Storm/Sonic Build Suggestion


DestineeFable

 

Posted

Looking for a Storm/Sonic build, and to help out, I'll provide as much info as I can:

I've never broken 15 with any char, despite playing on and off for a few years (short attention span), although I've played enough to get the general "gist" of what Storm does and does not do, and how to do it. Therefor I'm broke as far as far as Inf goes, but not dumb, and could figure out a playstyle easily.

I solo a bit, and group for new things, which basically means I'll solo up to about 10 and then start grouping for runs.

Any suggestions? I checked the stickies and found nothing remotely current.


 

Posted

Something sort of like this. Replace flight with your preferred travel power.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost -- Heal(A), Heal(3), Heal(3), EndRdx(15), RechRdx(46)
Level 1: Shriek -- Acc(A), Dmg(5), Dmg(5), Dmg(7), EndRdx(19), RechRdx(40)
Level 2: Scream -- Acc(A), Dmg(7), Dmg(9), Dmg(9), EndRdx(42), RechRdx(43)
Level 4: Howl -- Acc(A), EndRdx(11), RechRdx(11), RechRdx(13)
Level 6: Snow Storm -- EndRdx(A)
Level 8: Freezing Rain -- RechRdx(A), RechRdx(13), RechRdx(15)
Level 10: Swift -- Run(A)
Level 12: Hover -- EndRdx(A)
Level 14: Fly -- Flight(A)
Level 16: Shout -- Acc(A), Dmg(17), Dmg(17), Dmg(19), EndRdx(43), RechRdx(43)
Level 18: Health -- Heal(A), Heal(48), Heal(50)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Steamy Mist -- EndRdx(A), DefBuff(23), DefBuff(23), DefBuff(25), ResDam(25), ResDam(27)
Level 24: Maneuvers -- EndRdx(A), DefBuff(27), DefBuff(29), DefBuff(29)
Level 26: Tactics -- EndRdx(A), ToHit(31), ToHit(31), ToHit(31)
Level 28: Tornado -- Dmg(A), Dmg(33), Dmg(33), EndRdx(33), RechRdx(34), RechRdx(34)
Level 30: Hurricane -- EndRdx(A), ToHitDeb(34), ToHitDeb(36), ToHitDeb(36)
Level 32: Lightning Storm -- Dmg(A), Dmg(36), Dmg(37), EndRdx(37), RechRdx(37), RechRdx(39)
Level 35: Screech -- Acc(A), Dsrnt(39), Dsrnt(39), Dsrnt(40), EndRdx(40), RechRdx(46)
Level 38: Vengeance -- DefBuff(A), DefBuff(46), DefBuff(48)
Level 41: Power Build Up -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Temp Invulnerability -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45)
Level 47: Conserve Power -- RechRdx(A), RechRdx(48)
Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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Posted

I personally would hate to wait until lvl 30 to get Hurricane. It's needed at the level you get it to help you defend a team and say alive solo in some situations. How this effects the build I can't say, as I'm not familiar with Sonic, but I'd even move Stamina up to lvl 22 to get Hurricane earlier.


 

Posted

Hmm, well because storm has a nice virtually autohit defense debuff in Freezing Rain, Storm can get away with using vet attacks as part of their standard attack chain in a way that many other players can't (Freezing rain compensates for the inability to enhance veteran powers accuracy). This means that you can often put off taking attacks until later levels. Unfortunately, I suspect you probably don't have that option, which means that something has to be put off until later.

If you only solo you can often make do without an AOE attack and put off howl, but since you want to start teaming at lvl 10, you are probably going to wish you had that aoe attack. Personally, I would put off shout and take hurricane at 12 moving hover and fly up. I would also move tactics and maneuvers later and taken hasten MUCH earlier.

I don't agree on a lot of the slotting, but that comes down to personal play style, and you need to see what works for you. Just a couple thoughts thought to consider:
-you may find you don't need the end reducer in o2 since your inherent will give you an end discount in any situation where you need to use it.
-steamy mist gives 5% defense and 20% resistance to fire/cold/energy. I prefer to max steamy mist for resistance than defense but again, personal preference.
-maneuvers provides 3.5% defense. 3 SOs will make that a little over 5%. I don't think it's worth it for all those slots but you will need to decide.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

[ QUOTE ]
-steamy mist gives 5% defense and 20% resistance to fire/cold/energy. I prefer to max steamy mist for resistance than defense but again, personal preference.
-maneuvers provides 3.5% defense. 3 SOs will make that a little over 5%. I don't think it's worth it for all those slots but you will need to decide.

[/ QUOTE ]
When used together and properly slotted, steamy mist and manuevers will make a noticable difference in team survivability. If leadership isn't someone's thing, I usually suggest stimulant/aid self from the medicine pool, which allows stormies to open fights with freezing rain and heal the damage they take from the alpha strike. My own build uses both the leadership and medicine pools.


 

Posted

[ QUOTE ]
[ QUOTE ]
-steamy mist gives 5% defense and 20% resistance to fire/cold/energy. I prefer to max steamy mist for resistance than defense but again, personal preference.
-maneuvers provides 3.5% defense. 3 SOs will make that a little over 5%. I don't think it's worth it for all those slots but you will need to decide.

[/ QUOTE ]
When used together and properly slotted, steamy mist and manuevers will make a noticable difference in team survivability. If leadership isn't someone's thing, I usually suggest stimulant/aid self from the medicine pool, which allows stormies to open fights with freezing rain and heal the damage they take from the alpha strike. My own build uses both the leadership and medicine pools.

[/ QUOTE ]
Like I said, figure out what works best for you, those were just things to think about. My main build has assault and tactics but no maneuvers, no medicine pool, and no epic armor. I open with psionic tornado followed immediately by freezing rain for some added KB mitigation, and have no trouble absorbing the alphas.

My secondary build has soft capped AOE and Ranged defense and slots both steamy mist and maneuvers heavily for defense. I can see going both ways. On my main team build though, with all of storm's other mitigation tools, I personally don't find an extra 3 slots worth it for an additional less than 2% defense.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

With my storm/sonic, I used Siren's Song a lot with Thunder Clap when leveling up to help me solo. Sleep the mob with Siren's then run in to Thunder Clap. Go out and lay down Freezing Rain and your other toys and destroy to your heart's content. I found that to be an acceptable way to mitigate the alpha strike issue rather than taking the medicine pool. On teams, alpha is a non-issue. When I hit level 50, I primarily team and so I dropped both from my final build, but to level up, they were bread and butter.