only other support toon was a /storm troller without O2 boost, and it always saddens me a little. I know it means that although I can keep everyone else's health capped, I will need to rely on greens to keep from being slowly whittled down. It's not that I expect them to spam O2 boost, but the occasional heal would be nice

    Quote:
    5) Melee AT's are nearly required to get Boxing, Tough, Weave. What pool powers are most useful to trollers? Does the Leadership pool affect pets?

    I don't have access to Mid's right now, but I can post a build later:

    Ill: I've got all powers up to Ph Army, except for Group Invis. I'm only 22 so Spectral Terror not available yet.
    Storm: I have Gale (required), skipped O2 Boost, skipped Snowstorm, skipped Steamy Mist. Got Freezing Rain, got Hurricane.
    As Local Man mentioned Steamy Mist is more than just stealth since it also provides resistance and defense. If you're planning on taking leadership, note that Steamy Mist is substantially better than Maneuvers. Steamy Mist is a power that you can turn on and forget about and doesn't require any real work on your part, so I figure why not take it.
  17. Quote:
    Originally Posted by Local_Man View Post
    The proc would apply to the pseudopet, Lightning Storm. Sadly, Recharge buffs don't work on pets and pseudopets, so the proc will do nothing.
    This isn't entirely accurate. The proc will have a chance to fire on you when you summon LS. So the answer is correct in spirit if not in the details
  18. Quote:
    Originally Posted by anonymoose View Post
    Getting rejected from a team because you're not an Healzor is silly. That team was looking for a debuffer and would presumably have been happy to invite your stormie.
    I think you missed the point of what I was saying. I was only commenting that it sucks when you want in on a team, and you aren't what the team happens to be looking for.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Let's fight Mako from the STF. He's the most notorious hard to hit enemy, so this is the chance for your defense debuffs to shine.

    Everyone on the team is whiffing because he's got defense. You pop Aim and fire off Irradiate, Cosmic Burst, and some other power in the time Aim is active. We have to assume that Aim is capping your chance to hit, ignore the fact that the three attacks would still have a chance to miss, and ignore the possibility that Mako's AoE attacks could kill you in the time it takes to approach and retreat for Irradiate. Using your defender's numbers, that's a total of 121.76% in defense debuffs. Now, assuming that Mako's defense powers do not include any sort of defense debuff resistance of their own, your debuffs now face a 87% resistance for the +4 AV. You can debuff Mako's defense by 18.26%, so long as you never miss an attack in your chain, which will happen on average once every twenty attacks. I think AV fights last around the time it takes to execute twenty attacks.
    The numbers against Mako are actually worse than this. Because he's +4 your effects are only 48% effective against him due to the purple patch so 8.73% not 18.26%.

    I will agree with folks that have said that although /rad does debuff it does not fulfill the role someone is normally looking for when they ask for a debuffer. That said I can sympathize with the OP. Although it hasn't happened in years, back when the game first came out, I would regularly be rejected from teams for being a storm defender and not an empathy defender.
  20. 1. Techbot Alpha
    2. Christopher Robin
    3. Henri

    Also, Bubba if you want to offer a more substantial inf prize at the end of the year, I'm happy to contribute funds, although I have mixed feelings as to whether that's a good idea or not and will let you decide. Just know that there's inf available if you'd like to offer it.
  21. Quote:
    Originally Posted by JakHammer View Post
    Oh and 1 more dumb question. You can only have one Voltaic at a time, can you have 2 or more Tornado as with Lightning Storm (my Tornado in game has only the base slot.) Hey Draggynn, need that Tornado guide
    Yes, you can have multiple tornados out, and if anyone tells you otherwise, I have pictures to prove it For some reason that was a point of some confusion a while back.

    And the Tornado guide may be a bit. I've started drafting it, but it's no where near completion...so I won't even try to claim soon(tm) on that one. But that's what happens when real life interferes.
  22. Quote:
    Originally Posted by Garent View Post
    I just tested voltaic sentinel and it looks like it ignores buffs too. In hindsight, I should have realized this sooner since both voltaic sentinel and tornado accept pet damage sets.
    well that will teach me to post without checking something. Although didn't VS used to inherit hasten? never used it myself, but i thought folks were complaining about that in the pet recharge nerf as well. Seems strange it wouldn't inherit other buffs then.

    Quote:
    I know for SURE that lightning storm inherits buffs though.
    I can confirm this as well
  23. Quote:
    Originally Posted by Garent View Post
    I'm pretty sure that tornado does not inherit buffs. I've never done focused testing on it though.
    Hmm, looks like you're right. Just tested and Tornado does not inherit damage buffs either from inspirations or powers.
  24. Quote:
    Originally Posted by JakHammer View Post
    Thank all of you for the advice.
    First, two dumb questions. Will Freezing rain stack with itself from the same caster ?
    Yes, but it won't always feel that way. Freezing Rain is currently bugged so the debuff doesn't last the full duration it's supposed to last. Read my guide for the full explanation of what's going on there.

    Quote:
    Does the damage boost from Aim affect Lightning Storm, Tornado or Voltaic Sentinel ?
    EDIT: Apparently only LS inherits AIm and then only for the duration of Aim.


    My only other thought on your desire to triple LS, is that I find that generally by the time I would have time to cast a third LS the enemies are generally defeated: especially on teams. Of course the exception to this is in AV fights, but AV fights also tend to be the instance in which tornado really shines as well. So if you want three LS's because you find that you are in a lot of AV fights, I would encourage you to reconsider the utility of Tornado.
  25. First I'll crunch some numbers for you, although ultimately I don't know that they'll be relevant.

    To perma hasten with two slots in Hasten and the Spiritual Boost is:

    450/(1+X) = 119.27 (close enough at any rate).

    This means that in total recharge you need: 277% enhancement.

    From your alpha slot you will have .95 + .15 (.848+.22-1)+.11 = 1.07% and with hasten running you will have another 70% which means that you will only need a little over 100% global recharge to perma hasten...you have 108% in your build right now.

    But here are two thoughts:
    1)Those endurance boosts are not going to be enough to offset the high end drain that is storm summoning, especially with that high of a recharge meaning that you are cycling through high endurance cost powers like Lightning Storm, Tornado, and Freezing Rain very quickly. Add to this that you don't have any endurance management tools from your epic pool to help offset this: you are going to be hurting for endurance.
    2) Recharge becomes less effective as you get more of it due to the 1/(1+X) relationship. I love building for recharge, but not at the cost of other attributes in powers. This is part of what makes the Purple Sets so great in a high end, you give up less in other categories, so sacrificing other things to get your recharge up is not going to be as beneficial as you might hope.

    With those things in mind, I'm going to suggest that you not focus on perma hasten, but rather simply go for recharge bonuses when you can get them, and focus on getting the most out of your powers otherwise. If you decide to invest more money then you can start swapping in some more purple sets for the 10% recharge bonus.

    Freezing Rain is the biggest offender in this category. Accuracy and Damage do almost nothing for Freezing Rain. Since you're not taking Snow Storm, slotting slows in FR could be more useful, but even so, enemies spend so much time falling that enhanced slows really don't do that much. (Remember enhancing slows only effects run speed, not recharge speed) Pull the pacing of the Turtles and stick Thunderstrikes in one of your attacks. 6 thunderstrikes will give you 3.75% ranged defense to offset the loss of the bonus and then you can do a whole lot better in FR. Focus on recharge, maybe a little defense debuff, and the Achille's heel or damage procs...since you don't have snow storm you could consider keeping the %recharge proc...I wouldn't though. To see all I have to see about Freezing Rain follow the links in my sig. 2 end/rech/Slow IOs is a good start and then finish with a combination of whatever you feel like.

    I'm not crazy about slotting the 5 red fortunes in Steamy Mist or Weave since the return for your slotting is fairly slow, and Steamy Mist can benefit from some resistance slotting as well, but I understand you're chasing those recharge bonuses.

    I would also drop the Kismet Proc because with all your accuracy bonuses and Freezing Rain/Tornado it's impact will not be noticeable. Consider another slot in Stamina instead for a pure end IO.

    Again, Tornado is slotted poorly in an effort to chase recharge bonuses (and a small recovery bonus). I tend to be more forgiving of slotting pet sets (hate having to slot the useless accuracy) when chasing defense bonuses (6 Blood mandates will get you 3.75 ranged defense). In general though, Tornado does best with damage, recharge/end (depending on how often you use it) and some stun. If you use the power, consider pulling slots over from one of your res toggles (that +2.25 max end isn't going to make much difference) or a slot that you drop from FR. If you decide to go for Blood Mandates, pull out of weave or Steamy Mist since the 3.75 will be a lot more than what you lose.

    That gives you some places to start.