/Storm help plz
Whatever your primary, you MUST pick up Freezing Rain with Storm.
#1 Storm power in my book.
Lightning Storm is good to have too!
I'd prolly say that's #2!
Then I'd say get Hurricane, pretty cool situational power, especially with Grav to follow up wormhole into a corner. That takes a bit to learn, and it's frustrating how you don't end up using more but it's VERY potent.
#3 for grav!
I really like Tornado myself, but on a grav it's much less potent than on an earth or fire as you can't spam -KB on everything. Still very nice for strong single targets that are immune to KB or that you're spamming your hold on.
Just remember it comes with heavy dmg (if you can negate the KB) or otherwise HEAVY KB, as well as defense debuff, disorient, and some "afraid" effect. It's autohit, too.
I'd say #4 or #5.
I know lots of people don't pick snow storm. It's a power I really like... I guess you can go without it. Still a major debuff imo, I enjoy the slow, I enjoy the -fly, I enjoy the auto-hit, I enjoy dropping it on top of FR, I enjoy slotting procs in there...
#5 or #4!
O2 I rarely pick, it's an ok heal once slotted up, but doesn't really feel like it's part of Storm for me, more like something else on top of the package... I use it on my fire/ cause I hate loosing imps all the time, I don't have it on the grav/, I have it on a /dark defender... Your choice really, but won't help you or your pet on a grav/ and I think most other choices would benefit your team more...
Then TC I don't really like on my storms, think I still have it on the grav, pretty good to stack on top of WH for disorient resistant mobs / bosses but you really can play storm without missing it imo. At least I never got addicted to it.
I would consider reading some controller guides that talk about the various Storm powers. Look at the sticky threads in this forum and find the thread about the controller guides.
Try to look through all the guides to build a picture of what Storm summoning is like. Also, review the primaries. Gravity/Storm is powerful, but it is a bit of a late bloomer. It is a decent soloing set, though, if you have to.
Just as a quick bullet list on the storm powers:
Gale: you have to take this at level one. It is the only power you cant skip. It is a cone of force that launches from you but it can knock back multiple enemies. It has a bit of an accuracy penalty but once you get to the more powerful enhancements like SOs, one accuracy is all you really need in this power. Basically, you DONT HAVE to add slots here. It is fun, but later more subtle tools will largely replace it, though I always keep the power on my power tray for MAX FUN!
O2 Boost: its is a very minor heal, but it also protects against endurance drain and it can remove stuns on allies. I usually skip it, or else I take it later in my career (30s or higher) when the protection against endurance drain is more important. Putting a total of 3 or 4 slots here is enough if you are tight. Again, you can totally skip it.
Snow Storm: you target an enemy and activate this power. It makes a snow storm all around that enemy, which also slows all the other enemies nearby it, and makes them mad at you. It is nice for slowing down enemies, and it is decent to combine with Freezing Rain to make enemies less able to run from Freezing Rain. I personally usually only put 1 extra slot here, so that I can have 2 endurance reducers in it. The end cost is a bit heavy.
Steamy Mist: this gives you and your party stealth, a minor bit of defense, and good resistance to fire and cold and elemental type stuff to the whole team. Early on, if you are struggling to have enough slots, you can just have 2 slots for endurance reduction. Eventually, you can have 4 or 5 slots in it, and buff it for resistance. That way you can increase the protection vs fire andcold that it provides to the team.
Freezing Rain: this is one of THE BEST storm powers. Get it immediately at level 16, and at level 17, add 2 slots to it. At a minimum, you'll want 3 slots in this power, all with recharge enhancers, so that it is up as much as possible (more than 3 recharge doesnt help much). OH as for what it does, you target the ground somewhere and rain falls all around that point. The enemies will be slowed, be easier to hit, be more vulnerable to damage, will slip down a lot, and will try to run away from it. This is why combining this with snow storm can help. Later if you want, you could add other slots to this power, like endurance reduction, defense reduction on the enemy, slow enemy speed, or special IO enhancements for more -resistance.
Hurricane: this power makes a circular wind field around you that pushes back enemies and makes them inaccurate for a few seconds (10? or as long as you keep them in it) when attacking. I like 3 or 4 total slots in this. 1 endurance reducer, and 3 "hit debuff" enhancements to make foes miss more. You can practice pushing guys around, and if your primary control set has an area effect immobilize (like Crushing Field from Gravity) then you can push them around easier since they cant run.
Thunder Clap: this makes a thunderous boom and flash around your person. It only affects minions, not LTs or bosses. It will make the minions stunned and they will wobble about for a while. Some people skip this but I really like it. It is nice on a controller if your primary also has a stun. Gravity does (Wormhole), and also Earth and Fire Control have stuns to combine with this. By combining, you can affect LTs and Bosses by using Wormhole AND Thunder Clap. It has a bit of an accuracy penalty, and if you do take this, you'll want 5 or 6 slots in it (2 accuracy, 1 or 2 recharge, 2 stun).
Tornado: this summons a little tornado that scatters guys and knocks them all over the place. It can be chaotic but fun. It really works well on many bosses once they are the last foe left, as well as Arch Villains. Start with just 1 endurance reduction. Then you can add recharge or more endurance reduction or stun or damage if you really want to. There are a lot of things you can do with this power. Look to the storm guides for uses. But take it at level 35 and play with it,using an endurance reducer for the default slot.
Lightning Storm summons a fixed position lightning cloud above your head that lasts a while and blasts lightning at bad guys, knocking them down (usually). You want to 6-slot this as soon as you can, and take it as soon as you can (level 38). Try 3 recharge and 3 damage, or use set IOs to blend all the recharge and damage you can with some endurance reduction.
OK, thats a fast overview of storm. There are a lot of comments I didnt make or other approaches or views, but it will get you started. I also didnt mention all the ways it interacts with gravity control. Still I hope it helps. I hope I didnt ramble on too much.
Lewis
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Gale - you have to take it. It has lower than normal accuracy, so you might be tempted to slot a second Acc in it, but it's honestly not a very useful power and you can probably make better use of that second slot elsewhere.
O2 Boost - Rather weak heal with some bonus effects. Won't make you a "healer" by any stretch, but it can still come in handy. Less useful on a Grav than with other primaries, because Singularity is immune to healing. Slot for Heal and End Red.
Snow Storm - Autohit slow toggle, can bring flying enemies to the ground. Two End Reds is all it needs.
Steamy Mist - Take it for the stealth. Combined with Super Speed or a stealth IO, it lets you set up Wormhole pulls safely. Start with two End Red, then add Resistance if you like. Good place to slot unique and global inventions because it takes both defense and resistance sets.
Freezing Rain - Absolutely key power, take it immediately and use it as often as possible. Three Recharge so it's up as often as possible, consider adding an End Red as well.
Hurricane - Another key power for Grav/Storm, it's all about keeping the bad guys trapped in a corner, especially after you put them there with Wormhole. Two End Red to start, 1-3 To-Hit Debuff to finish.
Thunder Clap - Great for stacking stun mag with Wormhole to affect bosses. Two Acc to start, add Stun and Recharge as you see fit.
Tornado - A bit less useful on a Grav than with some other primaries (Grav's immobilizes don't stop knockback, unlike Earth, Fire, and Ice, but its holds do). Still well worth taking even if you only use it to buy some time when things go wrong. Slot for Damage, Recharge, and End Red.
Lightning Storm - Great source of damage, especially when enemies are bunched close together. As with Hurricane, go for Damage, Recharge, and End Red. LS is a good candidate for frankenslotting.
Great summaries by Lewis and hilker. I personally build most of my Stormies with Super Speed. Steamy Mist + Super Speed = full invisibility, plus that mobility with SS really helps getting in position for using powers like Hurricane, Gale and Lightning Storm for maximum effectiveness.
I have an Ice/Storm and Ill/Storm up to 50, and I'm working on a Grav/Storm, Plant/Storm and Earth/Storm. All of them are very different.
I find the Grav/Storm is a great solo character, but lacks a bit on teams due to the lack of AoE controls. Plus, some teams have no patience for you when you want to set up Wormhole for extra fun. I can take my time solo, try to use the Storm powers, especially Hurricane, to act as defense, while I use my hard-hitting single target damage powers to take down the foes.
For a team-oriented control-oriented character, consider an Earth/Storm or Ice/Storm. Earth has lots of ranged AoE controls, while Ice/Storm can be up front in Melee with the Tanks and Scrappers. Neither one has much damage from the primaries, though, so they are not good solo characters.
Ill/Storm is very flexible. Great on teams and solo, but on teams you have to limit your use of some of your more chaotic powers. Tal_N has a great Ill/Storm guide.
Plant/Storm and Fire/Storm are more focused on AoE damage. I have one of each, but neither is high enough for me to say much about them from experience.
While each has the same Storm secondary, the playstyle is different with each primary. What do you want your character to do? If you want more of a team character, you may want to consider a primary other than Gravity. But I am finding my Grav/Storm to probably be my favorite controller for pure solo play.
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For Grav/Storm here is my build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Crush -- Empty(A), Empty(3), Empty(5), Empty(21), Empty(34), Empty(34)
Level 1: Gale -- Empty(A), Empty(43), Empty(43)
Level 2: Gravity Distortion -- Empty(A), Empty(3), Empty(5), Empty(11), Empty(15), Empty(23)
Level 4: O2 Boost -- Empty(A), Empty(40), Empty(46)
Level 6: Propel -- Empty(A), Empty(7), Empty(7), Empty(13), Empty(25), Empty(43)
Level 8: Crushing Field -- Empty(A), Empty(9), Empty(9), Empty(13), Empty(15), Empty(23)
Level 10: Snow Storm -- Empty(A), Empty(11), Empty(31)
Level 12: Swift -- Empty(A)
Level 14: Health -- Empty(A), Empty(42)
Level 16: Freezing Rain -- Empty(A), Empty(17), Empty(17), Empty(19), Empty(31), Empty(37)
Level 18: Hover -- Empty(A), Empty(19)
Level 20: Stamina -- Empty(A), Empty(21), Empty(42)
Level 22: Fly -- Empty(A)
Level 24: Steamy Mist -- Empty(A), Empty(25), Empty(42)
Level 26: Wormhole -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(31), Empty(37)
Level 28: Hasten -- Empty(A), Empty(29), Empty(34)
Level 30: Hurricane -- Empty(A)
Level 32: Singularity -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(36), Empty(37)
Level 35: Tornado -- Empty(A), Empty(36), Empty(36)
Level 38: Lightning Storm -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: Hibernate -- Empty(A)
Level 44: Frost Breath -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Ice Storm -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Gravity Distortion Field -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Note: I didn't take Fly, and got by on Sprint and Steaming Mists + Hover to get over large obstacles. I took Grav Distortion Field instead, and Thunderclap at 49. I would recommend this, but a lot of people won't go without a real travel power.
Your major combo for pretty much your whole career( past 16 ) is going to be Freezing Rain ( you can cast this from around corners, so ALWAYS cast from cover if possible ) Follow up with Crushing Field, folled by Snow Storm. Hold a boss, Propel that boss, crushing Field, hold the boss again. Hold other good targets. Only use Propel on things that are already held, or you will knock them out of your Freezng Rain and Snow Storm.
Fore slotting, I Franken slot IOs, using Procs in Crushing Field, Freezing Rain, and Snow Storm. You will want good accuracy, recharge and end reduction on most of your powers, and some damage on your damage dealers ( Propel and Crush ).
If you play only on teams, then Lift is better than Propel. If you solo a fair amount, then Propel is the winner hands down. You may find your damage lacking if you don't have Veteran reward attacks. If so, try to slot out Crush and Propel a little earlier to up your damage.
I really enjoyed my Grav/Storm so good luck and enjoy
Did someone say Grav/Storm
At a glance, I can't really say I agree with your build plan.
Everyone has done a good job describing the powers, so I'll say which powers I think are MOST skippable.
1st) Snow Storm - Endurance hogging toggle which shouldn't do much if you have things locked down. This may be more useful for Gravity then it is for my Mind Controller.
2nd) o2 Boost - Its a good heal and gives some nice status protection from stun and sleep. Having said that, you can only use it in teams and Singularity cannot be healed. I only recently included it and while I enjoy being able to heal my partner, its not necessary.
3rd) Tornado - Fun and great power which causes chaos, but usually reserved for tough fights and when soloing archvillains. Their resistance to knockback means it sticks in melee range and does good damage. Having said that, AV fights are only a tiny portion of the game.
If you need to drop some /storm powers, those 3 are the ones to begin with in my opinion. Personally, the only /storm power I skip is Snow Storm.
I speak from the perspective of an Ill/Storm, which is going to play very differently from other /Storm controllers, so don't take it as sagely advice.
I found O2 and Snowstorm skippable. O2 is a heal. I am a controller. I have better things to do than top people off. (My 'tanking' pets are immune to healing, though, so perhaps it'd help you keep Singy alive, though as I understand it he's rather immortal anyway.) Snowstorm really doesn't help if you're doing your job as a controller and flat-out locking them down anyway, and it really hogs endurance. I skipped Thunderclap as well, but I can see it being useful if you have a primary with an AoE stun, like Gravity. Still, it scatters enemies and that isn't doing me much good. Tornado can be tricky to use, but it's great when used correctly. Pinning them in a corner with hurricane and unleashing tornado is dastardly effective. And no matter what any idiot team member tells you, do not skip hurricane. Ever.
QR
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Singy can't be healed.
And yeah I support the don't skip Hurricane, it is kind of the signature power! Even if it's situational, it's storm!
Still, if you were to pick just one, whatever the primary, it'd be freezing rain. 3-slot recharge in there, and then maybe end red.
I don't understand the "situational" tag to hurricane. I run it almost constantly on my storm toons. You can do a whole lot more with it than corner pin. Hurricane+fly pretty much keeps the mobs where you want them (like in a patch, or in a tanks damage aura), and the debuff is pretty huge. You can keep a targets debuffed without moving them by learning how to "kiss" them with the edge of the effect and moving back before the kb pulse.
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You MUST get Freezing Rain, it's a powerful debuff and does good damage. Plus it makes the mobs popcorn a bit and slows 'em down. GET IT.
You should be getting Snow Storm as well, but it really isn't necessary in -every- fight. Use it when things are going wrong. Enemies will stay together more (slowed) and won't attack as often (-62.5% recharge are the correct numbers I believe).
Get Thunder Clap if you're using another disorient power. You can use them together to lock down bosses. I have a Fire/Storm, and I use Flashfire + Thunder Clap to stun EVERYTHING (Mag 5 total).
Hurricane is great. I've seen some awesome herding with it. Enemies won't be able to hit you if they're being affected and you can move 'em around as you please.
Lightning Storm is awesome as well. To negate its rather annoying KB (unless the situation calls for KB), spam your AoE immob, it ought to have a few seconds of KB protection in it.
I love storm. I've already leveled one 50 and I'm working on another with storm. There are a few powers I take just because they're so awsome in my book.
First: I do take Snow Storm. The negative speed and fly works well for my play style. Even if I miss a lockdown on a mob, they can't run up to me before something is recharged for me to use on them.
Second: I take O2 Boost. I use it as a quick heal for my pet. (Grav pet can not be healed, so it's up to you on this one.) It also keeps them from being held or stopped in their tracks.
Third: I like Steamy Mist. I like the stealth in it and the bit of defense it can provide is a nice little bonus. It let's you get in range for a few of your close ranged hits as well as bringing in your pet so they start to do stuff.
Forth: I take Freezing Rain. The debuff is fantastic as well as providing some knockdown to keep them from taking aim at you. Slap a couple of recharges in there and you can debuff mob after mob with ease.
Fifth: I take Tornado. The damage is nice, and the extra debuff is sweet too. I've been able to turn the tide a few times on an AV Mission using Tornado and Freezing Rain to weaken their defenses and resistances.
Lastly: Lightning Storm is a serious must for me. The extra damage this puppy can dish out is worth the endurance it costs. Put in an extra recharge and you can keep the gray cloud perm, kicking out the damage and bringing foes down around you.
Skipped Powers: Gale - Hurricane - Thunder Clap
I can't find it in my heart to use Hurricane. I know the power is awsome at reducing accuracy and you can pin mobs against corners and stuff, but I've never liked it. I've run in a few times thinking mobs were locked in place only to find that the timer was over and I send the mobs in all directions.
Thunder Clap is a nice stun power, but there again, the animation and soft hold it provides just doesn't do it for me. I can get better use out of my holds and Lightning Storm in my experiences.
Gale - Why do I say it's skippable when you have to take this power. I say it simply because after about level 5 or 6 you've picked up enough powers that this power can be removed from your bar without ever missing it. I did try to max it out once in one of the free respecs, but even with additional accuracy, damage and knockback, it still didn't tickle my fancy. Others will make it work for them, I just don't. Not my cup of tea.
Hope it helps!
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I found Grav/Storm to be painful really. Though im determined to find a pairing I like with Grav.
Plant/Storm was about as fun a ride as it gets for me. I'll get in on that last ITF mish and go absolutely crazy on those towers. I'll round up 3 or 4 mobs, over my agro cap until I throw creepers into the mix. then just throw everything, it wont matter, they'll go down, and surprisingly well too XD
I took stone as my epic, siesmic smash and fissure, earths embrace for a self heal and rock armor, and I'm just outside the soft cap for smashing/lethal defense. (a certain PVP IO will fix that though ; )
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Gale - Why do I say it's skippable when you have to take this power. I say it simply because after about level 5 or 6 you've picked up enough powers that this power can be removed from your bar without ever missing it. I did try to max it out once in one of the free respecs, but even with additional accuracy, damage and knockback, it still didn't tickle my fancy. Others will make it work for them, I just don't. Not my cup of tea.
|
Sometimes when I wanna herdicane into a corner, I just toss the whole group or the reluctant targets right into it with gale!
No more slowly pushing them for a few secs, just gale them to stack them all into the corner! Then stack your ae immob / stun / rain / storm : go to town!
Gale is especially nice to help positioning on sets that don't have immobs (like ill), as sometimes the repel is kinda weak vs a mob that keeps running in the opposite direction!
Also pretty nice to give you time to stack holds vs a boss, toss a hold, gale them down, stack the second one. Doesn't work with grav though, as the hold protects from KB!
Anyways, I used to have it on my bar and NOT use it, now I'm using it more, and it really comes in handy for me!
(still it's situational, not something you'll spam on every group whatever the map)
Tip : if you're a flyer, or can jump high enough from melee, gale a whole group from above for a large KD effect. Works without corners!
I'd like to start off and say I love Grav/Storm. The most fun I have had on any toon.
Great for both PVE and PVP, My build at the moment is based around PVP Duels and it is class.
The one big fall back from this set is the end drain, but a well slotted Grav/Storm can get past that and mine holds out very well.
You have 3 pets with this build and pay attention to your pets they will help you in many ways:
Singy(Grav) is tough and with the right slots can do so much to keep you on your feet, my slotting on this is 4 x Soulbound A and 2 x Hamios Endo and Perx.
Tornado not worth slotting with damage as the increase is small, so 3 x An Weakness for -Def, 2 x Stupify for the stun.
And....last but by far the fun pet on Stormy side is Lightning Storm, I can have two Storms out at once with my build and with power boost the end drain is nearing 50% with each storm so x 2 end drain. Slotting for this is: (thinking Set bonuses) 3 x Eff Adap and 3 x Performance S.
So to recap these are the list of storm powers I have taken:
Gale: Leave as 1 slot
Snow Storm: (Slows and -Fly) leave as 1 slot
Steamy Mist: (Def increase) 6 slot 3xlotg, 2xgoa, 1xsteadfast +3%Def.
Freezing Rain: (-Def) 4 x touch of lady gray(For Bonuses)
Hurricane: 5 slotted with Dark Watchers for -to hits
Tornado: As stated above
Lightning Storm: As stated above.
All in all you will find the sets rewarding and I'm loving it after 3years of playing it I was tempted in making another one.
DD
O2 is a heal. I am a controller. I have better things to do than top people off. |
Specifically, I'd agree that O2 isn't a must have right away power, but in a team build can be helpful for the lategame especially against end draining foes (malta sappers) and disorient heavy situations for squishy teammates.
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So. Defenders aren't blasters either but I doubt you'd tell them not to take any blasts. (Talking more in general here than just /storm) Controlling isn't so time consuming that you can't stick the occasional buff/heal/etc. in there. I'm not saying it's more or even as important as your primary, but your secondary is there for a reason. Solo build sure I can see nipping and tucking powers that don't apply but for a team (even sometimes team) build it won't kill you to take certain powers.
Specifically, I'd agree that O2 isn't a must have right away power, but in a team build can be helpful for the lategame especially against end draining foes (malta sappers) and disorient heavy situations for squishy teammates. |
With his resistances (plus more resistance from procs) and an occational heal, Earth's Animate Stone is almost unkillable.
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Great summaries by Lewis and hilker. I personally build most of my Stormies with Super Speed. Steamy Mist + Super Speed = full invisibility, plus that mobility with SS really helps getting in position for using powers like Hurricane, Gale and Lightning Storm for maximum effectiveness.
I have an Ice/Storm and Ill/Storm up to 50, and I'm working on a Grav/Storm, Plant/Storm and Earth/Storm. All of them are very different. I find the Grav/Storm is a great solo character, but lacks a bit on teams due to the lack of AoE controls. Plus, some teams have no patience for you when you want to set up Wormhole for extra fun. I can take my time solo, try to use the Storm powers, especially Hurricane, to act as defense, while I use my hard-hitting single target damage powers to take down the foes. For a team-oriented control-oriented character, consider an Earth/Storm or Ice/Storm. Earth has lots of ranged AoE controls, while Ice/Storm can be up front in Melee with the Tanks and Scrappers. Neither one has much damage from the primaries, though, so they are not good solo characters. Ill/Storm is very flexible. Great on teams and solo, but on teams you have to limit your use of some of your more chaotic powers. Tal_N has a great Ill/Storm guide. Plant/Storm and Fire/Storm are more focused on AoE damage. I have one of each, but neither is high enough for me to say much about them from experience. While each has the same Storm secondary, the playstyle is different with each primary. What do you want your character to do? If you want more of a team character, you may want to consider a primary other than Gravity. But I am finding my Grav/Storm to probably be my favorite controller for pure solo play. |
I also am not crazy about the storm heal, but again, if you have enough powers for it, the protection/release from stun is great.
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A couple of things about Thunderclap: I skipped it on my Ice/Storm, as Arctic Air gave me enough melee control. I took it on my Ill/Storm, as I hadn't taken it before and decided to try it instead of Flash. More on that in a sec. I took Thunderclap on my Grav/Storm and Earth/Storm because it can stack stuns with the stun powers in the primary or extend the stun on minions. This allows me to focus on damage to the Boss and Lt. foes, while the minions continue to be stunned. For a Fire/Storm, you have a better reason to take Thunderclap -- not only can you stack the stun with Flashfire, but when you run in to PB AoE range to hit Thunderclap, you also are doing damage to those minions while you concentrate on holding the bosses and lieutenants. However, Plant/Storm really doesn't need it.
On Ill/Storm, I am still trying to decide whether to keep Thunderclap or drop it for Flash. Thunderclap recharges so much faster and sets up Containment for my Blind-SW attacks and any AoE attack from the APP sets. And as explained in my Ill/Rad guide, Illusion will get higher overall damage by taking out the minions first, letting Phantom Army and Phantasm keep the Bosses and Lieutanants busy. So, I'm inclined to keep it there, too.
Besides, Thunderclap really looks cool. It is too bad that such a cool looking power only affects minions.
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im not to sure how to slot anything and what to pick in the Storm catagorie, im thinking of Gravity as a primary. i wanted a debuffer but Storm and Grav seemed pretty good. i love playing on teams, but i dont have experience with Storm but i know what to do, like with hurricane push them into a corner, but thats it lol likei need some help please...
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