Storm control/electricity
There are guides out there yeah, though I can't find them with the current forum setup. If you're going to mostly solo, I suggest sonic blast, ice blast, or psychic blast as your blast set. Those are the sets that work best against few targets at a time.
I play a Rad/Electric blue side, and a Bots/Storm red side. There are a few quirks to the combination, but I think I can make a few educated guesses. Also, this might be a good read:
http://boards.cityofheroes.com/showthread.php?t=114618
As for my opinions:
Of the first two power choices, Gale is more useful than O2 solo, but frankly Gale is barely useful for pushing stuff onto burn or freeze patches, and quickly obsolete. Frankly, if I had the choice, I would still be taking O2 over Gale for those rare times that teaming is necessary.
Snow Storm and Freezing Rain mostly do the same thing, they slow the movement and recharge of opponents. But Snow Storm is a toggle, and Freezing Rain is a summoned patch that lasts 15 seconds, and debuffs for 30 seconds. Even with the reduced performance Masterminds get from the toggle sets, I actually found myself respeccing out of Snow Storm and using those enhancement slots to put 3 slows and recharges into Freezing Rain. It is easier on the endurance.
Hurricane is a massive to-hit debuff in the hands of a Defender. Even without that, anything in range gets a 5% chance of being knocked down, 4 times a second. So between that and freezing rain, an opponent can be knocked down so often that he doesn't get any chances to approach or hit you. That is excellent for your survivability. The only issue is that you'll need Stamina and a lot of endurance reducers to have any endurance to actually attack with.
Tornado and Lightning Storm are both rather interesting. They are both big damage powers that summon entities to do damage for you. Tornado is its own worst enemy. It does little damage per tick, but ticks very fast. Unfortunately, it also does some extreme knockback, so often foes go flying before they take significant damage from the tornado. Lock down the opponent with Electric Fences or an Earth Controller's powers, and the tornado can shred opponents quickly. Lightning Storm is more manageable as it simply lightning-bolts anything in the vicinity for heavy damage about once every 4 seconds. It does knock back. But since the storm is immobile, the knockback is predictable, and you can use your hurricane to push opponents right back into the middle of the storm. Unfortunately, it's a disadvantage having the storm immobile as well. You simply can't move it by any method short of resummoning it at a different location. The storm is untargetable.
Electricity seems to match well with Storm Summoning with one exception, Short Circuit. With Hurricane going, it actually gets really hard to get near enough to anything to use a melee attack or PBAoE. So if you want to use Short Circuit, you need to turn the Hurricane off for a bit. Other than that, Voltaic Sentinel acts a lot like a mobile lightning storm without the knockback. So that gives you a third pseudo-pet to wreak havoc with.
Overall, it feels like it could be a powerful high-level combination. But the low and mid levels can be a bit sucky because of the available power choices. You may be using a respec or two along the way no matter what you do. Hurricaine, Steamy Mist, and Freezing rain are the best powers of the set for the mid-levels, and that leaves the low levels with little choice other than O2, Lightning Bolt, and Ball Lightning if you don't want redundant powers.
It's kind of a strange set to work with that doesn't have a lot of good options. But it can be made to work really well with patience and dedication.
Well this is the other side of the story of some1 that gave up the set.
Until you get Lightning Storm, Storm/Elec is a really weak combo. Hurricane is fun and help you to survive, mastering it takes a lot of patience especially when you have to kill something on an open map where there is no corners for you to push your enemy into. Lightning Storm does KB. You can lessen the KB effect by taking hover which allows you to position your Lightning Storm higher but that also means that you will be constantly spending your time positioning your toon throughout the fight (grouped or no group).
Tornado is a lovely power to have. It works best when your soloing, esp bosses and EB. But in larger crowds, you end up chasing mobs most of the time. In groups, you usually wont find a use for it unless you have the enemy really well immb with -kb or as a panic button when your group is getting wiped and everything goes (tornado is amazing for knocking stuff around to give some reaction time for your teammates)
Personally, I only find Storm control useful as a secondary set for trollers. I would recommend either earth or plant control. -KB effects on holds and immb helps with deployment of your Lightning Storm + tornado, so as to maximise the dmg of both powers. My personal favourite is still plant/storm where creepers make an excellent positioning tool for Lightning Storm. You can just stay put with your creepers and lightning storm comfortably deployed while waiting for your tanks to bring in the mob. Hurricane + gale can be used to knock things back into your creepers if needed.
You will be amazed how much value you can add your team in such a setup.
Opinion is heresy.
Originally Posted by SStingray
Snow Storm and Freezing Rain mostly do the same thing, they slow the movement and recharge of opponents. But Snow Storm is a toggle, and Freezing Rain is a summoned patch that lasts 15 seconds, and debuffs for 30 seconds. Even with the reduced performance Masterminds get from the toggle sets, I actually found myself respeccing out of Snow Storm and using those enhancement slots to put 3 slows and recharges into Freezing Rain. It is easier on the endurance.
|
Originally Posted by SStingray
Hurricane is a massive to-hit debuff in the hands of a Defender. Even without that, anything in range gets a 5% chance of being knocked down, 4 times a second. So between that and freezing rain, an opponent can be knocked down so often that he doesn't get any chances to approach or hit you. That is excellent for your survivability. The only issue is that you'll need Stamina and a lot of endurance reducers to have any endurance to actually attack with.
|
Originally Posted by SStingray
Tornado and Lightning Storm are both rather interesting. They are both big damage powers that summon entities to do damage for you. Tornado is its own worst enemy. It does little damage per tick, but ticks very fast. Unfortunately, it also does some extreme knockback, so often foes go flying before they take significant damage from the tornado. Lock down the opponent with Electric Fences or an Earth Controller's powers, and the tornado can shred opponents quickly. Lightning Storm is more manageable as it simply lightning-bolts anything in the vicinity for heavy damage about once every 4 seconds. It does knock back. But since the storm is immobile, the knockback is predictable, and you can use your hurricane to push opponents right back into the middle of the storm. Unfortunately, it's a disadvantage having the storm immobile as well. You simply can't move it by any method short of resummoning it at a different location. The storm is untargetable.
|
Just a clarification on LS though, it will fire one bolt every just over 5 seconds (~5.17) but the bolts are actually small AOE capable of hitting up to 5 targets. Also saying "resummon LS" is misleading. Resummoning LS will actually summon another Lightning Storm, so with enough recharge you could actually have 3 (might be able to make 4 if at the full recharge cap) our at the same time. Likewise with tornado. Also summon LS above enemies to turn the Knockback into Knockdown.
As to Volka's suggestion of going /Storm, although personally I prefer Storm/, the additional control tools can make Storm easier for someone new to the set to play.
Now back to your actual /ele question. The only serious problem with /ele, is what Garent already alluded to, and that is that /ele doesn't have a good single target attack chain which may get frustrating. If you have vet rewards, you can fill out your attack chain with those since LS's massive -def debuff meanst that even though you can't boost their accuracy they'll almost always hit. In addition people have mixed feeling about -end, since, especially in the later game, you'll find that enemies are often dead before the -end has an impact.
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
Storm is a great set, but it can be quite endurance intensive, especially early on. Things do get a lot better as you obtain Stamina, +recovery enhancements, -end set bonuses on your powers and +recovery set bonuses.
Having said that, I would becareful with choosing too many end heavy powers early on. Running Snow Storm, Steamy Mist and Hurricane all at once will be very taxing on your endurance.
Storm is a great set, but it can be quite endurance intensive, especially early on. Things do get a lot better as you obtain Stamina, +recovery enhancements, -end set bonuses on your powers and +recovery set bonuses.
Having said that, I would becareful with choosing too many end heavy powers early on. Running Snow Storm, Steamy Mist and Hurricane all at once will be very taxing on your endurance.
Originally Posted by Peacemoon
Having said that, I would becareful with choosing too many end heavy powers early on. Running Snow Storm, Steamy Mist and Hurricane all at once will be very taxing on your endurance.
|
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
Just for a helping word to all the elders of CoH folks, how viable a combination is this for a person who solos exclusively Pve and are their any current guides out there?