AquaStorm

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  1. Since Issue 7, some of this guide needs to be edited, but it is past the time limit for doing that, so I am adding this post as a codicile, as it were, in order to make the needed changes.

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    Remember that Issue 7 is coming out soon, and it will bring about some changes to Hurricane (nerfing it a bit I heard) and maybe other powers or effects (like knockback and damage boosts affecting pseudo-pets).

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    Issue 7 did not end up changing Hurricane in PvE. However, recently, a small but long-overdue fix to it was reported in the forums. Supposedly, it will now properly repel mobs away from the Hurricane center even if they are immobilized by another hero. (Previously, the mobs would be repeled away from the caster of the immobilize instead, which was very irritating and dangerous at times.)

    As to the damage boost from Aim, I have tested it and it only affects Lightning Storm, and only for the duration of Aim (~10 seconds). It does not affect Voltaic Sentinel or Tornado.

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    Why no Aim? I had it at one point for a while. I just didn’t find it very useful. I don’t rely on big AoE attacks or snipes. Tesla/TP Foe were the only reasons I could see getting it, but I was accurate enough with those. Still, if you go with Power BU, Aim might be a good supplement. If you get Thunderous Blast, then definitely consider Aim. In addition, a HUGE change that is reportedly coming in Issue 7 is that Aim and Power BU will boost the damage of Lightning Storm and Voltaic Sentinel and Tornado!!! This alone makes me encourage you to consider taking Aim at some point in your career if this change indeed happens in Issue 7.

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    As per above, my testing shows that Issue 7 allows Aim to affect Lightning Storm, but NOT Tornado or Voltaic Sentinel. And even with L. Storm, the effect is only long enough to affect the first lightning stroke. So basically, I have returned to saying that Aim (for me) would only be useful if I planned on taking Thunderous Blast.
  2. Happy Birthday, Legion of Freedom!
    I am thankful for the members of LoF, who have helped make City of Heroes a much more enjoyable game for me. It is an honor to finally be joining this most super of supergroups!
  3. [ QUOTE ]
    Wow! This really gives me a lot to think about. I have been considering respec for my stormie/elec so that i could pick up tp self/foe. I love the knockback, and it is true...sometimes tanks/scrappers dont appreciate it. . I try to be sensitive.
    I have been using hurricane primarily as a defense for blasters, etc, but the idea of using it as a herding tool on teams is a great one...I will have to try that. Any tips for pvp?

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    I am glad it helped! Unfortunately, I don't have much PvP experience or advice. My computer is too slow to handle all the graphical effects flying around, and I am still more interested in experiencing PvE with my alts, to spend much time with PvP. I do have some fun memories though of taking out scrappers, stalkers, MM's, defenders and even tankers with AquaStorm in both the arena and the PvP zones. My bane was anyone using a ranged hold, or quick powerful ranged attacks. Controllers/dominators and Ice/Energy blasters were my nightmares, although if I could hold them first, I was okay. One time, a Robot/FF MM made my life miserable as well with Force Bolt and Force Bubble.

    I think if I wanted to do more PvP, I would respec out of the Electric APP and go with the Psychic APP for Domination, which would give me 2 holds (along with Tesla), an AoE mez, and damage resistance against psionic attacks. You could also take Telekenisis for a total of 3 holds! I think I would also try and fit Aid Self into the build. I found not being to heal myself quite dangerous in PvP.
  4. [ QUOTE ]
    now i got nothin against storm powers, but i cannot say how many times ive seen a tank or scrapp to get the stormie to either stop usin certain powers, or just to get of the team. I mean storm and scrapp/tanks dont mix well. I like bein with stormies with my blasters and def's, but when im my scrapps or tanks, i write "do not invite if u got a storm on team" cause i cant stand hurricane, tornado, and gale. And lightnin storm ruins my herdin badly. I prefer good ole kinetics to be with or an empathy. But i cant stand stormies with my melee'ers.

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    That is sad, because you are missing out on some great help! Apparently, you have teamed with some storm defenders who have not known how to help your melee toons. It requires different tactics, especially wiser use of knockback and terrain features.

    Scrappers and tankers have loved teaming with me because I can position the mobs exactly where it will help the scrapper/tanker the most. I can also use terrain to pin/debuff/knockup/knockdown the mobs into oblivion, making them completely harmless for the melee heroes. Using hurricane, I can actually gather the foes into a TIGHTER group, which AoE heroes love. The -recharge from SnowStorm is also much appreciated. My well-slotted O2 Boost has also saved quite a few scrapper/tanker butts in a pinch.

    Stay open to storm defenders on all your teams! Hope you will be pleasantly surprised some day soon.
  5. [ QUOTE ]
    ***** Why did you take Gale? Especially over thunderclap which you really hated to lose? I simply don't find many situations where I'd want to use gale in the higher levels especially when I have tornado and hurricane already at my disposal.

    ***** Brother Glacius

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    You ask a good question. As you noted, there is little need for Gale when you already have Tornado and Hurricane. That's why I didn't take it till lvl 49, and even now, I'm not totally happy with it. I might switch it out if I ever get a free respec, either for Thunderclap (just cause it looks cool) or for Thunderous Blast (just cause it's fun to be able to use a ranged nuke). But here were my reasons for picking it:

    1. Thunderclap is not useful when my hurricane is always up, except in one special circumstance. I used to descend on a group from above, especially if it contained all minions, and use Tclap before the hurricane touched them. This worked wonders when it was auto-hit. But now, I cannot guarantee that, and if even one sapper or mezzer escapes, I'm in trouble.

    2. I have found a small situational use for Gale, even with hurricane and tornado. If I come to a corner or a dead end that is wider than my hurricane, I don't want to rush in too quickly, or I'll push some mobs around and then behind me. But if I go in too slowly, the hurricane doesn't "kiss" the ones in the back fast enough to prevent them from getting off an un-debuffed shot. I have found that in such situations, Gale can come in handy. I can get in close enough with Steamy Mist to get off Gale without being seen. That throws all the mobs into the corner or wall together. Then I can rush in with hurricane while they are down. I can tag them all at once, without fear of retribution. Unfortunately, Gale tends to miss one or two, even with 2 Acc enhancements in it, so even then I need to use hurricane a bit to push those back into the rest. In these situations, tornado is not good to use till I have them all trapped in a corner. Otherwise, tornado can throw them behind me, where they get pushed farther behind me by the hurricane.

    3. I'm a bit of a knockback junkie. It was hard to pass up on being able to blast foes off their feet with a mighty wind.
  6. [ QUOTE ]
    Does anyone know why this bind isn't "good" anymore?

    "/bind lshift+lclick powexec_name teleport" teleports me to the location and then leaves a target reticule up.

    I even *copied* my hero with teleport self's binds to my villain and it didn't {explitive deletect} work.

    WTH?


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    Yeah, I had the same problem with two of my characters. Apparently, "lshift+ whatever" causes the problem for me. When I use simply "shift+ whatever" (for example "shift+lbutton"), it works.

    The problem is that after I bind "lshift+ whatever", I can never get the "shift+ whatever" bind to work on that character again! Does anyone know how to restore the character so that "shift+ whatever" works again in a bind? Does it involve using the "nop" command?
  7. [ QUOTE ]
    I am interested in seeing where you took the powers and the slots.

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    Do you mean that you would like to know what powers and slots I took at each level?
  8. After posting that I hit 50, several people asked me for my build and a guide. Here's a little of that for those interested.

    Here is my build for AquaStorm. I don’t remember what levels I took each slot or power, but you can just use a progression that works for your situation at your current level. I will try and include notes with any unusual slotting. My only critical suggestion is that you take Hurricane at lvl 12, and Stamina at lvl 20.

    I changed my power selection and slotting many times over the course of my career. I used 5 or 6 respecs!!! At various points in my career, I opened up a game-changing power, and completely revised my tactical strategy. Sometimes, it seemed better to respec. In addition, various changes in game-play were brought about by the different Issues of CoH, necessitating changes. Remember that Issue 7 is coming out soon, and it will bring about some changes to Hurricane (nerfing it a bit I heard) and maybe other powers or effects (like knockback and damage boosts affecting pseudo-pets).

    Also, please remember that my build is just one of many. I developed it around my playstyle. You will have to do the same. If you just follow my build, you might end up with a toon who can’t do what you want him to do. At the same time, if you follow my build, I don’t think you will end up with a gimped defender either.

    The biggest problem with my build is, interestingly enough, the nerf of Hover that took place with ED. My strategy usually revolved around using Hurricane to rapidly debuff foes while pushing them into a tight clump. With Hover limited to 3 Fly enhancements, I am just not fast enough to do this as safely or effectively anymore. Basically, since ED, AquaStorm has been hurt in effectiveness. I tried using Fly, but the control is just not tight enough. Many times I just use Sprint, but this is problematic if there are obstacles on the floor or if the target is in the air or near an edge.

    I recommend getting some tool for pulling. A critical strategy is learning how to pull a group of mobs around a corner so they arrive clumped up, facing a Lightning Storm, Freezing Rain, Hurricane, Voltaic Sentinel, Ball Lightning, and sometimes Tornado. I used to use Zapp a lot, and it is a good option. It will pull anything, except for a sniper. I settled on Teleport Foe in the end however. It allows me to bring a sniper right to me. It works without needing line of sight. It allows me to tp foes right into a corner where they are held in place by my Hurricane. It allows me to tp dangerous mezzers out of their group and right into a corner, held in place helplessly by my hurricane and tornado. The only problem is that it cannot tp bosses, but usually, if I’ve pulled out of that group the problem mezzers and snipers and sappers, etc., the boss is no problem for me. If I can tag a boss with hurricane, especially into a corner, he’s toast. I could easily handle red bosses this way, although my damage output made it slow work (unless they were alone, and then I could just place everything on them, including tornado, and he would be chewed up quickly).

    Recall Friend I chose just because it fit the theme/backstory of AquaStorm (i.e. the idea of rescuing people at sea). It’s not necessary for a storm defender.

    Voltaic Sentinel used to be awesome because it did BLASTER level charged bolt damage. In Issue 7, they are fixing that bug, reducing it defender level damage, but I still think it’s a great choice for a storm defender. The reason is because as a storm defender, you will often be moving throughout the combat. Much of our effectiveness is due to tactical positioning, so we are constantly moving around, tagging people with Hurricane, pushing and containing. As a result, we don’t have as much time to just stand there and blast. The beauty of a storm/electric build is that it provides several fire-and-forget damage producers who can maintain/increase your dps while you move around doing your debuffing work: voltaic sentinel, lightning storm, and tornado.

    Tesla Cage is a critical power to pick, since your most dangerous foes are mezzers. The trick is to mez them first, or debuff them with your hurricane if you can’t. Get it and slot it up.

    Why did I get Teleport if I already have Fly? Because Teleport is an awesome self-positioning tool, and storm defending is all about positioning, both for yourself, your teammates and your enemies. With Teleport, I can pop into any part of the battlefield where my Hurricane is needed, without either taking time to fly there, or without the risk of knocking back enemies along the way who I don’t want to knockback. It’s also great for Lightning Storm ping-pong: create a L. Storm on one side of a mob, then tp to the other side with your Hurricane on. They get pinned between your hurricane and your L. Storm! It’s funny. Works better if there are walls on either side of them, like in a passageway.

    O2 Boost’s slotting was purely a matter of AquaStorm’s theme/backstory. Some stormies skip it, but I don’t recommend that. It is very useful even with the default slot, both for a quick little heal (unslotted) or to protect someone from sapping or to wake up someone. If you don’t slot it, I recommend just putting an end. red. in it, because it eats up around 15 endurance per use. But if you slot it up, it also makes a quite effective single-target heal, fast and helpful. I have used it many times to rescue teammates in trouble.

    Why the Electric Ancillary Power Pool? That was a tough choice. I tried them all on Test. Let me explain. Dark didn’t fit my theme. In addition, it didn’t fit my playstyle, requiring me to be closely surrounded by a group of foes, which was not how I played (i.e. hurricane!). Power is a good choice, but Power Boost didn’t last long enough for my taste, and I don’t like relying on clickies. Conserve Power was the most appealing to me, since storm defending is the most endurance hungry defender, but again, I didn’t like having 3 minutes (or whatever) when I couldn’t use my powers fully while it was down. I would rather put end red enhancements in my powers and use them all the time the same way. Also, Temp. Invulnerability is the worst armor.

    I used the Psionic pool for a while, and I think it’s great! I still recommend that as the top pick if you intend on doing much PvP. The main reason is Dominate. It’s a fast, long-lasting, cheap hold. Combined with Tesla Cage, I could hold bosses right away! (or 2 lieuts) This was a god-send in PvE. In PvP, it’s a beautiful thing. You can shut down a Force Bubble, take out two squishies, etc. Another good reason to take this pool is Mass Hypnosis. While the group is asleep, you can put down SnowStorm without waking any up! The armor is also awesome because it gives psionic resistance. With it up, along with Steamy Mist, you can get 40-50% damage resistance to almost everything!

    I ended up respecing into the Electric pool. Why? For a few reasons. Electric Fence is an immobilize which gives –knockback on the target. This is the only –knockback power available to a storm/electric. Why is this helpful? Because, if you put a Fence on a foe, then drop a tornado on him, the tornado does not blow him away. And if the tornado stays on him, it will chew him up fairly quickly, especially if combined with Freezing Rain. This became a favorite boss killer for me, esp. out in the open. Inside, it’s not so important, because you can push a boss into a corner and hold him there for the tornado.

    Charged Armor gives me even more resistance to energy in addition to that from Steamy Mist, giving me around 80% resistance to energy! Very sweet. (Although I’m not sure what the defender cap on resistance is, so this might be lowered by the cap.)

    And finally, Power Sink was the endurance helper I’d been looking for. With two End Mods in it, I can refill my bar from 2 enemies. It auto-hits, and recharges quite rapidly. Even with hurricane up, I can dash next to two enemies and fire it off. Even thought the hurricane pushes the mobs back, it is enough time for the Power Sink to work.

    Endurance is the biggest issue for a storm defender. We run many end-hungry toggles, and we have many end-hungry powers (i.e. Voltaic Sentinel, Lightning Storm, O2, Ball Lightning, Tornado, Freezing Rain, etc.). If you want to cut loose with your full stormy awe-inspiring might (and isn’t that why you made a storm defender?), you need some way to reduce endurance costs and increase endurance restoration. The across-the-board endurance cost reductions in issue 6 (?) made our lives a bit easier, but they were canceled out by making Stamina only 3 slottable with ED. Believe it or not, I have come to love the much-maligned Vigilance. I think it makes a very helpful difference for a defender, especially a storm defender.

    Make sure to take Stamina at 20, and three slot it. Put End Red enhancements in pretty much every power, esp the end-hungry ones. Consider putting 2 End Red enhancements in each toggle (although Hover doesn’t need it since it’s cheap), but make sure to put at least one in each toggle (again, Hover doesn’t really need it). You don’t need any in Fly unless you plan on using it a lot in combat, but with Suppression, Fly isn’t that useful in combat any more.

    Gale is not necessary. Just a matter of your preference. I picked it as my level 49 power. With so many positioning powers, it’s usually redundant, but occasionally it’s useful. If you get it, make sure to put 2 accuracy enhancements in it, because it’s naturally less accurate, and it’s very irritating when you are depending on it to push back a crowd into a corner, but it leaves 2 foes untouched.

    Before ED, another viable build path for a storm/electric was to focus on endurance draining. But with Short Circuit limited to 3 End Mods, and Hasten unable to be permanent, and the recent changes to bosses and lieuts to increase their endurance pool, I don’t think that’s a very effective strategy anymore. Although, if you want to go that route, you pretty much HAVE to go with the Electric APP for Power Sink’s end draining capability or the Power APP for PowerBU. Unfortunately, that means that an end draining build won’t begin to mature will lvl 47 or lvl 41 at the earliest! That’s kind of a little late in the game in my opinion, although it might be a fun respec build for the end of your career. Still, this strategy doesn’t work well if you have Hurricane up all the time, as I do.

    Why no Thunderous Blast, you may ask? I had it at one point, and it’s a lot of fun. Unfortunately, it’s not that useful to a storm build. Here’s why. First, after ED, it is limited to 3 damage enhancements. That’s still not too bad, especially after Aim + PowerBU, but it’s more of a finisher, not an opener. The other, even more important reason, is that it completely drains your endurance and makes you unable to recharge endurance for 10 seconds. This could easily get you and your team wiped out, because you are depending on so many toggles!!! As soon as you use it, all these shut down: Snow Storm, Steamy Mist, Hurricane, Hover, and Charged Armor. Basically, all your personal and team defenses. I decided I was more valuable to a team with all my toggles running than I was with a low-powered nuke. Still, it’s a viable option, and certainly a cool power. I still think I might respec into it again some day instead of Gale.

    Why no Aim? I had it at one point for a while. I just didn’t find it very useful. I don’t rely on big AoE attacks or snipes. Tesla/TP Foe were the only reasons I could see getting it, but I was accurate enough with those. Still, if you go with Power BU, Aim might be a good supplement. If you get Thunderous Blast, then definitely consider Aim. In addition, a HUGE change that is reportedly coming in Issue 7 is that Aim and Power BU will boost the damage of Lightning Storm and Voltaic Sentinel and Tornado!!! This alone makes me encourage you to consider taking Aim at some point in your career if this change indeed happens in Issue 7.

    Why no Hasten? I used to have it, when it used to be able to be permanent. Now it cannot be, and just like with Conserve Power, I don’t like relying on a clicky which means that half the time I am not as effective as the other half of the time. I like being able to produce a steady output of offense and defense, unaffected by a buff timer. But you might like it. It’s still a viable option. Just be careful if you get it not to let your endurance drop down below 20 when Hasten is up. When the timer ends, you lose 20 endurance, which could drop some or all of your toggles. (Another irritation with it.)

    Why no Thunder Clap? I used to have it, when it was auto-hit. I learned it was quite useful in certain situations, even with Hurricane up! I could descend down on the enemy from above. At a certain hight, the Thunder Clap would affect them, but the Hurricane had not yet pushed them. But now, with Thunder Clap being unreliable, needing at least 2 accuracy enhancements, and me having Hurricane up all the time, I found that I hardly ever used it, so I respecced out of it. A Storm/Dark defender might still love it when combined with Dark Pit, but for me, I couldn’t justify it anymore in my tight build. I was sad to lose it however, because it just looks so darned cool.

    I’ve probably forgotten some things, but feel free to ask. In the meantime, here’s the build:

    O2 Boost: 3 x Heal, 1 x End Red, 2 x Rech Red
    SnowStorm: 2 x End Red, 2 x Slow
    Steamy Mist: 2 x End Red, 3 x Dam Res
    Freezing Rain: 3 x Rech Red, 1 x Slow, 1 x End Red, 1 x Def Debuff
    Hurricane: 2 x End Red, 3 x ToHit Debuff
    Tornado: 1 x End Red, 3 x Rech Red, 2 x Dam
    (note: 3 Rech Red’s allows me to bring up a new tornado just as the old one dies out. If you only use Tornado occasionally, you don’t need this. There are several ways to use Tornado, so slot according to your use of it.)
    Lightning Storm: 3 x Dam, 1 x End Red, 2 x Rech Red
    (note: 2 Rech Red’s allow me to bring up a storm just as the old one dies out.)
    Gale: 2 x Acc

    Charged Bolt: 1 x Acc, 3 x Dam, Range
    (note: CB comes with a default range of 70. Lightning Bolt has a default range of 80. I got sick and tired of needing to move closer to hit with CB when LB was in range, so I added this Range enhancement. Allows me to use CB and LB without moving.)
    Lightning Bolt: 1 x Acc, 3 x Dam, 2 x Rech Red
    (note: added 2 Rech Red’s to increase my dps, esp against bosses. Yes, I took my second blast power, and I’m glad I did! Sometimes, I just have to disagree with TMS, but I still love her!)
    Ball Lightning: 1 x Acc, 3 x Dam, 1 x End Red
    Tesla Cage: Acc, 3 x Hold, 2 x Range
    (note: one Acc and 3 Holds is minimum to make Tesla effective. Beyond that, you might want to put in 2 Rech Red’s to bring it up more often. I decided on increasing Range because many times my powers would blow a critical foe beyond the default range of Tesla, but I didn’t want to move closer to the target because I was holding an even more dangerous foe in a corner with Hurricane, and I didn’t want to free him. With more range, I could keep the one foe in the corner, and hold the ranged foe, without moving.)
    Voltaic Sentinel: 3 x Dam, 2 x End Red, 1 x Rech Red
    (note: VS doesn’t need an Acc enhancement. It rarely misses. You used to be able to have up more than one at at time, but no longer, so only one Rech Red is needed. The 2 End Red’s are important because this is an expensive power to activate.)

    Hover: 3 x Fly
    Fly: 3 x Fly
    Swift: 1 x Run
    Health: 1 x Heal
    Stamina: 3 x End Mod

    TP Foe: 1 x Acc, 1 x Rech Red
    TP: 1 x End Red
    Recall Friend: 1 x Rech Red

    Electric Fence: 1 x Acc
    Charged Armor: 2 x End Rech, 3 x Dam Res
    Power Sink: 2 x End Mod

    There ya go! I hope you have lots of fun with your stormy! Let me know how it goes.

    Sincerely,
    AquaStorm, another mighty Storm Defender on Virtue