Chi's Storm/Dark Guide


Arcane_EU

 

Posted

I'd say try out whatever you like, but I can see the argument that you might be better off playing another toon or two first, just to get an idea of how decent teams tend to play.

It is really easy to cause complete chaos with a Stormy. It's easy to get in the way of how other people on the team are used to playing. If you've only just started and don't know about how tanks tend to group up the mobs, and which of your powers will cause problems for a good tank by breaking up the group, for instance, you could cause some problems on a team. You might annoy people if you misuse your knockback powers in other situations, too.

However, I don't think that playing a Stormy as one of your first toons would really be the end of the world. If you're playing mainly in pick-up groups, a lot of the people you're teaming with will be inexperienced as well, and you'll learn as you go. If you ever feel like your powers are causing problems for a team, or a team seems more organised and you're not sure where your powers best fit in, you can always ask them if anything you're doing is a problem. I know I've done that with my Stormy at times - memorably, one team told me (as the sole Defender in a team of 7 damage dealers) to just go nuts - I kept everything flying around the room and falling over so it couldn't hit the Blasters. We didn't have a single death, playing on Invincible. If we'd had a tank who wanted to try and keep the mobs grouped up, though, I would have driven them insane.

And if you have a good SG you've joined, and are regularly joining good teams who know what they're doing, then you could always just ask for advice from the get-go. Let them know you've heard Stormies can cause problems on a team, and you want them to let you know if you're doing anything that annoys them or causes problems.


 

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It makes you melee proof in PvP

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Btw from what ive been hearing from all the nerf cries they gave into nerfing hurricane but thats not much to do with the point the nerf was like melee chars resist the -range cos i mean how close can u get for a hit and btw if u resist the repel/Kb ur gunna die to meleers so if ur in pvp and think u got uber stalker protection someone will come with protection to it and bang BU+AS and ur on 1 hp ( would be zero but I7 stopped one shotting. i miss it lol)and then one other attack and ur gone.
just stating that never think ur so good stalkers cant get you their everywhere u are and u dont even know.

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Hehe, wanna bet?

Please, feel free to bring your Stalker to Sirens call and meet me there. In fact, bring all the Stalkers + Brutes you can find. The only thing I've found to get past me are /En Brutes, SR users, and people with Rooted. SR + Energy, as they have AoE protection, I don't think Ninjitsu does.

Besides, even if you COULD stand next to me, I really doubt that you would be able to touch me, for it's not the Repel that helps, it's the mega Acc Debuff.

Oh, and you spelt they're wrong. Not to mention all teh txt ch4t.

And, I do know Stalkers are everywhere, and I do know I am "that good" against them. I'm guessing you're relatively new to the game. But as I said, please feel free to send me an in game tell (@chi) and test out your theory of Stalker Uberness.

The days of people being afraid of Stalkers are over


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I like the concept of a Storm defender, but the guides I've seen appear to agree that it takes some skill to play one effectively and team-friendlily. I'm still a noob to CoH, so would you not recommend trying out a Stormie? I'm not doing any PvP.

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Storm is very fun to play, and I would love to see more flying around. They can be very team friendly, as long as you know when to use what powers at what time. TBH, most of the people I team with (Coalition Ventrilo-ers) have learnt to deal with me breaking up mobs at times, or just accept me as the designated Tank. Although Storm has many AoEs, you will be great for debuffing Single targets, eg AVs. If you manage to keep them immobilised, you can throw in Tornado & Freezing Rain, while standing right next to them with Hurricane on, stopping your entire team from getting scratched.

When teaming with, say, a Fire Tank, I normally keep on Hurricane, as it still protects me from a certain amount of damage, I just won't teleport in, putting Tornadoes everywhere.

As said by Cybercell, you can always ask other for help/advice, or what they would appreciate you to do or not to do.

If you need any more help, send me a forum PM, or an in game tell @Chi.


 

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Just go for it! Won't take long to learn the ropes, and a little bit of practice makes perfect


 

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Yup yup. You could say many characters are hard to play, but that doesn't make them gimped.

A */Dark Scrapper can be extremely hard to play, what with the end problems. But there's always a way around it.


 

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I'm only a lvl 5 stormy, and I'm having one hell of a time already! I still cant get over the fact that gale and snowstorm blow the broken branches and junk around (snowstorm blows them around in circles ). Snowstorm is good enough to have let me solo a long mission against the council, could take on 3/4 +1's at a time.

Storm rocks!!


 

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Glad you feel that way

Just make sure you don't make the mistake of getting all attacks and very few Storm Powers. Just read the guide to see a list of my opinions on the Storm Powers, unfortunately the attack section won't help, as you are /energy.


 

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I have thunderclap on my controller and it's.. ok.. but not on my defender. I just can't see any situations where I would get to use it effectively.

I would have to switch off hurricane to get in close enough to use it and even then it's only minions. Why would I care when I have several +5 bosses accuracy debuffed into their boots and dancing around like puppets? *shrug* There may be a few stray minions out of hurricane range but they are probably being tossed in the air by a tornado and in no state to fight back anyway.


 

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T he range of Thunderclap does exceed that of Hurricane, so you will hit critters that are being brushed by your Hurricane.


 

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True, but it won't be the same amount, will it? As it does not get through the Diameter of Hurricane, only the circumference. Besides, you should have Freezing Rain running most of the time, which, not only would Hurricane mess up, but would make enemies scatter, rendering TClap pretty useless.


 

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Same amount? Sorry I don't understand what you mean?

I like to use Freezing Rain just behind mobs then push them in with Hurricane. Thunderclap just adds to my mezzing arsenal (plus it stacks with my disorientates in Tornado and screech).


 

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ah yes, you took a disorient power from Sonic. The Dark one is terrible, imo.

What I mean is, without hurricane, you can get a good herd and fit loads of enemies for TClap, but then you'd die. Very fast . With hurricane, you stay alive, but only reach a few people.


 

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Could thunderclap be used with steamy mist, as a quick mez before throwing on hurricane etc to thin out large groups of minions?


 

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T he range of Thunderclap does exceed that of Hurricane, so you will hit critters that are being brushed by your Hurricane.

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Does it exceed the new pushback range of Hurricane? Because since i7 Hurricane seems to push back way too far for PBAOEs to be of any use any more.


 

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Sorry, I fail to see where Steamy Mist comes into this...


 

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Stealth into middle of the mobs and let loose the crackboom.


 

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mm, well to be honest, with SOs you should be able to stand in the middle of the mob with no problem anyway... I only really use Steamy Mist for Resistance, not Def/Stealth.


 

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completely disagree about gale. I think it's one of the finest powers that you can take in the game and if you don't appreciate it's usefulness, you are completely missing the point.

Aoe knockback = a whole mob of baddies on their backs unable to do anything until they get back to their feet. The same applies to pvp, except rarely do you get the enemies standing close together... but if they don't have knockback protection, they are on their backs. Add a recharge reduction and a wall, you have a perfect aoe control.

my recommended slotting: 2 acc 2 recharge 1 end red (remove 1 recharge if you have hasten)

Such an under-rated power... often seems to be over-looked by people who don't see the power of knockback and would rather take a heal.... nice way to promote the "NEED HEALER" mentality.

EDIT I also disagree about thunder clap... you say it misses ... have you considered slotting for accuracy? I hate guides where it's incredibly opinionated. I can see a use for every power in the storm set, have used them all at different times and in different respecs... To dismiss some powers is completely unjustified. The best guides will point out uses for every power and allow the reader to make up their own mind based on what they want to acheive. Yours reads like a "PLAY THE GAME LIKE ME" guide.

Also, you really need to update your first post to show your new found slotting of steamy mist for res instead of def because you seem to have changed your mind on this power throughout the course of this thread.

One last point... hurricane doesn't need to be on all the time you know... you could always turn it off then use thunderclap, then turn it back on again? Like I said... so many different ways to play the game... if you can't adapt your playstyle to different circumstances then you are of limited use in this game.


 

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Well, this guide is on my opinion of course, as my opinion is all I have.


 

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I dont agree with the bit about gale. I respect your opinion, because we are all different and have different ways of enjoying ourselves (hence different archetypes). But gale doesnt strike me as a waste. It can be situational, but I like it, and it has helped out enormously when herding enemies, and keeping them down so they arent hitting me. I do use it much less no I have hurricane, but it still has the odd use, and I like it.

I dont agree that we should take O2 boost because its a heal. I dont like how defenders are expected to heal (I got asked on a FF defender if I was a healer...it said in my search profile FF def). People say that the heal isnt too good, but the buff strikes me as useful. I have read posts where people regard it as a buff with a side order of a heal. At the end if the day, its who you are deciding which you pick. I really hate the healer mindset people have, so I refused to pick O2 boost and went gale, which would help me solo. I respect the fact you much prefer O2 boost, but I agree that you shouldnt completely dismiss gale when many people like it and find it useful.

Havent tried thunderclap, will try it out on test when I get to that lvl.

And for the record, I disagree when you say freezing rain costs little end My end just drains away beautifully when freezing rain is used. End reds never felt so good

@ Mr Cuddles:

Yes hurricane can be switched off easy, but there is a recharge time on it, and if thunderclap misses some minions or the group has higher mobs then you can be in big trouble without hurricane helping out.

The thing with guides is, they are all written with an opinion. I think Chi is giving his opinion on how he thinks things work, but it can be mistaken as a "play like me" guide.


 

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One last point... hurricane doesn't need to be on all the time you know... you could always turn it off then use thunderclap, then turn it back on again?

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If you're facing minions that are bunched together then I'd go for that yes but you would most likely be looking at several attack rounds from lieuts and bosses with no accuracy debuff before hurricane recycles again.

On a side note, I recently respecced out of my three leaping powers as I already had teleport as well. With this I picked up some more blasts and thunderclap. I generally use it in a crisis to bridge the gap between being toggle dropped by a status effect and getting hurricane up and running again.


 

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T he range of Thunderclap does exceed that of Hurricane, so you will hit critters that are being brushed by your Hurricane.

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Does it exceed the new pushback range of Hurricane? Because since i7 Hurricane seems to push back way too far for PBAOEs to be of any use any more.

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I've had no problems with it so far.


 

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Well, with a free respec and an earned one I got ages ago, I respecced into a more... Afro Build . I'll post it later, with slots and everything.

Basically, I got rid of o2 and swapped for gale, I had to get rid of TP Foe to make room for more powers, I got Dark Pit, the Disorient dark power, and thunderclap. I had to get rid of Tornado, which I must say I did like very much....

I'll see how it goes, now that it's properly slotted, and if it doesn't work, I'll post my previous Tank build.


 

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I dont agree that we should take O2 boost because its a heal. I dont like how defenders are expected to heal (I got asked on a FF defender if I was a healer...it said in my search profile FF def). People say that the heal isnt too good, but the buff strikes me as useful. I have read posts where people regard it as a buff with a side order of a heal. At the end if the day, its who you are deciding which you pick.

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Though I totally understand what you are saying here regarding taking O2 Boost, I for one just wouldn't want to lose it from the build on my stormy. Sure I don't want to be an Empath with this toon but the amount of times that heal has been the difference between team alive and team dead just makes me feel it's a very useful power.

And... the ability to stop even a small amount of endurance drain just has to be a good thing in my opinion, making it a very useful tool in the later game.

Personally I loved it and wouldn't be without it (mind you I have all the storm powers as I love them all to bits hehe)


 

Posted

Personally, I would've preferred it to be a fast recharge PBAoE mezz protection... instead of a heal. But the single target is still good.

People don't really realise how good the protection is.... I think that there should be an animation to it, maybe bubbles around the target's head or something, to make it more acknowledged.