Experimental Storm build
Drop moonbeam, get gloom instead.
Don't take thunder clap unless you have the slots for it.
Do NOT take life drain, it's horrible. Rather drop leadership and it, and pick up steamy mist and aid self.
Thunderclap needs to be slotted as much as possible if you are going to take it.
As for Tornado, it only needs 2 recharge reducers to overlap (you can only summon one at a time anyway).
The accuracy in Lightning Storm may be better repalced with an endurance reducer.
Steamy Mist is a great power... take it and slot it. Apart from the stealth, it gives you a minor defence boost and a great resistance to cold, fire and energy.
Hope this helps. [img]/uk/images/graemlins/cool.gif[/img]
Hmm, I could reamove Thunderclap and get Steamy Mist instead. I'm a bit loathe to remove the Leadership pools as their benefit is noticable.
Moonbeam VS Gloom.. Dunno.. I'm enjoying the snipe thus far, great to pull, and with FR making them bounce I can pick my target at leisure and fire.
Maybe put Steamy Mist in place of Thunderclap, then replace Life Drain with Tornado. [img]/uk/images/graemlins/confused.gif[/img]
How sucky is sucky btw? My hero builder doesn't state the heal % of Life Drain, but it does recharge every 9 seconds once slotted with two of each, acc/recharge/heal.
The End Cost of life drain is quite high. But for a build like this it might be worth playing with since you've no other heal. For PvP Aid Self would be better though.
Thunderclap is worse than Dark Pit since its Point Blank. I'd agree with everyone saying get Steamy Mist instead, its great.
Oh and a range or two in Tentacles works wonders in spreading the cone out a bit. Ditto with NightFall. Means the leading edge of the two cones is wider too. Especially useful for Tentacles.
*Edit : Oh and for Tornado I'd just throw Disorientate Duration in there.
I have life drain on my empath... I would say it's not *that* great, but for moments where you accidentally find yourself at minimal health it's a... hmm.. life saver [img]/uk/images/graemlins/smile.gif[/img]
Saying that, my storm/electric had no need of a self heal... couple of respites always did the trick for me
Heres a few opinions on the storm side.
O2 boost- could use some recharges in there. 3heal 2recharge 1end redux for PvE imo.
Snow Storm- 2end redux is enough, but if you don't have a group immobilze (which isn't the case for you) Slows are definately great to have in there.
Freezing rain- 3recharge 2endurance redux. You want thsi power to be up as often as possible to stack the -res on foes.
Tornado- I really don't like this power in PvE if you don't have an immobilze, the knockback is horrendous and scatters foes, and inevitable reduces the rate of taking down foes in PvE Imho. Its real main use in PvE i find is one AVs. Otherwise i really wouldn't advise taking this power at all. I really hate teaming with stormies who spam this power and scatter all the foes but thats me. PvP however, this power is fantastic. I'd slot this 3damage 2endurance redux 1recharge
Hurricaine, i think this power could use an extra endredux. This power is sort of situational in PvE for me (i'm a controller) i only really use it on my troller for herding and AVs. However on a defender i'd definately make use of this power to group up foes in a corner, I find with this power, if you use a group immobilze, It makes it a lot easier to control hurricaines repel. Key thing for hurricaine is to brush against mobs gently, theres a certain point you'll notice with hurricaine which is a certain distance away from the enemy (furthest edge of hurricaines radius) Which makes it perfect to push foes away. Hard to describe, but when you find it you'll really make use of the power. Try and use this gently and edge them towards the walls/corner, don't run in their all leeroy and push mobs everywhere, try and be clever with it. Hurricaine is a really hard power to explain on how to use, hence why i don't trust many of the stormy guides. Its one you have to test out for yourself.
Thunderclap- 2acc 2disorient 2recharge, People say not to bother with this power. Imo i think you should get it. The disorient will take out minions. Thats damage mitigation and as a storm defender you want to mitigate all the damage you can. Couple this with tenebrous tentacles, wahey you have a minion lockdown power.
Lightening storm- 3damage 2recharge 1 end redux. Don't bother slotting this with accuray its a summon and the base accuracy is 100% so it doesn't need accuracy enhancements at all. Generally feeling about this power, is it will add some damage to your team, It's definately not what it used to be, but its still a really nice and fun power to have. I tend to summon lightening storm at points where i or the tank have herded to (around a doorway or corner) It'll be really useful to use with hurricaine, main thing with lightening storm is to group your enemies up into a tight pack THEN summon lightening storm, if you summon lightening storm them start using hurricaine mobs will be flying everywhere and you'll lose control.
Storm as you'll know is very toggle and endurance heavy, for that reason i don't think you should bother with leadership pool, instead i'd pick up stimulant and aid self. That way you can provide status protection for your team aswell as heal, AND you have a self heal for yourself.
About your power pool selections, i feel stormies should be grounded, if your grounded it makes it much easier to control hurricaine. For this reason i feel hasten and superspeed are the pool powers of choice. I would also definately recommend picking up the leadership pool for acrobatics, as a stormy your sort of playing a tank mage style character that with hurricaine you'll get some aggro, acrobatics will really help you with your stormy. There is nothing more annoying than being perma KBed with hurricaine on. Combat jumping is also very nice to have for the immobilze protection and some increased mobility.
My 2 cents hope that helped, sorry for bad grammar its getting late!
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I would also definately recommend picking up the leadership pool for acrobatics
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Nice one PN, nice one. [img]/uk/images/graemlins/grin.gif[/img]
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I would also definately recommend picking up the leadership pool for acrobatics...
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That would be the leaping pool Powern00b [img]/uk/images/graemlins/tongue.gif[/img]
Agree with the post though [img]/uk/images/graemlins/wink.gif[/img]
Oh...and you're out of the super group!! [img]/uk/images/graemlins/tongue.gif[/img]
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
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O2 boost- could use some recharges in there. 3heal 2recharge 1end redux for PvE imo.
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I find that just having 3 Heals in it is enough for the needs of a competant team, I don't consider myself a healbot. [img]/uk/images/graemlins/tongue.gif[/img]
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Tornado- I really don't like this power in PvE if you don't have an immobilze, the knockback is horrendous and scatters foes, and inevitable reduces the rate of taking down foes in PvE Imho. Its real main use in PvE i find is one AVs. Otherwise i really wouldn't advise taking this power at all. I really hate teaming with stormies who spam this power and scatter all the foes but thats me.
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Kockback is a great damage mitigation tool, and I find it useful against mobs in a dead-ended corridor etc. Slotted for damage it's not a bad little sucker either. Also a Stormie that just spams Tornado willy-nilly is no good Stormie in my opinion. [img]/uk/images/graemlins/grin.gif[/img]
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PvP however, this power is fantastic. I'd slot this 3damage 2endurance redux 1recharge
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I hear ya sister!!! [img]/uk/images/graemlins/wink.gif[/img] Lovely power for PvP, althought having 2 recharges will enable it to be permanent.
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Storm as you'll know is very toggle and endurance heavy, for that reason i don't think you should bother with leadership pool, instead i'd pick up stimulant and aid self. That way you can provide status protection for your team aswell as heal, AND you have a self heal for yourself.
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I have found no problems with running the Leadership toggles with my Stormie. I've found it more useful to the team to use my damage mitigation abilities along with my Leadership buffs running, rather than being rooted while I run the Medicine Pool.
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About your power pool selections, i feel stormies should be grounded, if your grounded it makes it much easier to control hurricaine. For this reason i feel hasten and superspeed are the pool powers of choice.
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I've found that Flight especially gives you just as much control... and you can push mobs down/up into corners. [img]/uk/images/graemlins/cool.gif[/img]
I'm glad you liked the storm set so much. I did exactly the same thing when my ice/storm hit 32. Loved the storm set so much that I wanted it to be my primary focus and made a couple of storm defenders.
I would recommend trying out teleport. Being able to move around the fight without sending everything flying all over the place (especially in tight corridors etc.) is really invaluable. TPing behind the enemy to set up your lightning storm or being able to instantly get your big accuracy debuff exactly where it's needed in the click of a button is really helpful. After a while using it I've grown to love it and often TP about aggressively in combat now.
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Oh and a range or two in Tentacles works wonders in spreading the cone out a bit. Ditto with NightFall. Means the leading edge of the two cones is wider too. Especially useful for Tentacles.
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I just got my storm/dark to 16 this afternoon and the first thing I noticed about tentacles was how narrow and short the cone was. I had been expecting a shiver/gale and ended up with a flamebreath/frostbreath. Really wasn't impressed and thinking of shelving her since I went /dark especially for the tentacles. With no slots you have to have hurricane off and be reasonably close to even get a patch of tentacles about 3 mobs deep =(
How much is a range SO? Isn't it quite low like 15% I wouldn't mind seeing a /dark in action with three range SOs in tentacles to see if it's worth carrying on, seeing as I already have a 38 storm/elec on the go. I was quite disappointed in tentacles tbh. The overall damage was slightly less than the first blast in the set. It's minimal even with freezing rain running. It's 8 pulses of damage, 7 of which are smashing. =/
I'll probably end up with 2acc 3range 1rech in tentacles myself and get it slotted up asap.
Does anyone have a Storm/Energy build. I should imagine the Knockback would be a nice combination with Storm?
02 boost only needs 3 heals if u got hasten its enough
thunder clap is a good combo with tank going in, u snow storm, freezing rain, clap. also pwnz in pvp against peeps with toggles...or rather it used to, still drops a few
hurricane 3 endrx/3 accdebuff
steamy mist 3 endrdx, if u got slots spare, def or dmg res
freezing rain i'm finding works really well with just 3 recharge
snow storm 3 endrdx/3 slow works wonders
tornado is something id say for pvp only really, can knock mobs into and through walls thus sometimes stopping missions to finish, 2/3 recharge for that
lightning storm i found needed 2 acc, 2 dmg, 2 recharge, only because i only have 2 attacks, makes up for a little lost power + i find it dont miss with 2, tried with 1 and missed a fair bit, tried with no acc it it hardly ever hit
I started a ice/storm controller but decided to try the storm set in its 'pure' form and began a defender.
As I've never played one here's a build I cooked up, tips would be welcome.
01) --> O2 Boost==> Heal(1) Heal(11) Heal(11)
01) --> Dark Blast==> Acc(1) Acc(3)
02) --> Snow Storm==> EndRdx(2) EndRdx(3)
04) --> Moonbeam==> Acc(4) Dmg(5) Dmg(5) Dmg(7) Rechg(7) Rechg(15)
06) --> Hover==> Empty(6)
08) --> Freezing Rain==> Rechg(8) Rechg(9) Rechg(9)
10) --> Swift==> Empty(10)
12) --> Hurricane==> EndRdx(12) TH_DeBuf(13) TH_DeBuf(13) TH_DeBuf(15)
14) --> Fly==> Fly(14) Fly(31) Fly(31)
16) --> Tenebrous Tentacles==> Acc(16) Acc(17) Dmg(17) Dmg(19) Dmg(19) Rechg(36)
18) --> Health==> Empty(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Night Fall==> Acc(22) Acc(23) Dmg(23) Dmg(25) Dmg(25) Rechg(36)
24) --> Assault==> EndRdx(24)
26) --> Tornado==> Rechg(26) Rechg(27) Rechg(27)
28) --> Tactics==> EndRdx(28) TH_Buf(29) TH_Buf(29) TH_Buf(34)
30) --> Thunder Clap==> Acc(30) DisDur(31)
32) --> Lightning Storm==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Life Drain==> Acc(35) Acc(36) Heal(37) Heal(37) Rechg(37) Rechg(39)
38) --> Blackstar==> Dmg(38) Dmg(39) Dmg(39) Acc(40) Acc(40) Rechg(40)
I didn't went past the epic levels partly because it's still open to decision.
The Leadership pool seems rather straightforward whenever I play a Defender because of the good numbers they get, but without it I could fit Steamy Mist which seems helpful (I say seems for I have a MM with Shadow Fall and for the life of me I never really noticed any difference other than the stealth).