How skippable is Snow Storm?
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I rarely used it on my Dark/Cold, but use it alot via Thugs/Storm. It really depends on the type of teaming environment you're in. It's great for large tough mobs, like parts of ITF, where the bosses and EBs are a plenty. But if you're just drilling through mobs, it will just waste time from my experiences.
Don't I know you???
The only thing I wanted it for in the first place was to try to keep mobs in Sleet for Rain of Arrows/Fistful/Explosive. Practical? Or am I wasting time animating it?
From my experience on my MM, Snowstorm is a waste except on hard targets.
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Snowstorm is a waste except on hard targets.
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...Or flying targets. It IS very nice for dropping whole spawns out of the air. Also, if you are playing with a team that specializes in generating slows (ice tanks, certain controller sets) it can contribute.
But typically I don't use it. End intensive, slow to cast for low benefit.
I agree with everyone else. If you want slow, then put extra slots in sleet. Snow storm isn't useless, but it's situational enough that it's definitely in the realm of skippable.
I can count the number of times i've used snow storm on my plant/storm controller on a single hand. I am honestly thinking of speccing out of it, just not sure what power to put in their yet.
Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker
I kept it on my Dark/Cold corr, but have found as I increased in level that I use it situationally more and more - stop flyers, pile on to slow movement, muck up larger spawns... At lower levels I used it more - either just 'cause I had it, it was generally more useful, or I hadn't learned when I wanted ot use it.
As I recall, my Ice/Cold corr (who hasn't played much recently) used it a lot. willy nilly even. just for fun.
My Cold/Ele Def has found he doesn't like using it much... the end use bothers me more there, and I don't know why.
I'll never take it redside because There's always the patron pools to get aoe -fly. Blue side, though, I take it and almost never use it. BUT, I'm always happy it's there when I need it.
Interesting. Well, I specced out of it for Aim. I'll look into adding it later with minimal slots if I find I need/want it. Thanks for all the advice!
. . . From Cold/*? Here's the proposed build. Currently at 25.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Frosty Bounce: Level 50 Mutation Defender
Primary Power Set: Cold Domination
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Infrigidate -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/DefDeb(5), AnWeak-Acc/Rchg(7), AnWeak-DefDeb/EndRdx/Rchg(17), AnWeak-DefDeb(17), Achilles-ResDeb%(45)
Level 1: Snap Shot -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx(31), Thundr-Acc/Dmg/EndRdx(34)
Level 2: Aimed Shot -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/EndRdx(37)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 6: Super Speed -- Zephyr-ResKB(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Blazing Arrow -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx(43)
Level 12: Arctic Fog -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(13), S'dpty-Def(13), S'dpty-EndRdx(50)
Level 14: Ice Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def(15), S'dpty-EndRdx(15)
Level 16: Swift -- Run-I(A)
Level 18: Benumb -- Acc-I(A), Acc-I(19), RechRdx-I(19), RechRdx-I(45), RechRdx-I(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Glacial Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def(23), S'dpty-EndRdx(23)
Level 24: Snow Storm -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(25), TmpRdns-Acc/EndRdx(25)
Level 26: Sleet -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(27), AnWeak-Acc/Rchg(27), AnWeak-Acc/Rchg/EndRdx(45), AnWeak-DefDeb/EndRdx/Rchg(46), Achilles-ResDeb%(46)
Level 28: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(48), AdjTgt-Rchg(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 35: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(50)
Level 41: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(42), CSndmn-Acc/EndRdx(42), CSndmn-Sleep/Rng(42), CSndmn-Acc/Sleep/Rchg(43)
Level 44: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 47: Frostwork -- Empty(A), Empty(48), Empty(48)
Level 49: Mind Over Body -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]10.5% DamageBuff(Smashing)[*]10.5% DamageBuff(Lethal)[*]10.5% DamageBuff(Fire)[*]10.5% DamageBuff(Cold)[*]10.5% DamageBuff(Energy)[*]10.5% DamageBuff(Negative)[*]10.5% DamageBuff(Toxic)[*]10.5% DamageBuff(Psionic)[*]2.25% Max End[*]1.5% Enhancement(FlySpeed)[*]1.5% Enhancement(JumpSpeed)[*]1.5% Enhancement(RunSpeed)[*]35% Enhancement(RechargeTime)[*]61% Enhancement(Accuracy)[*]5% Enhancement(Sleep)[*]1.5% Enhancement(JumpHeight)[*]122.1 HP (12%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Stun) 4.4%[*]16.5% (0.28 End/sec) Recovery[*]78% (3.31 HP/sec) Regeneration[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[/list]