Be a Thunder God : Storm/Elec/Elec PvP Guide [I8]
Well written, though the Slotting list is a bit of an eyesore imho. Be sure to mention that Lightning Storm has a chance to detoggle with each strike.
I play a Storm/Sonic on Champ who just hit 30. She is a perfectly soloable PvE wise but is geared towards team zone PvP play. I find it interesting that you chose Fighting Pool over Medicine (I have Leadership on my build and O2 Boost) - I would chosen Medicine for Stimulant/Aid Self.
@Deadboy
good guide, but hard to follow since it is an end build. mind posting a build that we can see what you slotted up to lvl 50 before HO. be very helpful!!!
It would be pretty cool but sadly anyone is pretty tough with 60% of their enhancements Hami-o's sorry but i give this guide a 3/10
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Very good guide! I think I shall make a Storm/Elec eventually. It sounds fun.
By the way.
You should work Tesla Cage into your build. Did you know it's a 100% chance for -recovery, just like Short Circuit? It drains a decent amount, and anyone who -doesn't- resist the hold won't resist the extra -recovery. You could probably dump Tough and take Steamy Mist, just because anyone in PvP knows s/l sets are highly resisted and won't take them. Funny how that cycle works
Other than that, again, it sounds like a very interesting build. Well written!
Doom.
Yep.
This is really doom.
Any updates of this guide with IO taken into account?
Had problem trying to create a build with IO enhancment.
Opinion is heresy.
Zapp rules.
For your edification, here's Ch'ih Sung Tsu, the Chinese Lord of the Sky:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Ch'ih Sung Tsu
Level: 50
Archetype: Defender
Primary: Storm Summoning
Secondary: Electrical Blast
---------------------------------------------
01) --> Gale==> Acc(1)Acc(3)
01) --> Charged Bolts==> EndRdx(1)Acc(3)Acc(5)Dmg(43)
02) --> Snow Storm==> EndRdx(2)EndRdx(5)EndRdx(7)
04) --> Lightning Bolt==> EndRdx(4)Acc(7)Acc(9)Dmg(43)
06) --> Air Superiority==> EndRdx(6)Acc(9)Acc(11)Dmg(46)
08) --> Freezing Rain==> EndRdx(8)DefDeBuf(11)DefDeBuf(13)Rechg(13)Rechg(15)
10) --> Hurdle==> Jump(10)
12) --> Hurricane==> EndRdx(12)TH_DeBuf(15)TH_DeBuf(17)TH_DeBuf(17)
14) --> Fly==> EndRdx(14)Fly(19)Fly(19)Fly(21)
16) --> Steamy Mist==> EndRdx(16)DmgRes(21)DmgRes(23)DefBuf(23)DefBuf(25)
18) --> Health==> Heal(18)Heal(25)Heal(27)
20) --> Stamina==> EndMod(20)EndMod(27)EndMod(29)
22) --> Thunder Clap==> EndRdx(22)Acc(29)Acc(31)DisDur(31)DisDur(31)
24) --> Short Circuit==> EndRdx(24)Acc(33)Acc(33)Dmg(46)
26) --> Tornado==> DisDur(26)DisDur(33)DefDeBuf(34)DefDeBuf(34)
28) --> Ball Lightning==> EndRdx(28)Acc(34)Acc(36)Dmg(46)
30) --> Aim==> Rechg(30)Rechg(36)TH_Buf(36)TH_Buf(37)
32) --> Lightning Storm==> Acc(32)Acc(37)Dmg(37)Dmg(39)Dmg(39)
35) --> Voltaic Sentinel==> Acc(35)Acc(39)Dmg(40)Dmg(40)Dmg(40)
38) --> Thunderous Blast==> EndRdx(38)Acc(42)Acc(42)Dmg(50)
41) --> Thunder Strike==> EndRdx(41)Acc(42)Acc(43)
44) --> Charged Armor==> EndRdx(44)DmgRes(45)DmgRes(45)DmgRes(45)
47) --> Power Sink==> EndRdx(47)EndMod(48)EndMod(48)EndMod(48)
49) --> Zapp==> EndRdx(49)Acc(50)Acc(50)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Dmg(1)
02) --> Rest==> Rechg(2)
01) --> Vigilance==> Empty(1)
---------------------------------------------
Similar to yours, but slightly different here and there...
All of this end drain and -recovery is nice until you hit the latest FOTM brute (EM/ElecA) - as they will 2- or 3-shot you and keep all of their blue.
That's not even mentioning how you will handle kiters... the pesky ranged-damage dealers that constantly hop around. Snowstorm helps a lot, especially 1v1, but in teams, it's pretty easy for my blaster to turn off snowstorm (kill the stormy). Heck, my blaster has snowstorm and I love using it, but death=no storm.
However, not a bad concept build.
I can see how this would be very decent against the newer pvp players or the part-time ones. The dedicated pvp'ers would have a tough time with it.
IMHO a better pvp build would be a fire/storm controller, plus once you get imps, you will mow through PVE.
Still, for concept, I give this a solid A+ and storm is very fun to play (I have an earth/storm, who sucks at damage, but is a controlling god!).
-r0y
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
[ QUOTE ]
Very good guide! I think I shall make a Storm/Elec eventually. It sounds fun.
By the way.
You should work Tesla Cage into your build. Did you know it's a 100% chance for -recovery, just like Short Circuit? It drains a decent amount, and anyone who -doesn't- resist the hold won't resist the extra -recovery. You could probably dump Tough and take Steamy Mist, just because anyone in PvP knows s/l sets are highly resisted and won't take them. Funny how that cycle works
Other than that, again, it sounds like a very interesting build. Well written!
[/ QUOTE ]
Thanks for the comments. I did not realize this about Tesla Cage. This will of course make it a very important power. City of Data confirms that it is a 100% 8 sec -recovery power.
Classic Dungeon Crawl Arc ID: 2232-"A satirical look at your average dungeon"
Down the Rabbit Hole Arc IDs: 24346 24397-"Rescue a little girl from an insidious dream invader."
[ QUOTE ]
Any updates of this guide with IO taken into account?
Had problem trying to create a build with IO enhancment.
[/ QUOTE ]
I will get an IO build up here shortly, but I may wait till a little after I11 since it is just around the corner. I can tell you that I focus on recharge and ranged defense since hurricane handles anything that gets close to me.
Classic Dungeon Crawl Arc ID: 2232-"A satirical look at your average dungeon"
Down the Rabbit Hole Arc IDs: 24346 24397-"Rescue a little girl from an insidious dream invader."
[ QUOTE ]
Zapp rules.
[/ QUOTE ]
On a blaster maybe
But seriously, great power if you can fit it in. Just not really for this build as you do a lot of jumping into the fire.
Classic Dungeon Crawl Arc ID: 2232-"A satirical look at your average dungeon"
Down the Rabbit Hole Arc IDs: 24346 24397-"Rescue a little girl from an insidious dream invader."
[ QUOTE ]
All of this end drain and -recovery is nice until you hit the latest FOTM brute (EM/ElecA) - as they will 2- or 3-shot you and keep all of their blue.
[/ QUOTE ]
Well this build is resistant to energy attacks and all melee tend to miss you alot. So I dont' find this to really be the case. Of course they get me sometimes.
[ QUOTE ]
That's not even mentioning how you will handle kiters... the pesky ranged-damage dealers that constantly hop around. Snowstorm helps a lot, especially 1v1, but in teams, it's pretty easy for my blaster to turn off snowstorm (kill the stormy). Heck, my blaster has snowstorm and I love using it, but death=no storm.
[/ QUOTE ]
I typically fight in Siren's Call or Recluses Victory but when I do step out into Warburg and actually fight blasters it tends to only be Ice and Electric that give me the problems..because of all of the holds. I can usually beat the others.
[ QUOTE ]
However, not a bad concept build.
I can see how this would be very decent against the newer pvp players or the part-time ones. The dedicated pvp'ers would have a tough time with it.
[/ QUOTE ]
In the few tournaments that I've entered, I have placed mid tier so this statement seems fairly accurate. But I don't pvp constantly so I could be better. IMHO It just depends on who I get matched up against. This build is GREAT against regen's for instance.
[ QUOTE ]
IMHO a better pvp build would be a fire/storm controller, plus once you get imps, you will mow through PVE.
Still, for concept, I give this a solid A+ and storm is very fun to play (I have an earth/storm, who sucks at damage, but is a controlling god!).
[/ QUOTE ]Thanks for the great comments!
Classic Dungeon Crawl Arc ID: 2232-"A satirical look at your average dungeon"
Down the Rabbit Hole Arc IDs: 24346 24397-"Rescue a little girl from an insidious dream invader."
Seems like a great build but is there anyway you could provide some info on what this looks like leveling up? End game builds are really helpful but for us youngbloods, it's nice to see what we're working with initially.
Take a look at my post concerning a PvP oriented Storm/Elec:
Storm/Elec PvP
All comments and suggestions are encouraged.
I'm thinking of applying Storm/Electric/Electric to PvE, so I'm wondering how leveling this character up was for you. Did you need to group often, or was soloing easy?
I mainly grouped but in the old days a storm defender had a lot of trouble getting groups because there were so many bad stormies so I did my fair share of soloing as well. This build really doesn't take off until the late game though when you get all of the pets for the spamming techniques so soloing can be slow.
Classic Dungeon Crawl Arc ID: 2232-"A satirical look at your average dungeon"
Down the Rabbit Hole Arc IDs: 24346 24397-"Rescue a little girl from an insidious dream invader."
Would love to see an update on this guy
Any I19 update on this guy? Plz Plz Plz!!!
I am currently leveling up a Storm/Elec/Elec Defender ( at 42 right now).
I have to admit that I don't focus on him as much as I could what with all the new alpha stuff coming along but I can give a little insight based on my experiences thus far.
First, my goal for the build was to get myself to the ranged softcap defense wise and as much resistances as I could without breaking the build. Mid's shows me having 44.8% ranged defense and 40% Smashing/Lethal/Energy resists by 50 but those numbers will skew slightly with varying IO levels.
It definitely matures late. At 42 I am sitting at 38% Ranged defense and that makes a huge difference to what I was able to do even in my mid 30's when my ranged defense was only around 15ish%. Once I get softcapped it should be even more capable. However, until you can break the 35ish% ranged defense mark things are pretty rough solo.
*Note* I should clarify that a little. Early early on soloing was pretty easy even before Inherant fitness. It wasn't until the late teens early 20's that things started catching up with me and handing my rear to me regularly. It didn't get much better until I got to 37ish when I started getting some of my 6 slot defense bonuses.
During that time your gonna have to either team for exp or slog through a challenging solo experience. I recommend teaming even after you get matured but whatever floats your boat.
Secondly, it's a MASSIVE end hog to run around with the build I came up with. You'll end up with a small handful of toggles and your storm summoning powers will each eat up a good chunk of endurance even when properly slotted. For this reason I plan to go Cardiac Radial when I finally reach 50 as my Alpha of choice.
Anywho, not intended as a guide or to replace what the OP did but just a few of my own experiences to hopefully help someone decide if this is the right path for them.
Cheers.
Death can be Beautiful. A Night Widow Guide on a budget
I highly recommend Mu Mastery be considered for any stormy. It has power sink and conserve power. That way it is still a "thunder" god. Slotted right you could do without the end reduction alpha. I've debated this build before but decided my storm/dark will be the only stormy for me. ^_^
-X2-
@x2crunner and @x2crunner2
You sit high atop a mountain, pondering the great mysteries of the storm. The winds whisper their secrets to you. You learn how to bend but not break. The lightning surges through your body. it tests it for weakness. The rain cools your scorched skin, forging it into natural battle armor .
You unleash your fury, with untold devastation. You are now a god.
What this is: This is my PvP oriented Storm/Elec Defender Build that focuses on harnessing chaos,sucking endurance, maximizing your pets, your damage and toughening yourself up in order to excel at pvp combat.
Who I am: I am a "moderate" pvp'er. I am not the best player out there but I have found that this build, which has been developed over the course of the history of CoH pvp is very strong. I have without notice entered tournaments with months of rust and still threatened and dealt losses to the
eventual winners. In the hands of a serious PvPer I think this build will wreck havoc. If you are inexperienced you will enjoy the power that this build brings. If you follow some basic advice on how it is played you will find yourself defeating players much more skilled then you. I know, I do
it everytime I decide to show my face back up in pvp.
This is an end game build, but where ever possible I try not to sacrifice things that would gimp you when you exemplar. I also take some thematic powers over more pvp oriented powers (in particular flight). In my power analysis section I try to explain certain choices and my way of thinking as
much as I can so that you can make your own choices. If you are a serious win-at-all costs pvper you will probably want to make a few changes for sure.
Build: Pay careful attention to the slotting of the pets as it is very essential to the combat strategies for this build.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Lei Kung
Level: 50
Archetype: Defender
Primary: Storm Summoning
Secondary: Electrical Blast
---------------------------------------------
01) --> Gale
- Nucleolus Exposure(1)
- Nucleolus Exposure(42)
01) --> Charged Bolts
- Centriole Exposure(1)
- Nucleolus Exposure(17)
- Nucleolus Exposure(42)
- Endurance Modification(50)
02) --> Lightning Bolt
- Nucleolus Exposure(2)
- Nucleolus Exposure(3)
- Nucleolus Exposure(3)
- End Reduction(7)
- Endurance Modification(25)
- Recharge Reduction(40)
04) --> Snow Storm
- End Reduction(4)
- End Reduction(5)
- Slow(5)
- End Reduction(7)
- Slow(11)
06) --> Hover
- Flight Speed(6)
- Flight Speed(11)
- Flight Speed(25)
08) --> Freezing Rain
- Enzyme Exposure(8)
- Enzyme Exposure(9)
- Enzyme Exposure(9)
- Slow(15)
- Recharge Reduction(15)
- Recharge Reduction(46)
10) --> Swift
- Run Speed(10)
12) --> Hurricane
- Enzyme Exposure(12)
- Enzyme Exposure(13)
- Enzyme Exposure(13)
14) --> Fly
- Microfilament Exposure(14)
- Microfilament Exposure(17)
- Microfilament Exposure(40)
16) --> Health
- Healing(16)
18) --> Thunder Clap
- Endoplasm Exposure(18)
- Endoplasm Exposure(19)
- Endoplasm Exposure(19)
20) --> Stamina
- Endurance Modification(20)
- Endurance Modification(21)
- Endurance Modification(21)
22) --> Hasten
- Recharge Reduction(22)
- Recharge Reduction(23)
- Recharge Reduction(23)
24) --> Kick
- Nucleolus Exposure(24)
26) --> Tornado
- Peroxisome Exposure(26)
- Peroxisome Exposure(27)
- Peroxisome Exposure(27)
- End Reduction(31)
- End Reduction(31)
- Recharge Reduction(37)
28) --> Tough
- Ribosome Exposure(28)
- Ribosome Exposure(29)
- Ribosome Exposure(29)
30) --> Short Circuit
- Nucleolus Exposure(30)
- End Reduction(31)
- Endurance Modification(34)
- Endurance Modification(37)
- Recharge Reduction(39)
- Recharge Reduction(40)
32) --> Lightning Storm
- Nucleolus Exposure(32)
- Nucleolus Exposure(33)
- Nucleolus Exposure(33)
- End Reduction(33)
- End Reduction(34)
- Recharge Reduction(34)
35) --> Voltaic Sentinel
- Nucleolus Exposure(35)
- Nucleolus Exposure(36)
- Nucleolus Exposure(36)
- End Reduction(36)
- End Reduction(37)
- End Reduction(39)
38) --> Thunderous Blast
- Nucleolus Exposure(38)
- Nucleolus Exposure(39)
- Nucleolus Exposure(42)
- Endurance Modification(43)
- Endurance Modification(43)
- Endurance Modification(43)
41) --> Thunder Strike
- Nucleolus Exposure(41)
- Nucleolus Exposure(45)
- Nucleolus Exposure(46)
- End Reduction(46)
44) --> Charged Armor
- Ribosome Exposure(44)
- Ribosome Exposure(45)
- Ribosome Exposure(45)
47) --> Power Sink
- Recharge Reduction(47)
- Endurance Modification(48)
- Endurance Modification(48)
- Recharge Reduction(48)
- Recharge Reduction(50)
- Endurance Modification(50)
49) --> Aim
- Membrane Exposure(49)
---------------------------------------------01) --> Sprint
- Empty Enhancement(1)
01) --> Brawl
- Empty Enhancement(1)
01) --> Vigilance
- Empty Enhancement(1)
02) --> Rest
- Empty Enhancement(2)
---------------------------------------------Power Analysis (as relates to this build):
Storm Summoning
---------------------
Gale: When you first start your journey to become a Thunder God you are given the choice of Gale or O2 Boost. Since I mostly pvp by myself, 02 Boost is really a non-choice for me. You may find it worth getting while you level up though. In PvP I pretty much only use Gale against Masterminds and on opponents that prove weak to knockback effects. Slot it with 2 accuracies at first, then come back and put nukes in later. This power is innately inaccurate (-10%) so I really recommend slotting at least two accuracies in it.
O2 Boost: As mentioned above. Its a nice power. You may prefer to ditch Gale for it, but then what fun is there in that? Gale is great for causing chaos and has at least some potential use in one-on-one pvp. Get 02 Boost if you must, but don't expect to be a true Thunder God if you can't control the winds! If you do take it, I'd recommend 2 heals and let hasten handle the recharge.
Snow Storm: The cornerstone power of Storm. IMHO this is the best power you have. It mitigates damage, brings down fliers..hits the slow cap with just 2 slow SOs and when combined with Freezing Rain reaches the -recharge cap. This build is a heavy endurance hog and you will open up almost
every single combat with this power. I recommend 3 endurances and 2 slow SOs for slotting. You simply must keep this on your opponent at all times, but be watchful, a clever opponent will dive into the nearest spawn of mobs in an effort to draw a lot of aggro to you. Simply cut it off till
the situation changes then turn it back on.
Steamy Mist: I have skipped this power, though it pains me to do so. I have often thought seriously about replacing Thunder Clap or Aim for this. You can't go wrong with an extra 31%(fully slotted) resistance to energy, cold and fire, gaining stealth and gaining defense equal to weave for the entire team. In the end, I chose Thunder Clap for thematic purposes(and its a great damage mitigator as well) and Aim for its burst damage. The biggest factor in the decision? the .46
endurance draining toggle on Steamy Mist would have to be compensated for to such a degree as to break the core of this build. Pick it in place of Thunder Clap if you can stand not having the "Thunder" in your Thunder God. Pick it in place of Aim if you want to sacrifice your accuracy and burst
damage(50% for 10 secs) to become much more resilient. If you do take it, six slot it with 3 endurance and 3 damage resist if you can.
Freezing Rain: If Snow Storm is your cornerstone, FR is your crown molding. Out of the box it is a seriously great power. With Extra Slotting it dramatically raises your damage potential and provides some damage mitigation at the same time. I slot it with 3 enzymes, 2 recharge and 1 slow. This
maxes the endurance cost and defense debuff while almost maximizing the recharge rate. The 1 slow lets it hit the slow cap all by itself, you don't necessarily need this since Snow Storm has them max slowed as is, but it makes the power self-sufficient which I like. You may want to maximize how
often it is available. In that case replace the slow with another recharge. I do not recommend slotting this power for accuracy as it has a base 200% accuracy by itself. This power when combined with Snow Storm hits the -recharge cap (which is unenhancebale). A clever tip for pvp with
this power is to always have it clicked and ready to drop when you are not moving about. If a stalker should try to take you out, you can lay this down the second he appears and he will not get his follow-up shot in. If he slips and falls...well thats just to bad for him.
Hurricane: Turn this power on, keep it on, never turn it off. 3 slotted for to hit debuffs it will floor almost anyone's chance of hitting you. It makes it hard for Stalkers to take you out. I
recommend six slotting this as you level up with endurance and to hit debuff and then later on respecing down to 3 slots for HOs. About the only time you'll want to cut this power off is when you jump in to a group of mobs (after a tank has the aggro of course) and hit them with Short Circuit and Power Sink.
Thunder Clap: When in full All-Out Chaos mode hit this power every time it becomes available. It will seriously cut down on the amount of damage you take. When combined with tornado you can stun bosses, lts and even players. Simply let the Tornado do a little work on the target you wish to
stun then follow it up a few secs later with Thunder Clap. I would do a mix of accuracy (this is most inaccurate power you have at -20%) and disorient until you get HOs.
Tornado: The First of your pet powers. This Build requires that you keep your pets up 24/7. Even if you get held by that nasty Dominator...your twisty will save you. Since holds are your biggest weakness you need many ways of defending yourself and this is one of the best. In PvP I chain cast Tornado and Voltaic Sentinel and I drop Lightning Storm at the point of enemy contact every single time. I can't tell you how many times an opponent would be coming in for the kill while I was held only to get tossed into the air like a rag doll. Slot this with 3 peroxisomes(dmg/mez) since Tornado is auto-hit, 1 recharge is enough to make it chain castable with Hasten going. Slot it with 2 endurance because you will cast this every single time it is up. I stress this because without
doing this, you are not playing to your maximum ability. Your biggest weakness is holds . Most controller types will get tossed about by Tornado or disoriented. Most melee will ignore it and let it "build up" disorient on them. When you come out of the hold hit Thunder Clap. Sometimes this
will stun them if Tornado has had enough time to stack magnitude up on them.
Lightning Storm: This is an awesome power. When a fight starts you want to get this out as quick as possible. If not first...directly after snow storm. This power hits hard and has an AoE knockback component in it. If you can get your opponent in a corner this thing will work wonders. Also, like
Tornado, if you get held it keeps fighting for you. Slot this up for maximum offense with 3 nucs, add 2 endurance and 1 recharge. With 1 recharge in it and hasten your storms will slightly overlap for a few seconds.
Electrical Blast
--------------------
Charged Bolts: This is a minor filler power that is a required choice. I four slot this. 1 centriole to help with its shorter range is recommended, 2 nucs for damage/acc and an optional 4th slot for end/mod. If you remove a slot from any power..this is probably first one to take. Your powers drain endurance based on how much damage they inflict so this is really slotting to a weakenss in the power. But I add it for that extra touch of endurance suckering madness.
Lightning Bolt: A solid attack. Slot it up. You will use it a lot. I find you want the 1 recharge in it for sure to help with the nuke chain when you are really trying to take something out. 1 endurance helps because you use it so often and like Charged Bolts I really like that extra tad of endurance drain on these two main attacks. Slot it up with 3 nukes for sure.
Ball Lightning: I skipped this power. To little one-on-one damage, to much endurance. This build lives and dies by endurance.
Short Circuit: Late in your build you will begin the true pvp killer aspect of this build. It wasn't long into pvping that I noticed something. No matter what or who I fought, they seemed to be having endurance problems against me. I wasn't min/maxed at first for taking advantage of this
because everyone said that they had nerfed it to the point that it was worthless. I quickly learned that with a small amount of focus on this I could compete on the next level in
pvp. I found out that endurance drain doesn't suck as bad as people would have you believe for sure. The biggest thing about this power though is not its endurance drain ability. It's the -recovery in this power. It is 10 secs of no endurance gain for your opponent. Slotted with 2 recharge and hasten this power will come back roughly every 10 secs. Theoretically all you have to do is hit them with this power and they won't be able to do anything. It has a high base accuracy so I recommend only 1 accuracy SO in it. Hit AIM for any high defense builds before using it though. Also, It comes back very very quick and uses a lot of endurance so I recommend placing 1 endurance SO in it as well. At the same time, it drains a lot of endurance from your opponent so put 2 endurance modifications in it. If you tweak the build some you may end up without the endurance SO and having 3 end modifications. I think it gets the job done where I have it though.
Aim: Burst Damage and Accuracy. What is not to like. I only wish I could add more slots to have it up more often. I flip flop a lot on whether to put that 1 end mod in charged bolts or go up to 2 slots on aim. You can't really have 3 slots in it unless you want to reduce the effectiveness of
Power Sink. You may want to do this, but I consider power sink to be a major power for this set since it with Short Circuit can win you a lot of fights. However many slots you put in it, fill it with recharges until you can get membranes. Curisosly this power does not seem to affect pets, which is a shame.
Zapp: I skipped this. In the Chaos of battle it is simply to slow.
Tesla Cage: Besides Steamy Mist, this is the only other power I really wish I could work into this build. But Just about everyone in PvP can resist this hold. You aren't particularly setup to maximize its use with extra holds either. Other then PVE there is no real reason to have this power because anything vulnerable to it, will be just as vulnerable to your other disorients etc. About the only exception to this is that brief moment when you finally suck all the endurance out of your opponent and his toggles drop. It'd be nice to have then. But I just can't fit it in, Maybe you can?
Voltaic Sentinel: Your third and final pet. Cast him as much as possible, watch your DPS grow. Watch it keep fighting for you even when you can not. I recommend 3 nukes and 3 endurance since this is a huge endurance hog to spam cast.
Thunderous Blast: Ahhhh...the great finisher. How many of you have died to this? You are in tight fighting me, you suddenly look up and realize you are getting low on health and have almost no endurance...you try to run. Thunderous Blast hits you...it does massive damage..it sucks all your
remaing endurance, both you and I then have a -recovery period of 20 secs!! The difference? I carry a few blues to finish you off and have the experience to know that I need to hit them right then and there. 3 nukes, 3 end mod.
Electric Mastery
-----------------
It worth stating that Power mastery is probably a better choice for straight out draining of endurance do to Power Boost, but I think power sink helps almost as much and replinshes your endurance at the same time as opposed to having to click conserve power from the Power mastery set. Plus, how else will you get charged armor P
Electric Fence: I went with the big punch over this. You may like it better though for immobilizing and tornado burning something. This seems like it would be a good combo for that, though I haven't actually tried it myself.
Thunder Strike: BIG PUNCH. It drains a lot of endurance! I do not use this in my regular attack chain. I use it only when trying to get that finishing blow in . 3 nukes, 1 endurance.
Charged Armor: What self-respecting Thunder God doesn't have a body with lightning fields all around it? Get this so you look the part. When combined with Tough and Hurricane you will be very hard to kill. 3 Ribo. I would slot both Tough and Charged Armor with 4 slots early on with 1 endurance and
3 damage resist in them, until you can get a couple of ribos. This is no easy task though, they are probably the most
valuable HO.
Power Sink: 3 recharge, 3 end mod. A steady dose of Short Circuit + Power Sink is enough to drain almost any opponent completely dry of endurance. The added benefit of endurance gain really helps this build which can drag at times from pet spamming.
Power Pools
--------------
Fitness Pool: Swift, Health, Stamina. Don't make the mistake of thinking you don't need stamina. With this build it is a must.
Flight Pool: I choose flight as my travel power. Its not the most optimal pvp travel power however so you may want to get something different. Because I already take hasten in this build Super Speed can be had for 1 power and give you back that 1 power for something else. I like fly with this build
though because you can lay down a lot of debuffs and pets on large scale pvp battles and go unnoticed.
Fighting Pool: What good is Tough on someone that doesn't have status protection? No acrobatics you say? I find that knowing your weakness and preparing your inspiration slots correctly allows tough to really contribute to your survivability..especially in PVE. In PvP most of your opponents will notice that you are a step up in competition when they aren't just mowing you down with their
attacks. Tough brings and extra 24% smash/resist protection when fully slotted. Still I could see if you maybe wanted to go acrobatics instead and dropped fly and fighting in order to get there. I guess its up to you.
Speed Pool: Get Hasten. You must have it. It enables all of the chaotic love that you can dish out and is essential to the pet spamming tactic.
Other Pools: Avoid anything with a toggle in it. This build simply can't handle anymore. If you must have something like Leadership you'll have to compensate somewhere else.
Inspirations: I recommend 3 blues, 4 Heals and the rest Breakfrees for most pvp encounters. This of course can change in one-on-one pvp battles that you have a chance to prepare for. Usually bringing in more dmg/acc depending on what you're facing. OH and always pop a breakfree before each encounter if at all possible.
So that wraps it up. Please feel free to comment or make suggestions on this build/guide. I hope you have as much fun with this build as I have had.
Classic Dungeon Crawl Arc ID: 2232-"A satirical look at your average dungeon"
Down the Rabbit Hole Arc IDs: 24346 24397-"Rescue a little girl from an insidious dream invader."