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Quote:ThisI'm going to have to argue here. Indom Will on a high recharge build is very competitive with Destiny Clarion. It takes a LoTG slot, is available as low as level 35, and grants enough Psi defense to take most characters to the cap, or very close to it. Moreover, Indom Will means you are free to take something other than just mezz protection for your Destiny power.
Clarion Destiny is not weak by any means, but to call it "superior" is IMO overstatement, especially since picking Clarion means ruling out Barrier, Ageless, or Rebirth, all of which are very very good.
And if one Exemplars with any regularity ... IW can be available as early as 30th (that covers a lot of TF territory, Citadel on onward). On an Earth/Time/Psi build I'm working on I will have perma IW at 33rd and up (needing Chronoshift's +50% recharge for the perma state which is available at 38th). And that's assuming no +recharge from teammates.
Add in the possibility of multiple builds no reason an Exemplar build can't be run for Psi Mastery with IW and for level 50 iTrials and content etc., run Fire Mastery and Clarion etc., etc.. -
Quote:Endred is one way to deal with end usage/net recovery. You can also work on +recovery and +max end with set bonuses. And honestly I'd worry less about defense (for a teaming build anyway) and more about improving your net recovery.
Heres' the build. It's a bit end heavy but I can't find the slots for more end redux. -
-30% is the base unenhanced value of Hurricane, the -47.26 is the value with the enhancements you have slotted. Same thing with Smoke unenhanced vs enhanced.
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Yes it has, lots.
Times last I heard were down as low as 3 hrs (with players familiar with the tf etc.) to 4 or 5 hours on solid teams. So while definitely still one of the longer ones you'd have to have some serious team issues to hit the 12+ hour mark. -
While I personally would slot for damage, either something along the lines mentioned (or for my favorites I'm liable to 5 Apocalypse and 1 Unbreakable Constraint using both chance for damage procs) I'm not sure I totally agree with Local Mans calculations at least so far as that first 20% of the population figure/assumption. No matter what percent of the population are composed of bosses they are pretty much going to approach 100% of what I'm likely to be using Char (or Fossilize etc.) on. That is as I approach the spawn I'm not looking to toss Char at the minions or Lts, but at a boss. The only real exceptions are going to be annoying (or dangerous) minions or Lts such as Sappers. The basic reason I don't use the Lockdown proc is not so much that it gives me a second chance to "overpower" it's that about 2 to 4 seconds later that same boss is also about 100% likely to get targeted by another of my Holds even if he was overpowered by the first.
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Not sure what the magnitude of the Levitate powers of the Praetorian Mind control types is ... but on my Mind/FF controller it's over 12 (12.46) mag KU. It's also Attack type: Psionic _Attack so it will bypass positional defense as far as hitting the target. Note that FA also has no KB resistance so 12.46 with 12 pts of protection will result in one being knocked down I believe or with Levitate KU a short distance (anything under 0.75 mag turns kb into kd). I'm not entirely sure if it gets rounded down or off below a certain amount over 0.00 but I think not. Most melee armor sets with mez/kb protection also have kb resistance as well. And lastly Knockback is effected by the Purple Patch modifiers (http://paragonwiki.com/wiki/Purple_Patch) so if you are fighting +4 IDF in the trial prior to gaining any) level shifts (or +3 with just the Alpha shift) that may be playing into it as well.
Quote:Quite literally ... as I understand it it has to be on the same server tic.KB can technically stack if they all hit you at about the same time -
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Much improved. A couple thoughts:
1) In Focus, swap out the Apocalypse Damage for the Apocalypse chance for Neg. Higher average damage as you are hard up against ED for damage. Procs take effect after ED considerations.
2) If this is a inf is no object build, replace the 6th (again I'd make it the damage) Armageddon for a Fury of the Gladiator chance for -resist
3) Find a slot to move to 6 slot Slash and add the Achilles -resist.
With some changes for LotG mules >> dropping Revive, Physical Perfection and Super Speed, and 5 slot Boxing with Absolute Amazement one can gain Perma Hasten if desired. On the otherhand 8 or so seconds of downtime is quite liveable *shrug* particularly if one intends to go with Spiritual. -
Quote:Kind of as an aside ...
I have seen players pick up vengeance just to slot LOTG+Recharge, which at first I was wondering why but of course once I looked at the IO I understood why. I have it on a VEAT Huntsman build which is hardly used. But I need it to have perm hasten without any purple sets.
This power (Vengeance) is a perfect example of a 'new to IO builds/building' trap.
It takes Defense, To Hit and Heal set enhancements including several very nice special IO's. Some of these include the LotG +def/+7.5% increased recharge speed, Miracle unique, Numina's Unique, and Karma -kb. While any of the 4 could be placed in Vengeance only 2 of them make any sense to place in the power ... the LotG +def/+7.5% increased recharge speed and the Karma -kb. The Miracle or Numina's would almost always be mistakes as they are "Proc 120's" meaning they are only active after the power is triggered and for 120 seconds thereafter meaning you'd have to use or activate Vengeance every 120 seconds or less to get the benefit from either a Miracle +recovery or the Numina +recovery/+regen. The Karma and Luck of the Gambler work differently acting as if they were set bonuses ... active regardless if the power they are slotted in is active or not, they are dependent on whether you are currently no more than 3 levels lower than their level (just like any set bonus (non-pvp or Purple sets that is)) to grant their bonus.
http://paragonwiki.com/wiki/Table_of_Special_IOs -
As a general starting point in Mids I'm looking for 2 to 2.5 end/sec for sets with no significant ability to recovery or gain endurance. No Consume, Energize, Power Sink or Heat Loss for instance. For endgame I'm looking for something a bit higher, closer to 3.0 end/sec generally.
Unless it's in a set team situation where I know power "x" is being used/stacked etc., anything under 1.0 end/sec in Mids would make me very nervous. And under 1.5% I know that my blue bar is always going to be a factor. I've run both an AR/Dev and a Night Widow to 5O without Fitness (both before recent Inherent Fitness changes) and watching my blue bar was a constant as much as keeping an eye on my health. -
In case it wasn't glaringly obvious from ClawsandEffects' post */Regen lives and dies by +recharge and not, as counter-intuitively as it might seem, from +regen. That +recharge is what means Recon or Dull Pain (among other things) are available when you need them and not 5 or 10 seconds after you start examining the concrete.
I'd also say keeping Shockwave and finding a way to slot it up is a good idea. Things on their backsides aren't going to alpha you. Just learn how and where to send 'em flying to cause the least issue for you and your team (into walls, corners or after the aoe immobilize with -kb drops on their heads etc.). -
@Bronze Knight
I won't comment on the MA part of your build as I'm relatively unfamiliar with MA when it comes to attacks chains and how much recharge one needs for them etc..
I'm wondering why you wish to be around 50% for Incarnate work. The Incarnate soft cap is 59% so you'd need quite a bit more. 50% is overkill for SR for anything that doesn't need the incarnate soft cap (which outside the itrials is very limited ... I think only the DE in the tip missions). And well shy of the Incarnate cap ... using purples is a much better bet for when teammates buffs don't put you there. Getting to 47% will allow enough to buffer you even in bad -def situations and put you a small luck from 59%. I'd stop there and go to work on +max health or since you are building more for recharge ... more +recharge at least until you hit perma Hasten (ideally without Incarnate boosts). And upon working on things without purples (or Spiritual) or a different Epic Pool doesn't look like perma-Hasten is possible (with 5*5% and 5*7.5% the build is still shy by a small amount).
You're over the Rule of 5 for a few bonuses. Work to eliminate those.
Slot up and run Tough, increase your +max health, and get the DDR to 95%.
Here's a quick rebuild moved slots and changed sets around. Kept the same power choices and moved the ordering of Kick, Tough, Weave and Elude around but otherwise tried to keep things as close to your original as possible.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Martialneticks_Doomguide: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), S'dpty-Def(31), S'dpty-Def/EndRdx(34), S'dpty-Def/Rchg(43)
Level 2: Storm Kick -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg(9), T'Death-Dmg/EndRdx(9), T'Death-Dam%(45)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), S'dpty-Def(34), S'dpty-Def/EndRdx(36), S'dpty-Def/EndRdx/Rchg(48)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39)
Level 8: Crane Kick -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 10: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(46), S'dpty-Def/Rchg(48)
Level 12: Practiced Brawler -- RechRdx-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Cobra Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19)
Level 18: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(46), S'dpty-Def/Rchg(50)
Level 20: Focus Chi -- GSFC-Build%(A), GSFC-ToHit/EndRdx(36), GSFC-ToHit(37), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39)
Level 22: Crippling Axe Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25)
Level 24: Quickness -- Run-I(A)
Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Eagles Claw -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Acc/Dmg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(34)
Level 35: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(39), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(43)
Level 38: Kick -- Empty(A)
Level 41: Spring Attack -- Erad-Dmg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Elude -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
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Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(21)
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In Thunderclap try to up the Acc more. It's a PBAoE stun so the +range portions of the IO's are wasted (and as an aoe mez it has a built in acc penalty to start with).
In general the overall accuracy of your aoe powers is low. Hitting stuff particularly things significantly up level (such as level 54's) might get frustrating depending on your tolerances for such things. Kind of a catch 22 but the initial thought of "well it'll be debuffed by Freezing Rain" while true might end up less true than desired due to purple patch vs +4's though again might come down to how tolerant you are personally to missing. Swapping to a Kismet +6% in Hover plus Freezing Rain debuff should nudge you closer to hitting 95% overall with those AoE's. -
He's using the LotG defense/+7.5% increased recharge speed (vs the defense/recharge). The +7.5% recharge is a global bonus and therefore effects all his power (that can be effected by recharge anyway).
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Most high end IO set builds for /Regen focus heavily on +recharge to get those click powers back asap and perhaps somewhat counter-intuitively, NOT on +regeneration. Generally they also do not really go looking for +max health as usually with gaining perma Dull Pain one will readily reach the hit point cap with a few +max health bonuses picked up along the way. But this all assumes one is using IO sets.
Are you looking for SO slotting recommendations or for an IO set build? -
Quote:This, most powerful team I've ever been on was 6 defenders and 2 controllers. Substitute in for the Mind/Emp and a Fire/Kin that were present for 2 more defenders and crush everything. (2 Emp/Rad, 1 Emp/Dark, 1 Sonic/Sonic, 1 FF/Arch, 1 Cold/Arch, 1 Mind/Emp and 1 Fire/Kin were the 8). It was rather scary thinking on the values hard capped or nearly hard capped on that team 24-7 >> +recovery, +regen, +damage plus silly amounts of To Hit, +defense(all), +resistance, -resistance, two able to perma-cage level 54 AV's etc., etc.. This was pre-Incarnate as well.Perhaps the most powerful Repeat Offenders team was it's all Empathy Defender team. Talk about walking through content. An all /Radiation Controller team is also a well known Super Team. Most Super Teams of this type are extemely powerful. Whether it's Defenders, Controllers, or Corrupters....let alone Master Minds.
High level Green Machine (the all Empathy RO sg Ignatz refers to) are thoroughly overpowering with one single potential weakness, a complete lack of -regen. Enough Emp/Sonics in the mix and I doubt that would remain an issue. -
Quote:In addition to the above there's no Empathy corrupters- Significantly better at buffing/debuffing;
- Better personal defense mods;
- Easier to soft-cap because of the above;
- Solo damage isn't that far from Corruptors; in team who gives a crap?
That's why I would.
Rianna Sidhe Emp/Sonic/Elec Defender, Offender, Regen Blaster, and Lean Green Nuking Machine of Green Machine all Empathy SG of the Repeat Offenders Network -
Quote:While not identical they are very similar and closely related, you are almost correct ... the fine print is going to get you
I think this was the concept I was missing - +def doesn't equate to -to hit and I was viewing them as synonymous, which apparantly isn't the case. . With no debuff resistances in the equation equal amounts of -To Hit is the same as +Defense. The "no debuff resistances" is the problem in that statement. That's never the case vs +4's as one is always going to get hit by the Purple Patch scaling at the very least (http://paragonwiki.com/wiki/Purple_Patch) and the spawns themselves may also have their own To Hit Debuff resistance as well meaning you'll always need more -To Hit to get the same mitigation as provided by +defense while fighting anything above +0 in relative level to you.
Edit: To get technical on myself the purple patch isn't really a proper resistance ... but it always in the equation and is always going to effect to hit debuffs when fighting up level foes. -
Just to be clear, unless the foes are 6 levels or more beyond your level they do NOT get To Hit bonuses they get Accuracy bonuses (specifically for +4's the bonus to Accuracy is 1.4). Vs accuracy additional defense beyond the soft cap will not directly help as accuracy is calculated after the "clamped" portion >> (To Hit +/- buffs/debuffs minus Def +/-buffs debuffs). So for instance the +def of Vengeance is doing very little besides countering against def debuffs/cascade failure.
http://paragonwiki.com/wiki/Attack_Mechanics
That said as TBoxer said if their rez is giving them a +21% To Hit boost then Vengeance should make a vast difference in survival. Essentially your soft cap will get moved 21% higher as their new To Hit from which your defense is working against would now be 71% making your "new soft cap" 66%. This mobility of the defense you need is why the soft cap is in fact soft (and not a hard cap) and is always due to the foes gaining bonuses To Hit. And the clamps in the equation mean the foes always have a final chance to land their attacks equal or greater than 5%.
Last as Werner and some others have said or implied ... next best survival tool build wise after gaining the soft cap will be more +max health/+regen and higher resists vs the incoming damage type(s). I can tell you from personal experience it makes a huge difference once you hit the soft cap to add more max health/regen and resists. Among my numerous */SR characters I have a Fire/SR brute and a Claws/SR scrapper. Both characters are soft capped but the scrapper has considerable higher health and regen than the brute from accolades and sets (lot more time and inf spent on her build). And she is far far more durable than my brute. -
Quote:Normally I'd agree right away ... but he has a not insignificant amount of toxic resistance in the build. Maybe not keep for the main build but might be worth filing away to recall for a 2nd or 3rd build meant to handle endgame content with a lot of toxic flying around. Just playing around with the build and freely spending upped the Toxic resistance to just shy of 44% while keeping the rest of the values close to the same. Interesting anyway.
Take 1 off of any set of doctored wounds (the 6th bonus is junk) and 6-slot headsplitter. that's your #1 most important attack. Max it out. -
Quote:Yeah it's a rare event to get mezzed. It usually involves one of two things for me ... scrapperlock --> I get too busy attacking and just plain don't click in time and most of the time end up not mezzed but bounced on my backside from kb (and go oops! and click once on my feet). Or secondly and far more dangerous, fighting up level foes such as +4 Carnies and find multiple MI and pets who simply overwhelm my protection (double the fun if 1 or more Masks of Vitiation have or get landed) ... that's when packing those few break free are between me and faceplanting (and having the otherwise largely useless Conserve Power comes in handy).I wasn't aware that the toggles were suppressed. That does make a difference. Although, I can't remember the last time I was mezzed under normal circumstances.
Quote:With a clicky Mez protection I prefer some overlap, in case I'm attacking when it recharges. ).
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Quote:The problem when you get mezzed isn't so much that the toggles turn off ... they will keep running while you are mezzed, it's that they become suppressed when you're mezzed and you will lose the +defense value they provide until your status state wears off. So in the case of my FF I will lose about 21% off my melee defense (plus Weave, CJ, and Maneuvers all also suppress). Worse in some ways I'll lose the DDR from all my toggles as well ... about 63% of my 95% or so, cascade failure of what my remaining +defense is becomes a real threat. On the other hand that's why I always carry 2 or 3 breakfree, pop one and problem solved as all my toggles immediately start functioning again if I do find myself mezzed.Holds only drop toggles that affect foes, as in damage auras and such. The toggles from Reflexes won't drop when held or stunned. But this is beside the point.
With a few IO sets with recharge bonuses, a second slot in Practiced Brawler is a waste. I don't remember the actual number that PB needs to be perma, but it's low.
As for PB 2 SO's (or common IO's) are sufficient for perma-PB so you'd need about the equivalent amounts (33%+33%) globally to to make up for it. Which is why with 97.5% global recharge mine has only a single slot with a level 50 Endred enhancement. Thinking about it I probably don't even have to worry much until exemped below level 15 (which is to say just about never, even Posi has one at level 15 in part 1) when I would lose benefit of Quickness. I'd be sitting around 60% global recharge --> 40% from Purple sets plus Quickness (and at level 22 all my LotG +recharge would kick in as well putting me back at 97.5%). This is also for a scrapper ... Brutes don't get Quickness until level 35. Note also that because those are global bonuses from sets they are uneffected by exemplar scaling, which if you were just using common IO's or SO recharges in PB those would get scaled in value while exemped particularly to low levels. -
Quote:Correct for both the Steadfast and Gladiator. Further in the case of the Steadfast the +3% is treated as if it were a set bonus meaning whether it effects me is dependent on its level and not the level at which Tough was chosen. So mine is a level 10 Steadfast and I receive the +3% bonus from 7th level and onward.Am I correct in assuming that you get the extra defense from the Steadfast IO whether Tough is toggled on or not?
The Glad being a pvp IO is more like a purple IO set bonus ... it's in play all the time regardless again of whether Tough is active or available.
EDIT: A couple helpful links for sorting this sort of thing out:
http://paragonwiki.com/wiki/Exemplar...n_Enhancements
http://paragonwiki.com/wiki/Table_of_Special_IOs -
I'm more with Mike and Local Man here ... Controllers are perhaps the most diverse in playstyles of all the AT's. Just think on how each of these might commonly play >> Ice/Sonic, Mind/FF, Earth/Rad, Ill/Storm, and Fire/Kin.
Heck I've 3 Earth/Storms at level 50 and they all play rather differently (far more differently than 3 of my Claws/SR builds for instance). One is very smashy and in your face, no Hurricane using Seismic Smash etc., the next is a stun monster. Has Hurricane but rarely uses, but loves to use Stalagmites, Thunderclap and Fault on foes till they're harmless and the last is more 'classic', Herdi-cane the Stone Caged mobs into a bunch and unloading Fireballs.
EDIT: About the only common thread (and more to the OP's opening post) for me running thru all of them is they all see relatively large benefits to looking for +recharge and that's what all of my builds for the paired sets above went for particularly in their 1st basic builds. -
And add Judgement Void to any of the above (or below).
While not quite up to Kinetics defender levels:
Cold's Benumb or Thermal's Heat Exhaustion are also note worthy (62.5% single target)
A KM brute adding in Darkest Night to the mix.
And then there's Defender Dark Miasma with Twilight's Grasp (stackable far as I can tell) plus Darkest Night. So Cold, Thermal and Dark Miasma Defenders paired with DP chem ammo (in addition to Kin/DP).