My Ill/Storm was my first toon and my first to 50. As mentioned above, too many powers to choose from so I went down the route of "more a stormy with pets" than adopting the full illusion suite with deceive and spectral terror.
A few respecs has led to the build below, but I am respecing Tornado back in and dropping Flash which I rarely use.
Don't be afraid to use all your storm powers, just learn to use them wisely. The storm set will scatter mobs, (it has to because IMHO its so powerful it needs balance) but used at the right times will compliment the team's actions rather than break your tanker's herding or scrapper's AoEs.
Many players (tankers scrappers mostly) will not like you using Freezing Rain as they either think it a "fear" power or is just useful for scattering mobs. Slotted for Defense debuff and slow, just watch how much more quickly a mob(s) can be taken down after you apply rain compared with "dry". This is by far the best power in the set IMO. It's on a par with Radition debuffing, especially for EBs, GMs and AVs.
Steamy, goes without saying is brill, you can be fighting mobs with your teammates within your mist, and mobs just outside the perimeter don't notice, as long as no one agroes them ofc. I kept Superior Invisibilty for doing exploration and PVP work, although it's up to you whether you need to keep both types of stealth.
Gale, useful in early levels as self protection against melee attacks, use it wisely with tankers and scrappers around, and then only to move mobs into other hazards. I prefer its more positional effect to Hurricane, again you may not need both, choose which you prefer.
Snow storm, an early power, great for slowing bosses and nearby mobs all the way to lvl 50, and for dropping flyers of course.
O2 Boost, not everyones cup of tea, but don't underestimate the mez protection it offers, also 3 slotted at lvl fifty gives over 300 HP healing. A life saver in teams without a healing defender.
Thunderclap. I love this power, part of my control chain, slotted for maximum disorient. I prefer this to blind which in my view takes too long for the animation to fire off.
Lightning Storm offers great protection when solo, extra mob damage and end removal when teaming. Knockback is good for self preservation, however again, skill and experience will tell you when not to use in team.
As with all Knockback powers, they will annoy other players who like to herd or have closely compacted groups of mobs, but you can happily coexist with teammates and use your powersets to the full. Persevere with the low levels and learn your craft and you'll be rewarded with a fun toon and love the high levels as a stormy.
Gale: 1 Acc, 1 Knockback
O2 Boost: 3 Heal, 1 Recharge
Steamy Mist: 3 DamageRes, 2 EndRedux
Freezing Rain: 3 Defense deBuffs, 2 Slows, 1 Recharge
Snow Storm: 3 Slows, 1 EndRedux, 1 Recharge
ThunderClap: 3 Disorients, 2 Accuracy, 1 Recharge
Lightning Storm: 3 Damage, 1 EndMod, 1 Recharge
Spectral Wounds: 3 Dmg, 2 Recharge, 1 Acc
Blind: 3 Holds, 1 Dmg, 1 Acc, 1 Recharge
Super Invisibility (useful for PVP)
Phantom Army 2 Dmg, 1 Acc, 3 Recharge
Phantasm: 3 Dmg 3 Acc
Flash: 1Acc, 3 Holds, 1 Recharge.
Hover : 1 Flight (Knockback limiting)
Fitness pool
Haste
TP Pool: Recall Friend, TP Foe
Primal Forces
Conserve Power: 3 Recharge
Power Blast: 3 Dmg, 1 EndRedux, 1 Acc
Power Boost: 2 Recharge