CDN_Guardian's Guide to Storm/Dark Blast Defenders


CDN_Guardian

 

Posted

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_Guardian’s Guide to Storm Summoning / Dark Blast Defenders

I’m writing this guide to share my experiences to date playing my lvl39 Storm/Dark Defender. I’ve 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 I’ve played where I’ve considered making another character, and only changing my secondary. It’s 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 team’s advantage, then this probably isn’t 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 it’s 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 doesn’t 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.

Let’s 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 AoE’s 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 don’t have a choice, but thankfully it’s 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 didn’t want an attack that rooted me and is interruptable. I find Dark Blast + Gloom work perfectly to whittle down a Boss while my AoE’s take care of the minions.

Moonbeam:
Snipe attack. Good damage, but I didn’t 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 - +3’s 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. What’s 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 it’s cool.

Torrent:
An AoE knockback cone. I don’t 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 don’t 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 I’ve 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. I’m 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 don’t 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. Don’t 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. Don’t bother slotting the defence buff, but focus on the resists. Definitely worth three slots for the resist buff. I turn this power on and don’t 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 I’m 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 - +3’s 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 AV’s 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 PvP’ing 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. I’m not a big fan of this travel power and I’ve 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 don’t really have any advice here. I didn’t 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 AoE’s . 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 haven’t 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, AV’s 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 I’m 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 don’t ever fight two fights in a row the exact same way. I use Dark Pit and Thunderclap regularly, but if I’m waiting for them to recharge, I’ll 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!

I’ve included my current build as well as my intended route with this character for your reference. Have fun playing your Stormer!

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Blackstormer
Level: 50
Archetype: Defender
Primary: Storm Summoning
Secondary: Dark Blast
---------------------------------------------
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)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
02) --> Rest==> Rechg(2)
01) --> Vigilance==> Empty(1)
---------------------------------------------


 

Posted

Whoever that smart, good looking, intelligent person was, I'm sure glad that you wrote this bad boy up!


 

Posted

Hahah me too! He wouldn't by chance have been you, MustachioedMan? Nah... couldn't have been.

I also wanted to link to a couple other Storm guides I found useful:

TheMightScourge's Storm Guide

Daibanchou's Storm/Dark Guide

Daibanchou's guide is where I got the idea to make a Storm/Dark in the first place. TheMightyScourge's guide is a good source of information on the Storm Summoning set.


 

Posted

Great guide CDN. Last week when on the Synapse TF, O2 boost was a real saver, for the small heals and as a great breakfree when those Knights put the sleep on a teammate.


 

Posted

I forgot to include in my original discussion of Power Pools, that Stamina is essential to this build.

There are so many toggles running while you blast that without Stamina, you will waste far too much time waiting for your endurance to recover to have any enjoyment with this build. I went with Hurdle and Health for my prerequisites as Hurdle has excellent synergy with Combat Jumping and Health has a sleep resistance secondary effect.

As well, here is the link to a more recent guide:

The Mighty Storm Defender I7 by TheMightyScourge


 

Posted

Awesome guide, out of personal preference I chose swift instead of Hurdle, also to me it seemed somewhat redundant what with CJ and SJ


 

Posted

That's one way to do it. Not how I run my 50 storm/dark but I pvp too so.....


UFC Undisputed PS3 Camp Ground Zero

 

Posted

[ QUOTE ]
Awesome guide, out of personal preference I chose swift instead of Hurdle, also to me it seemed somewhat redundant what with CJ and SJ

[/ QUOTE ]

Thank you. I went with Hurdle since it stacks with CJ to give you even more mobility in fights. Really though, it's totally a matter of personal preference. Either way works.


 

Posted

I wanted to post this build as well, since this is how I plan on building from here on in. I've switched out some slots from O2 boost and some toggles to put towards Tornado's damage as well as fully slot Life Drain's heal.

Just a slight tweak, but fans of Tornado might like this build a little more:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Blackstormer
Level: 50
Archetype: Defender
Primary: Storm Summoning
Secondary: Dark Blast
---------------------------------------------
01) --> O2 Boost==> Heal(1)
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)EndRdx(27)Slow(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(15)
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)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(37)Dmg(37)Dmg(43)Dmg(43)
38) --> Blackstar==> Rechg(38)Rechg(40)Rechg(40)Dmg(40)Dmg(46)Dmg(46)
41) --> Dark Consumption==> Acc(41)Rechg(42)Rechg(42)Rechg(42)EndMod(43)
44) --> Dark Embrace==> EndRdx(44)DmgRes(45)DmgRes(45)DmgRes(45)
47) --> Soul Drain==> Acc(47)Rechg(48)Rechg(48)Rechg(48)
49) --> Life Drain==> Acc(49)Heal(50)Heal(50)Heal(50)
---------------------------------------------
41) --> Sprint==>
01) --> Brawl==> Dmg(1)
02) --> Rest==> Rechg(2)
01) --> Vigilance==> Empty(1)
---------------------------------------------


 

Posted

Nice guide. It's worth mentioning that O2 Boost is excellent for protecting against end drain, and it can be stacked. Helps with Clockwork early on, and later there's nothing like neutering a Malta sapper.


Arc 55669 - Tales of the PPD: One Hell of a Deal (video trailer)
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Posted

Very nice guide. How good is this build for soloing. I enjoy grouping (the reason I wanted to play a defender in the first place), however I like to be able to solo when I need to.


 

Posted

It's great for soloing. Thunderclap + Dark Pit give great damage mitigation, as does Freezing Rain + Tentacles. The only drawback is the lack of a self heal (which you could fix by grabbing Life Drain earlier) and it can burn through endurance quickly if you are spamming your AoE attacks.


 

Posted

Great guide CDN, thanks much, made me try it! (and I'm having loads of fun)

[ QUOTE ]
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 didn’t want an attack that rooted me and is interruptable. I find Dark Blast + Gloom work perfectly to whittle down a Boss while my AoE’s take care of the minions.

Moonbeam:
Snipe attack. Good damage, but I didn’t want an attack that forced me not to move while it activated. This is a personal choice. Some people prefer this over Gloom.

[/ QUOTE ]

Just wanted to add something on the moonbeam vs gloom subject :

While I usually go with gloom on my dark's, this time I went with moonbeam, just for a change, and I was quite pleased to find out that the snipe works awesome with storm powers, especially hurricane, but also snow storm, freezing rain, etc.

You're not getting interrupted much when your foes are getting knocked down / back, are slowed, and have their accuracy nuked down.

Sure the animation time is still huge, but you get the pulling goodness of a snipe, and you can also use it in combat. So for people who like snipe powers, I'd say go for it here, works well with storm!
(and I gotta say I like moonbeam's animation / sound)


 

Posted

Any updates for the current version 11?

On Moonbeam, I find that I don't need a snipe for pulling because I have the Steamy Mist. Even with my defensive storm powers it still gets interrupted.


 

Posted

[ QUOTE ]
Any updates for the current version 11?

On Moonbeam, I find that I don't need a snipe for pulling because I have the Steamy Mist. Even with my defensive storm powers it still gets interrupted.

[/ QUOTE ]
I11 is still on the test server. There are no changes to Storm Summoning save for the ability to slot the new debuff invention sets.


 

Posted

After playing all variations of stormies, and taking a storm/dark to 50, here's my 2 infl worth.

Storm/dark is like a swiss army knife. Actually, it's more like a swiss battle axe. It has a tool for almost any situation, whether it's dealing damage, mitigating damage, or healing damage. It does, however, have a few holes.

One hole is handling LTs and bosses. Stacking Dark Pit and Thunder Clap will disorient both, but they will recover pretty quickly... usually before you take care of them. I have found that Psy Mastery fills this hole beautifully.

Domintate will take care of LTs with one shot. Bosses? Either stack Dominate, of hit them with Telekinesis. While soloing, you can easily hand 1 boss (TK), at least 2 LTs (Dominate), plus their minions (DP & TC).

Another advantage is that you don't have to get into melee range, like when you stack Thunder Clap. Oh... Dominate & TK work better with Hurricane than TC, too.

If you're worried about losing out on the Dark Mastery Pool, don't be. I tried it out on test, but found it rather disappointing. Oppressive Gloom has a pitiful radius. Do you really want to get that close to the bad guys? You're a stormie for goodness sake! That's what Hurricane, Lightning Storm, Tornado, and Gale are for - keeping guys OFF of you!

Dark Consumption - same thing - pitiful radius.

Soul Drain might be good, but it doesn't sound like it's worth it to give up the control from the Psy pool.

My other recommendation is TP Foe.

TP Foe is great for cherry-picking foes from a group. LTs sometimes draw aggro from the group, but you're usually safe with minions. (Please note that you can't TP guys that are too difficult - You can TP an orange minion, but not an orange LT. You can TP a yellow LT, though.) So, you can use this to thin out groups before you go in for the kill.

HOWEVER, the coolest part of this is where you're TPing these unlucky foes TO - right into the heart of the storm. I assume you do have Lightning Storm, Hurricane, and Tornado waiting for him in the corner that you drop him in... right? This is great for taking care of pesky guys like sappers.

Finally, we all know that Storm causes a lot of scatter. Even the best of us let one get away from time to time. Suppose, for example, that Tornado knocks a guy out of range. Tornado will come back to you, and the bad guy will eventually recover and open fire. That's not good. So, what do you do? Running over there isn't always a good idea. Plus, you still have Lightning Storm running over head. It would be a shame to waste it. Ahhh... if you have TP Foe, though, you can just grab that poor SOB and plop him right back down into your zone of destruction. LS will open up, and Tornado will lock on again.

Finally, how many times has your knockback/up/down/sideways gotten a guy stuck in the ceiling for a wall? You know... the ones you can't target? You can grab him with TP Foe and clean up your own mess. Problem solved.

Good stuff... good stuff. I recommend 1 acc, 1 range, 1 recharge. With one recharge, TP Foe will come back just as you finish the first guy. Range is great, as it decreases the odds of pulling the rest of the group. With 2 ranges, you can pull a guy when he so far away that you can't even see him (or just barely), but are still locked on.


 

Posted

Hm, interesting guide. Was thinking that Dark Pit + Thunder Clap might be effective to disorient.

Actually thinking about a Corruptor but there don't seem to be any guides for that yet. I'd guess it's a little less debuff/heal from storm but more damage from dark. Should be fun.