Ice blast?
I love my ice/elec blaster and my ice/storm controller. I suggest slotting up and using your freeze rays when your team has damage dealers. I suggest using Hurricane and Tornado only when soloing. Ice Storm may not be helpful unless you have controllers on the team who can keep the enemies from scattering. I don't know about Blizzard's damage for defenders.
I would think an ice/ blaster would solo better and an ice/storm controller would help a team more, but I can see how a storm/ice defender could offer some utility in a variety of situations. I'm really not a fan of defenders at all, but I love all things ice so I thought I'd throw in my two cents. YMMV
1) Definitely slot for damage. Defender Ice uses the blaster version of the pets, so they do blaster-level damage, and you should make the most of it. Its base -40% run speed is pretty good, and as a Storm/Ice, you should be stacking it with Freezing Rain whenever possible. Freezing Rain + Ice Storm should floor their movement with no slotting. If Freezing Rain isn't up, slap Snow Storm on them to keep them in place.
2) Holds are very handy for defenders; you can't count on taking out a really troublesome lieutenant (or even a minion) in one shot on a defender. A hold can neutralize a mezzer or a Sapper up front, which is very nice. I'd recommend taking Freeze Ray, but probably to skip Bitter Freeze Ray. (BFR's animation is a bit long, the damage is lackluster, and the hold/recharge ratio is not that good.) If necessary, you can stack Freeze Ray pretty quickly on a boss once it's slotted up.
3) Blizzard is an excellent nuke for defenders. It's not PBAoE, it does great damage (like Ice Storm, it does blaster-like damage), and it has decent debuffs (these are a bit less than you might hope, again because it doesn't get the defender debuff multiplier). The downsides are that it does apply the nuke drain to your endurance, and that its damage is DoT; you should definitely hit the spawn with Freezing Rain first, both to ratchet the damage up still further, and to keep the mobs in the Blizzard for the full duration.
Oh, and Blizzard isn't a Storm/Ice's only -ToHit power. Hurricane has a major ToHit debuff; its base is -37.5% for defenders. One debuff SO, and it will floor the accuracy of nearly anything it touches, and the debuff lasts for 10 seconds after the mob is out of the Hurricane.
4) Playing a stormy is all about controlled chaos. If you want to play with the knockback powers, you need to practice with them and learn to use them effectively. You can circle spawns with Hurricane, for example, nudging them into tighter groups with the repel and debuffing their accuracy, or corral them into a corner where you can drop Freezing Rain, Ice Storm, and Tornado on them. With practice and thought, you can get a lot of soft control out of those powers; back in the days of Burn tankers, I actually had fire tanks ask me to use Gale, once they learned that I could knock stragglers into their patches for them. On the other hand, when things go wrong despite your best efforts, you can unleash a tide of chaos that may leave the mobs so scattered and disoriented that they can't finish you off.
Even if you never quite get the knack of knockback control, Tornado is great for use against KB-resistant targets, like AVs. It's autohit, does substantial damage if you can keep it on one target, and has a decent defense debuff.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Thanks for the tips Balanced. My bad about the -ToHit. I forgot that was a component of Hurricane.
I think I will take Freeze Ray, but the question is what to drop for it xD
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Technology Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: O2 Boost -- Empty(A)
Level 1: Ice Bolt -- Empty(A)
Level 2: Ice Blast -- Empty(A)
Level 4: Snow Storm -- Empty(A)
Level 6: Steamy Mist -- Empty(A)
Level 8: Freezing Rain -- Empty(A)
Level 10: Swift -- Empty(A)
Level 12: Hover -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Hurricane -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Ice Storm -- Empty(A)
Level 24: Frost Breath -- Empty(A)
Level 26: Tornado -- Empty(A)
Level 28: Bitter Ice Blast -- Empty(A)
Level 30: Hasten -- Empty(A)
Level 32: Lightning Storm -- Empty(A)
Level 35: Thunder Clap -- Empty(A)
Level 38: Blizzard -- Empty(A)
Level 41: Power Build Up -- Empty(A)
Level 44: Temp Invulnerability -- Empty(A)
Level 47: Force of Nature -- Empty(A)
Level 49: Aim -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
As you can see my build is pretty tight. Most likely candidate IMO is Frost Breath (my guy has his face completely covered anyway so a breath attack doesn't really make sense), but I like having as much AoE as possible.
Edit: or hurricane...my brother has a lvl 50 Ice/Storm controller and he doesn't really like it. He says to use it well you have to focus on it too much, but maybe that's just him *shrug*. I don't think he has it in his build and he always does really well, and tbh I was I'm a bit apprehensive of the power as well...
Edit2: He said not to get Tornado too cuz it's a pain in the butt if you don't have an AoE immob to prevent the KB.
Good point. Both sets have a lot of really nice powers, so it's hard to make everything you want fit. Looking at your proposed build, I'd say Thunder Clap is probably the easiest thing to drop. I like the power, but its stun is minion-only, and I think you have plenty of tools to keep minions down without it. I think Freeze Ray will be more useful to you.
Another tip, since you're going to be flying: Flying above a mob can reduce the horizontal component of your knockback. Ideally, getting directly over a mob will turn it into knockdown. This applies to Lightning Storm, too--if you fly up a bit before casting it, it won't knock the mobs as far away. (Of course, that takes some of the fun out of it. )
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Good point. Both sets have a lot of really nice powers, so it's hard to make everything you want fit. Looking at your proposed build, I'd say Thunder Clap is probably the easiest thing to drop. I like the power, but its stun is minion-only, and I think you have plenty of tools to keep minions down without it. I think Freeze Ray will be more useful to you.
Another tip, since you're going to be flying: Flying above a mob can reduce the horizontal component of your knockback. Ideally, getting directly over a mob will turn it into knockdown. This applies to Lightning Storm, too--if you fly up a bit before casting it, it won't knock the mobs as far away. (Of course, that takes some of the fun out of it. ) |
And yeah, I've got a Energy blaster with hover/fly so I know about turning KB into KD. Does that same principle work with Hurricane though? That almost seems cheap because I could just stay right above a spawn and just stay there and watch them squirm while I go about my business. I take it that wouldn't work with Tornado though since the KB is based off of the Tornado itself and not you, correct?
My brother still says I should just forget Hurricane and Tornado and take like, the leadership pool instead xD
Well, the main reason(s) I was taking Lightning Clap was because I heard it looked cool, and I heard it was good to stack with the stun effects of Tornado.
|
And yeah, I've got a Energy blaster with hover/fly so I know about turning KB into KD. Does that same principle work with Hurricane though? That almost seems cheap because I could just stay right above a spawn and just stay there and watch them squirm while I go about my business. I take it that wouldn't work with Tornado though since the KB is based off of the Tornado itself and not you, correct? |
My brother still says I should just forget Hurricane and Tornado and take like, the leadership pool instead xD |
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
....
My brother still says I should just forget Hurricane and Tornado and take like, the leadership pool instead xD |
Storm/dark, storm/rad, and storm/sonic all have single target stuns to stack with thunderclap. Ice on top of the other stormy goodness is about s-l-o-w-s. It's a real difference maker stacking ice blast slows on freezing rain and snowstorm.
On my storm defenders, I lock in hurricane at level 12. I am not one to say you have to use it all the time, but it's definitely a plus to have it available especially when the phit hits the shan.
Ice Storm and Blizzard are both blaster strength targetted AoE attacks. If a stormy stacks freezing rain before these two AoEs, there is precious little that ever escapes. Another highlight, the storm defender can cast all 3 powers from around a corner or from a platform above without direct line of sight. They never knew what hit them.
I like the electric mastery for power sink. It's an amazing tool for recovering from the nuke.
Mention was made of freeze ray stopping Malta sappers. It should be noted that O2 boost 'vaccinates' against endurance drain from Malta sappers, Mu adepts, and others. Freeze Ray is good against sky raider engineers that set up the Forcefields. Remember your snowstorm cast on a raider engineer will interrupt them as well as vahzilok embalmed self-destructors.
Finally in regard to tornado, it's not intuitive right away when to use this. I have seen it used as a pull, not the best pull . My favorite use is the chewy foes like Freak tanks or Crey tanks. The defender gales and hurricanes the nasty into a corner where he is trying to jump out or such. That's when tornado gets dropped. Tornado does not move on to the next foe if it is unable to knock back the current one. It will literally chew through these tanks like a buzzsaw tick after stunning tick, with defense debuff as well. The whole team can take the tank down easier. Tornado can be used as a golden parachute when you are overwhelmed. Pop Mr. Twisty out and run for safety.
Tornado isn't an out of the box power you are given like fireball, but far easier to use than telekinesis or even hurricane. In its place it's an awesome tool to have.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
It doesn't work quite as well with Hurricane, in my experience--you have to be close enough for the Hurricane to affect them, which leaves some horizontal component to it. That and the repel effect will usually shove stuff to the edge of the 'cane pretty quickly. Tornado just does its own thing--it will scatter mobs unless they're knockback resistant, or unless you're using Hurricane to keep them pinned in a corner. (Stormies and corners go great together.)
Bah. Your brother does not have the soul of a stormy, and will miss out on all the fun. |
But yeah, the main difference between me and him is I'm a Storm DEFENDER and he's a Storm CONTROLLER, so he gets the added functionality of having immobs to prevent KB effects. A luxury I don't share, and one that seems to limit the functionality of the powers, at least in my eyes.
He told me if I do take Hurricane and Tornado that teams are going to hate me no matter what, because without immobs he just can't find an effective way to regularly use those powers, and I admit I agree with him, I can't really think of a way either...well except for corner fun but those situations aren't always available, plus it just seems kind of lame (and again, limiting) to only really be able to effectively use those powers in that situation.
*dies a little inside*
Storm/dark, storm/rad, and storm/sonic all have single target stuns to stack with thunderclap. Ice on top of the other stormy goodness is about s-l-o-w-s. It's a real difference maker stacking ice blast slows on freezing rain and snowstorm. On my storm defenders, I lock in hurricane at level 12. I am not one to say you have to use it all the time, but it's definitely a plus to have it available especially when the phit hits the shan. Ice Storm and Blizzard are both blaster strength targetted AoE attacks. If a stormy stacks freezing rain before these two AoEs, there is precious little that ever escapes. Another highlight, the storm defender can cast all 3 powers from around a corner or from a platform above without direct line of sight. They never knew what hit them. I like the electric mastery for power sink. It's an amazing tool for recovering from the nuke. Mention was made of freeze ray stopping Malta sappers. It should be noted that O2 boost 'vaccinates' against endurance drain from Malta sappers, Mu adepts, and others. Freeze Ray is good against sky raider engineers that set up the Forcefields. Remember your snowstorm cast on a raider engineer will interrupt them as well as vahzilok embalmed self-destructors. Finally in regard to tornado, it's not intuitive right away when to use this. I have seen it used as a pull, not the best pull . My favorite use is the chewy foes like Freak tanks or Crey tanks. The defender gales and hurricanes the nasty into a corner where he is trying to jump out or such. That's when tornado gets dropped. Tornado does not move on to the next foe if it is unable to knock back the current one. It will literally chew through these tanks like a buzzsaw tick after stunning tick, with defense debuff as well. The whole team can take the tank down easier. Tornado can be used as a golden parachute when you are overwhelmed. Pop Mr. Twisty out and run for safety. Tornado isn't an out of the box power you are given like fireball, but far easier to use than telekinesis or even hurricane. In its place it's an awesome tool to have. |
Overall very interesting points. You make me kinda want to take Gale now. I actually do find KB very fun, at least when used properly (i.e. not just jump into the middle of a spawn with hurricane on and do a funny dance). I keep wanting to take more powers but I don't have enough room >_<
(Sorry to post 3 times in a row >_<)
Well, here's a build I threw together with actual slots/enhancements. This is a pretty darn expensive build which I won't actually be able to obtain for a long long time seeing as I'm dirt poor, but it's something to look forward to I guess.
Note that most of the slotting is based off Myriad's Storm/Energy guide, with a few personalized tweaks here and there. Most of the slot placements will be the same, just with generics or cheaper IO sets.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: O2 Boost -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19)
Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Entrpc-Acc/Dmg(42), Entrpc-Dmg/EndRdx(50)
Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Entrpc-Acc/Dmg(31), Entrpc-Dmg/EndRdx(42)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(11), Slow-I(11), Slow-I(50)
Level 6: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(40), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam(45)
Level 8: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(9), LdyGrey-DefDeb/Rchg/EndRdx(9), LdyGrey-Rchg/EndRdx(40), LdyGrey-DefDeb/EndRdx(45)
Level 10: Swift -- Flight-I(A)
Level 12: Hover -- Krma-ResKB(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), HO:Micro(15)
Level 16: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(43)
Level 18: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(46), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
Level 22: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Dmg(27), Rope-Acc/Rchg(34), Rope-Acc/Stun/Rchg(45)
Level 28: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Entrpc-Acc/Dmg(37), Entrpc-Dmg/EndRdx(42)
Level 30: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 32: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(33), Entrpc-Acc/Dmg(34), Entrpc-Dmg/EndRdx(34)
Level 35: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(48)
Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 41: Electric Fence -- Acc-I(A)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A)
Level 47: Power Sink -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Aim -- HO:Membr(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
It is possible to use hurricane without an immob. It's easiest if you have a corner, but it's not mandatory. The key is slows - drop snow storm on a spawn as you try to bunch them together, and it makes it a lot harder for them to escape. Similarly, drop freezing rain on the first few to reach your target point, and the flopping and slow will prevent them from moving away. This is still not as easy as herdicaning with an immob or corner, but it's a heck of a lot easier than just using hurricane alone.
As for skipping hurricane and tornado, that is honestly not a very good idea. I can somewhat understand it from the perspective of his /storm troller (even if I don't agree) - as a controller, he has other mitigation tools to rely on. As a defender, though, hurricane is one of your primary defensive and offensive tools, tornado is an important damage power, and hurricane and tornado working together are your panic button. I don't consider either of them to be skippable.
Regarding this particular combo, if you're looking for things you can skip or put off, I'd say thunder clap, bitter freeze ray, aim, and one of gale or o2 boost are your choices. Freeze ray is not optional. Not only does it have a quick recharge and decent duration for a non-control AT mez, it also bestows knockback immunity to its target for 10 seconds. This allows tornado to utterly grind a boss to pieces, while even keeping him permanently held once freeze ray is slotted up.
edit: also, regarding the build you posted while I was writing this, take freeze ray earlier. Like, as soon as it becomes available. At the very least swap hasten with it, as hasten isn't really needed as much before you have tornado and lightning storm. More preferably, put off fly a bit and get freeze ray early. There are so many temporary travel powers available nowadays, you can *easily* ride on those until 30.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
3) Blizzard. I know a lot of defenders prefer to skip the nuke since on a defender the damage they do, even after enhanced, just doesn't seem to constitute spending your entire end bar for. However, Blizzard looks to be a little different than other nukes for several reasons.
|
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
A few tips after skimming this thread, apologies if someone already covered any of this.
I suggest building for area damage and taking advantage of damage procs. Freezing rain, ice storm, and ice breath with positron's blast and impeded swiftness procs in each (and a lady grey in freezing rain) will do a lot of damage. You should either put a little bit of slow enhancement in freezing rain (it doesn't need a lot) or use snow storm every fight. This will keep enemies at the movement speed floor, ensuring that they stay inside your rains to take more damage, get knocked down more, and spend all their time failing to run out of it.
Hurricane and tornado are useful powers, but shouldn't be used in all situations. Be careful with them at first and experiment with them if you're solo or on a team with people who won't mind. Personally, I only use hurricane on outdoor maps or on indoor maps with convenient corners for herding, and tornado I only use during AV fights.
A few tips after skimming this thread, apologies if someone already covered any of this.
I suggest building for area damage and taking advantage of damage procs. Freezing rain, ice storm, and ice breath with positron's blast and impeded swiftness procs in each (and a lady grey in freezing rain) will do a lot of damage. You should either put a little bit of slow enhancement in freezing rain (it doesn't need a lot) or use snow storm every fight. This will keep enemies at the movement speed floor, ensuring that they stay inside your rains to take more damage, get knocked down more, and spend all their time failing to run out of it. Hurricane and tornado are useful powers, but shouldn't be used in all situations. Be careful with them at first and experiment with them if you're solo or on a team with people who won't mind. Personally, I only use hurricane on outdoor maps or on indoor maps with convenient corners for herding, and tornado I only use during AV fights. |
And really, I think hurricane/tornado are going to be those kind of powers where you really need to play around with them yourself instead of hypothesizing how to use them, though I do appreciate all the tips.
I wasn't planning to make my defender a damage powerhouse, but the potential is there so I did slot in the damage procs and the damage does go up quite a bit. I've actually got a question about that, though the answer is probably obvious. For a DoT attack does the proc have a chance to occur on every tic of damage, or just on every cast?
Also, when slotting the procs into freezing rain I think my slotting might be a little...weird now. I've got
Positron's Blast: Dam/End, Proc
Impeded Swiftness: End/Rech/Slow, Proc
Lady Grey: Proc
The stats on the power look nice and well rounded, but frankenslotting it like that feels kind of odd to me. Is that a good way to go or what?
Thanks again.
They fixed the ticks in Freezing Rain a long time ago when Stormies were slaying the Hamidon from maximum altitude dropping an ever-increasing damage from freezing rain on the poor Jello guy. Now the proc has a chance to fire on first hit and on a timer after that, I think 5 seconds or so.
Myself I don't feel comfortable unless there is ~65% recharge reduction in Freezing Rain. If there were ever a power to maximum slot, it's this baby. Hurricane, Tornado and Lightning Storm are flashy, but Freezing Rain is the real star.
Just for emphasis: Foe -speed, -recharge, -defense, -resistance
They can't run, their ability to attack is reduced BEFORE acc checks, they are easier to hit, and they are more squishy when you hit them. Unmentioned in this, they fall down and cannot return fire until they get up. Knock down is mitigation. Is there any reason you wouldn't want this available for every fight?
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
They fixed the ticks in Freezing Rain a long time ago when Stormies were slaying the Hamidon from maximum altitude dropping an ever-increasing damage from freezing rain on the poor Jello guy. Now the proc has a chance to fire on first hit and on a timer after that, I think 5 seconds or so.
Myself I don't feel comfortable unless there is ~65% recharge reduction in Freezing Rain. If there were ever a power to maximum slot, it's this baby. Hurricane, Tornado and Lightning Storm are flashy, but Freezing Rain is the real star. Just for emphasis: Foe -speed, -recharge, -defense, -resistance They can't run, their ability to attack is reduced BEFORE acc checks, they are easier to hit, and they are more squishy when you hit them. Unmentioned in this, they fall down and cannot return fire until they get up. Knock down is mitigation. Is there any reason you wouldn't want this available for every fight? |
Only kidding...
But yeah, I don't think that 3rd slot in Fly is doing much so probably best to move it on over to FR. With a DefDebuff/Rech/End from the Lady Grey set I get to 65% rech and add a little more to -def as well
Good choice. I don't think you are an idiot at all, Neg_rogue.
When you do get your hurricane, I have a suggestion. Go to Boomtown, it's a great hazard zone with large sized groups and fun topography to push them around with. Another suggestion is the hurricane pull. Run through a couple groups like you lost your mind, then retreat around a blind wall or corner. They will bunch up against the hurricane where you wait for them, dropping freezing rain and snowstorm on the crowd. On a team its best to let them know where you are pulling to.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
And really, I think hurricane/tornado are going to be those kind of powers where you really need to play around with them yourself instead of hypothesizing how to use them, though I do appreciate all the tips.
|
By the way, the slotting I suggest using for freezing rain if you go with the AoE Death route is tempered readiness end/rech/slow, pacing of the turtle end/rech/slow, common recharge IO, and three damage procs. With level 50s, this results in 42.4% end reduction, 42.4% slow, 83.3% recharge.
Yup, you're exactly right.
By the way, the slotting I suggest using for freezing rain if you go with the AoE Death route is tempered readiness end/rech/slow, pacing of the turtle end/rech/slow, common recharge IO, and three damage procs. With level 50s, this results in 42.4% end reduction, 42.4% slow, 83.3% recharge. |
Growing bored out of my mind waiting on I16 to get here so I can make my scrapper I suddenly have the urge to make a Storm/Ice defender. However, there doesn't seem to be any guides to Ice at all. None for storm and none in the secondaries section.
So I just wanted to ask a few questions about how some of these powers pertain specifically to defenders as opposed to blasters.
1) Ice Storm. For a defender would I want to slot this up for damage or increase the slow effect? It does do the most damage out of any other power in the set (aside from Blizzard) so slotting for damage makes sense in that regard. On the other hand slotting for slow probably wouldn't require as many slots (I haven't placed slots in my build yet so I don't know how many I need) and would allow more diverse IO set usage using slow sets vs. more damage sets.
2) Holds. I've never really played with the Ice Blast set before as either a defender or a blaster, but I have played Electric Blast and I never really used Tesla Cage because I figured why hold the target when I can just take it out permanently? For a defender though I can see why it may be higher priority since they do help defend, though I still feel the best defense is a dead opponent.
3) Blizzard. I know a lot of defenders prefer to skip the nuke since on a defender the damage they do, even after enhanced, just doesn't seem to constitute spending your entire end bar for. However, Blizzard looks to be a little different than other nukes for several reasons.
So I'm wondering if the aspects of the power aside from just the damage make it worthwhile for a defender.
4) Any general tips/advice, particularly for the more controversial powers like Hurricane/Tornado? I have read a controller guide about Storm Summoning but most of the tips seemed to require control powers as well (I.e. using an AoE immob before Tornado so you don't throw mobs all over the place). I do team a lot and I'd much rather be seen as an asset than a liability.
Thanks