I posted a topic a while ago that I was considering writing a Storm/Dark guide. I kept putting it off until someone spotted me in a channel in-game and pleaded with me to finish it. Dammit, I forgot their name. Oh well, they have inspired me to get off my butt and get it done. Hope you all like it.
CDN_Guardians Guide to Storm Summoning / Dark Blast Defenders
Im writing this guide to share my experiences to date playing my lvl39 Storm/Dark Defender. Ive really come to enjoy the Storm set, as I love the versatility the powers give us and the variety of play styles that are possible. A lot of people know me from my posts on the Force Field set, which will always have a soft spot in my heart for, but Storm Summoning is the first set Ive played where Ive considered making another character, and only changing my secondary. Its that much fun to play. It is a very active, involved set which can be very exciting.
Storm Summoning does not lend itself to players who are inconsiderate of their teammates. The Storm set is unparalleled in its ability to cause scatter, knockback and general mayhem. If you are unwilling to figure out how to use your powers to your teams advantage, then this probably isnt the set for you. With a little practice though, it is
a lot of fun to play.
That said, this is not the definitive build for a Storm/Dark Defender. A lot of people have a lot of different ways of playing their Stormers; all are valid. This is one of the great things about this set. Take this guide for what its worth; my own opinion. There are a few points I know will be argued and I will point them out before hand and explain my decisions. Hopefully this will show both perspectives and give you some information to make your own decisions.
For your own information, this character is a lot of fun to play PvP with. Blasters are a piece of cake usually and you can seriously annoy Tanks, Scrappers, Brutes and Stalkers with your slows, and accuracy debuffs & knockback with Hurricane. It doesnt have the burst damage to win a lot of fights 1 on 1, but team with a Scrapper and you will cause some serious havoc.
Lets get started. This is how I made Blackstormer, my Storm/Dark Defender and my future plans for his build.
Dark Blast Powers:
The Dark Blast set is one of the better Area of Effect (AoE) sets Defenders have access to. The AoEs are all cones, other than the nuke, which is either a great thing or a terrible thing depending on your opinion on cones. I love them. Granted they do take a bit of practice but when you get your mob lined up just right, they are a beautiful thing.
Dark Blast:
Basic single target attack. You dont have a choice, but thankfully its not a bad attack. It will be a vital part of your single-target attack sequence.
Gloom:
Your second single-target attack. This will be the first point of contention in this guide. Some people prefer Moonbeam, the snipe, for their big single target attack, but I found I move around a lot lining up my cones and debuffing with hurricane. Hence, I didnt want an attack that rooted me and is interruptable. I find Dark Blast + Gloom work perfectly to whittle down a Boss while my AoEs take care of the minions.
Moonbeam:
Snipe attack. Good damage, but I didnt want an attack that forced me not to move while it activated. This is a personal choice. Some people prefer this over Gloom.
Dark Pit:
This is a contentious power. Lots of people hate it for its inherent accuracy penalty and short duration. I, however, love this power. The -20% accuracy penalty is negated if you use it after Freezing Rain, which has a defence debuff aspect and the duration, with 1 Disorient Duration SO is around 13 seconds. This is more than enough to spam Tenebrous Tentacles (TT) and Nightfall (NF) and kill a few minions. I use this power to stack with Thunder Clap (TC) to disorient everything up to bosses. I can consistently hit +2 - +3s with only 1 accuracy SO in this power if used after FR.
Tenebrous Tentacles:
Ah, the beauty power of the set. This is the power I originally chose Dark Blast for. The reason being its incredible synergy with Freezing Rain. An AoE immobilize that does roughly Dark Blast damage-over-time (DoT) and stops foes from escaping the AoE of Freezing Rain. Whats not to love? It is a fairly wide, short cone, so a range SO is recommended to give it more similar dimensions to Nightfall.
Nightfall:
Your real AoE damage dealer of the set. A narrower, longer cone than TT. Again, it does its damage over time. The animation on this power is very cool as well. Your character extends both hands and then a quick pow-pow-pow-pow-pow of dark energy balls explodes out of his fists
. Whatever, I think its cool.
Torrent:
An AoE knockback cone. I dont really see the need for this power as a Stormer. If you really want something to do this, take Gale. This power is essentially useless for this power set combination.
Life Drain:
I honestly dont have a lot of info to share with you on this power. It is a light damage attack and a light heal. It will fill the lack of a self heal, but Ive read this power requires slotting to be made effective. As stated, I have no information first hand to verify this yet. I plan on grabbing this at Lvl 49.
Blackstar:
Our nuke. Often referred to as Blackfart, since you hunch over, and clench your fists like you are about to pinch a loaf and then release with a tremendous black cloud emanating around you. I like my nukes and always take them. They are great finishing moves and Oh-Crap powers that you can use if a fight is taking a turn for the worse. That said, Defender nukes need some slotting love to be made effective.
The secondary effect of this nuke, -accuracy, is quite powerful. Whatever enemies that are left alive after you let this go will have a very difficult time hitting you.
Storm Summoning Powers:
Gale:
One of two choices you have when you first make your Stormer. I never took this power and never really saw the need. I prefer to use Hurricane for my knockback and this power becomes somewhat redundant once Hurricane is available. That said, some people find Gale to be a very useful power. Im just not one of them.
O2 Boost:
Ugh. A heal. I hate Healers but I took this power just because it is a handy downtime reducer on teams and I will grudgingly admit
that I actually
. heal people with it in fights. I also have a macro set up to let new teammates know that my heal basically stinks, so dont rely on it to save them.
You will prevent much more damage if you are active in using your Storm powers than you could ever heal with this power.
Snow Storm:
This is a great power and will be used consistently throughout your playing career. It works great stacked with Freezing Rain for the slow and recharge components, but be careful of the agro it generates. Dont allow your anchor to go running off and agro other mobs with this running. The Fly component is worth this power alone. It keeps everyone on the ground so you can line up TT and NF.
As well, this is a
fantastic power in PvP. People
hate it. It drops Flyers, Super Speeders are anything but speedy and once someone gets their attack chain off, they will try and get away since their powers are taking forever to recharge. Heck, I go to Warburg just to Super Jump around and toggle this on people just to irritate them.
Steamy Mist:
Another fantastic power. AoE Stealth, no movement penalty, a small defence buff and resists to Fire, Cold and Energy attacks. Dont bother slotting the defence buff, but focus on the resists. Definitely worth three slots for the resist buff. I turn this power on and dont turn it off until I log off.
This power synergizes very well with the EPP armors. I am going with the Dark EPP for several reasons I will detail below, but one of them is the fact that with Dark Embrace, I will have roughly 30% resists to everything except psychic attacks. Not too shabby.
Freezing Rain:
The crown jewel of the Storm Summoning set. It is a targettable AoE that slows, does knockdown, -recharge, debuffs defence and lowers resists of all enemies in the area. The knockdown component combined with Tentacles is like a pseudo-hold. Enemies will be stuck in place, flopping around and unable to attack you. The resist component is somewhere between 30-35%, which will significantly increase the damage you do. The debuff of FR will last beyond the 20 second animation time, but I am unsure the exact duration.
Some people slot only for recharge, but I also add 2 defence debuff enhancements. I really want Dark Pit and Thunder Clap to hit, both of which have inherent accuracy penalties, so the defence debuff makes them hit more reliably.
Hurricane:
This is another fantastic power. People new to the Storm set should know that there seems to be two types of people with this power. Those that run this power continuously and those that use it sporadically. I guess I am more of the latter. I use it to Hurricane Herd; since the accuracy debuff is powerful and lasts beyond the initial contact, you can run by mobs to agro, debuff their accuracy and then get them to follow you to a more advantageous position.
The accuracy debuff, when slotted is
very powerful. Enemies will have a very hard time hitting you once you get this power slotted.
There are times I leave this power on continuously, such as when Im playing on a team with some squishies that need my protection. Again, this speaks to the versatility the Storm set give us. We can fill several roles with our powers.
Thunder Clap:
Another point of contention, similar to Dark Pit above, and for the same reasons. I use this power after Freezing Rain to disorient minions and stack with Dark Pit to disorient everything up to bosses. Plus the animation on this power is super cool. Your character slaps his hands together and a bright lightning flash explodes.
Lots of people advocate against this power due to its inherent accuracy penalty and low duration. I find the duration acceptable with 1 Disorient Duration SO and the accuracy penalty is negated by the defence debuff of Freezing Rain. I can consistently hit +2 - +3s with only 1 accuracy SO in this power if used after FR.
Tornado:
This is another cool power. I use it for fun, an Oh crap power and also to help debuff AVs and monsters. Some people slot for damage, disorient duration or defence debuff. I was too tight for slots to emphasize any one of these aspects and I still find this power very useful.
Lightning Storm:
This power is also very cool. A cloud will appear over your head and blast enemies with lighting strikes. The damage is good when slotted and will significantly boost your damage output. With two recharge, I can get two Lightning Storms out for a brief overlap. The storms are immobile and will not follow you like a pet.
The lightning blasts do some AoE damage if enemies are clumped together, so this power synergizes well with Hurricane Herding; get your enemies into a tight group in a corner and summon your LS. Combined with TT and NF, you can wear a mob down fast.
Power Pools:
Travel Powers:
I went with Combat Jumping, Super Jump so I can get Acrobatics. I plan on PvPing with this character and the slight Hold protection and Knockback resistance is very valuable both in PvE and PvP.
Super Speed is another option. Super Speed, combined with Steamy Mist will give you complete invisibility to mobs, which will allow you to stealth through missions.
Flight works as well. I have Flight on Guardian, my Force Field / Energy Blast Defender and wanted to try something new.
Teleport. Im not a big fan of this travel power and Ive got a lot of experience with it on my Lvl 39 Warshade, but if you want to, go ahead.
The point being here, take what you want. No travel power is vital for this build to work.
Power Pools:
Well, I dont really have any advice here. I didnt take any Power Pools as there were too many powers from my Primary and Secondary that I wanted.
That said, Medicine would be a viable way to go to fill our lack of a self heal. I am hoping to fill this hole with Life Drain.
Epic Power Pools:
I plan on going with Dark Mastery. The powers will obviously fit thematically with this character and it offers some good complements to my playstyle.
Dark Consumption will allow me to recover my endurance from immobilized mobs. Soul Drain will allow me to buff my damage and accuracy to boost the arresting speeds of my AoEs . Dark Embrace will allow me to have roughly 30% resists to everything except psychic attacks when stacked with Steamy Mist.
Power Mastery is an option as well with Temporary Invulnerability, Conserver Power, Power Build Up and Total Focus. All of these are great power and would also synergize well with this build.
Electric Mastery is an option, and would further buff your Energy resists.
Psychic Mastery would fill the Psychic resist hole but leave Negative Energy unresisted and also give you more control options.
General Strategies:
These are some general tactics I use when playing this character.
When confronting a tightly packed mob, due to a good tanker grabbing the agro or a crappy blaster/defender/controller grabbing the agro, I usually start of with Tenebrous Tentacles followed by Freezing Rain and Snow Storm. I then let Nightfall rip. From there it depends.
If there is a boss in the mob, I try and target them to target the cones. That way I can hit the boss with Gloom and Dark Blast to do more damage to them while TT and NF do their damage over time to the minions. Two applications of TT + NF will usually drop +1 to +2s if you get them off quickly while they are debuffed by Freezing Rain.
If the boss can mez or has Negative Energy resists, I hit them with Dark Pit right after FR and then I rush in to Thunder Clap them. You might take a hit before you finish this combo so be prepared for it. At this point the boss will be disoriented so blast away until he drops.
One of the fun things about this character is you can mix and match strategies.
Starting with Snow Storm followed by FR + TT + NF works as well, and helps get the slow and recharge applied more quickly. After NF, TC and DP can be applied to minimize incoming damage and disorient the mobs.
I havent touched on using Lightning Storm or Tornado yet. Both of these powers are vital when I solo bosses. Tornado, as I stated above is something I pull out against bosses, AVs and monsters. Other than that I use it when the chocolate pudding hits the fan or when I want to have some fun. Lightning Storm I use consistently. As soon as Im in a position where the cloud will be able to target a few enemies, I summon it. LS will greatly increase the rate you can finish off a mob.
Find what works for you. I honestly dont ever fight two fights in a row the exact same way. I use Dark Pit and Thunderclap regularly, but if Im waiting for them to recharge, Ill rely on my other debuffs like Snow Storm and Hurricane to protect me.
You can herd pretty well with this build with the powerful accuracy debuff of Hurricane. Be sure to use this to position mobs in an advantageous position for yourself. Maps with lots of corners are a wonderful thing for Stormers!
Ive included my current build as well as my intended route with this character for your reference. Have fun playing your Stormer!
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Blackstormer
Level: 50
Archetype: Defender
Primary: Storm Summoning
Secondary: Dark Blast
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01) --> O2 Boost==> Heal(1)Heal(15)Heal(48)
01) --> Dark Blast==> Acc(1)Dmg(3)Dmg(5)Dmg(7)EndRdx(13)Rechg(34)
02) --> Gloom==> Acc(2)Dmg(3)Dmg(5)Dmg(7)EndRdx(13)Rechg(31)
04) --> Snow Storm==> EndRdx(4)Slow(27)EndRdx(29)Slow(29)
06) --> Combat Jumping==> Jump(6)
08) --> Freezing Rain==> EndRdx(8)Rechg(9)Rechg(9)Rechg(36)DefDeBuf(36)DefDeBuf(36)
10) --> Steamy Mist==> EndRdx(10)EndRdx(11)DmgRes(11)DmgRes(15)DmgRes(37)
12) --> Hurdle==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Tenebrous Tentacles==> Acc(16)Dmg(17)Dmg(17)Dmg(19)Range(19)Rechg(31)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Night Fall==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(25)Rechg(27)
24) --> Hurricane==> EndRdx(24)EndRdx(37)TH_DeBuf(39)TH_DeBuf(39)TH_DeBuf(39)
26) --> Dark Pit==> Acc(26)DisDur(31)
28) --> Thunder Clap==> Acc(28)DisDur(33)
30) --> Acrobatics==> EndRdx(30)EndRdx(46)
32) --> Lightning Storm==> Dmg(32)Dmg(33)Dmg(33)Rechg(34)Rechg(34)EndRdx(37)
35) --> Tornado==> Rechg(35)Rechg(43)
38) --> Blackstar==> Rechg(38)Rechg(40)Rechg(40)Dmg(40)Dmg(46)Dmg(46)
41) --> Dark Consumption==> Rechg(41)Rechg(42)Rechg(42)EndMod(42)EndMod(43)EndMod(43)
44) --> Dark Embrace==> EndRdx(44)DmgRes(45)DmgRes(45)DmgRes(45)EndRdx(50)
47) --> Soul Drain==> Rechg(47)Rechg(48)Rechg(48)
49) --> Life Drain==> Acc(49)Heal(50)Heal(50)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
02) --> Rest==> Rechg(2)
01) --> Vigilance==> Empty(1)
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