My Current Debate: Storm Summoning
Storm/Sonic Defender. It's a lot of fun.
Here is a concept build I've been working on for a while.
Has soft capped Ranged and AoE defense, 23% Melee, 25% Smash/Lethal, and near soft capped En/Neg/Fire/Cold. The resist are really good too.
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edit: I haven't actually played that build, I'm not sure if it would be very playable. But I made it to show the insane numbers you can get with Storm.
I think it's not so much the holds you want as the immobilizes, which most controller primaries other than Mind seem to have in abundance. Also, if you go defender or corruptor, Dark has that cone of immob. The thing is, the duration and recharge on mass holds is pretty harsh, so you need the immob to fill in between holds if you're going to use a lot of knockback powers.
I went the other way entirely with my four stormies, either pairing it with a powerset that had more knockback yet, or with mastermind pets, who don't complain. I love knockback and loathe immobilization powers, though.
However, I can still team. Storm's got pretty good control powers, so when I'm trying to minimize chaos, I use Freezing Rain and Thunder Clap. In fact, if you slot Thunder Clap up, you can learn to use it as the rain is wearing off, and it will keep any remaining minions stunned until it's time to rain on them again. This is on top of whatever your other powerset is doing. In the case of the storm/energy defender, I do that, then keep things off the squishies. If the tank loses control, then I'll drop tornado, freely toss stuff around with Hurricane and Lightning Storm, etc, until the team can recover. Stormie = safety net, if you play it that way.
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
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I think it's not so much the holds you want as the immobilizes, which most controller primaries other than Mind seem to have in abundance. Also, if you go defender or corruptor, Dark has that cone of immob. The thing is, the duration and recharge on mass holds is pretty harsh, so you need the immob to fill in between holds if you're going to use a lot of knockback powers.
I went the other way entirely with my four stormies, either pairing it with a powerset that had more knockback yet, or with mastermind pets, who don't complain. I love knockback and loathe immobilization powers, though.
However, I can still team. Storm's got pretty good control powers, so when I'm trying to minimize chaos, I use Freezing Rain and Thunder Clap. In fact, if you slot Thunder Clap up, you can learn to use it as the rain is wearing off, and it will keep any remaining minions stunned until it's time to rain on them again. This is on top of whatever your other powerset is doing. In the case of the storm/energy defender, I do that, then keep things off the squishies. If the tank loses control, then I'll drop tornado, freely toss stuff around with Hurricane and Lightning Storm, etc, until the team can recover. Stormie = safety net, if you play it that way.
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Eek, I meant Immobilizes, not holds. Sorry about the confusion. I'd pretty much just need the AoE Immob if I go the controller route.
I like the idea of the safety net Stormie, but I think that's also what may have me leaning towards Controller, I'd like to be able to drop Tornado and Lightning Storm whenever I'd like, not just when things go south or I have a nifty corner nearby.
I'd actually go with a ice/storm controller. There are lots of powers in the ice/ primary that go thematically really well with /storm. This would play very much like a 100% storm superhero. Arctic Air is a very good power and fits with a storm themed toon. In addition, you could put in some damage procs and turn it into a damage power. You would also get a decent pet. The only downside to going with a storm troller over a storm defender is that you have to wait longer to get all your stomie goodness powers. But, IMO, I like how /storm controllers work much better than storm/ defenders.
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I have a character concept for a Storm Summoner. I'm trying to decide which AT and my tires have been spinning for a while now.
My first inclination was a Defender. The core of this character is the Storm powers, so it makes sense that Storm should be the primary. However, the uncontrollable KB sounds like it could be bothersome. While I am aware that it can be leveraged for excellent mitigation, it can also be a headache for teaming, as it was on my on Energy/Energy blaster sometimes.
So, to negate the KB debate, I thought I'd roll a controller. Either Ice/Storm or Plant/Storm. I'd be doing this purely to get the holds and would be focusing primarily on Storm.
I'm curious however, how much does Storm Summoning lose as a Controller secondary compared to a Defender primary? Also, this character will pretty much be dedicated to teaming. Controllers are insanely popular so it stands to reason I'll rarely be without someone else doing all the holding I need.
And finally, if I decide I don't really need the Control for the -KB and I don't mind Storm being a secondary, then there's always the Corrupter route for more damage.
tl;dr version, What AT should I roll for a Storm Summoner?
Edit: I meant to say "Immobilize" instead of Holds when referring to the controller powers.