Storm/Electric Build/Slotting Feedback, Please?


Draggynn

 

Posted

Greetings fellow Defenders and Offenders!
I'm looking for your opinions and advice.

As a Storm Defender, I'm definitely looking at being an offensive support/solo player and short/medium/long Ranged, not a meleer. I like to team when invited, will create a small team, or solo, otherwise, and have Zero interest in PvP.

Here's the build so far. I'm looking for suggestions for improvement, instructions/reason for why that's an improvement - if it's not obvious, and any appropriate warnings about powers I've chosen.

Oh, and if you have proposed builds, please make them SO/plain IO builds - unless you plan to give/sell me the set IOs yourself! Telling me 'Aww, they're Cheap!' or bragging about your L50 respec build with the Purples and Hami-Os is of no use to me, when I'm only Level 26 and looking for a path to 32 that I can Afford.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Sky Marshall of Thor: Level 27 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: O2 Boost -- RechRdx(A), EndRdx(5), Heal(13), Heal(17)
Level 1: Charged Bolts -- Acc(A), Acc(3), EndRdx(7), RechRdx(19)
Level 2: Lightning Bolt -- Acc(A), Acc(3), EndRdx(9), RechRdx(19)
Level 4: Ball Lightning -- Acc(A), Acc(5), EndRdx(11)
Level 6: Snow Storm -- EndRdx(A), EndRdx(7), Slow(15)
Level 8: Freezing Rain -- RechRdx(A), RechRdx(9), Slow(13), Slow(17)
Level 10: Steamy Mist -- EndRdx(A), EndRdx(11), ResDam(15), ResDam(23)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Hurdle -- Jump(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Hurricane -- EndRdx(A), EndRdx(23), ToHitDeb(25)
Level 24: Zapp -- Acc(A), Acc(25)
Level 26: Tornado -- RechRdx(A)
Level 28: Tesla Cage -- Empty(A)
Level 30: Assault -- Empty(A)
Level 32: Lightning Storm -- Empty(A)
Level 35: Voltaic Sentinel -- Empty(A)
Level 38: Tactics -- Empty(A)
Level 41: Electric Fence -- Empty(A)
Level 44: Charged Armor -- Empty(A)
Level 47: Shocking Bolt -- Empty(A)
Level 49: Power Sink -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance

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Be Well!
Fireheart


 

Posted

I would consider dropping zap for either gale or thunderclap. Snipes aren't entirely useless, but they take forever to activate in combat and you want to be on the move with storm. I don't know how far along you are or if you've tried gale before, but I would give it a good run and see if you like it. I love having it to really shove groups in the right direction when I'm herdicaning, or as the occasional emergency breather. Thunderclap is a useful, though not indispensable secondary crowd control if you toss some accuracy in. Running leadership on a stormy is piling more pressure on an already end hungry set. Doable, but you will be leaning on power sink late game if you are very active with your powers. Power sink is great, but you do have to turn off hurricane to use it effectively. While it's off, you may as well incorporate short circuit into your strategy. More aoe is always fun, and short circuit does pretty respectable damage.

Another nice benefit of gale related to SC and PS: Corner the mobs, drop cane, gale them down, pbaoes, hurricane back up. Between the lingering tohit debuff of cane and gale knocking them into the wall you'll be relatively safe.

Alternatively: Open with freezing rain, jump in and thunderclap, go to town with pbaoes, go back to hurricaning around. I happen to enjoy the active in and out, though some may be turned off by the extra micromanagement.


 

Posted

You have a point about Short Circuit, in the build before I switched in Zapp, I had SC in that slot. My experience with SC in the past has been that it creates more aggro than it's worth - but that was at lower levels. If I'm running Steamy Mist, then I usually have plenty of stealth to allow using non-snipes to pull.
I had meant the build to Avoid melee-range combat, but in some testing last night, I found it all but impossible to completely avoid it. So I realize that I DO need some melee-range responses in my repertoire. No, the existing build does not have Hurricane yet - which is why I kept getting smacked. I'm developing THIS build to respec into. He's Level 27 now.

However, I take your point about always being on the move - I've enjoyed that playstyle before... With Hurricane 'aura debuffing', it makes sense. I've often played with Gale at lower levels, unfortunately, I don't find it Consistent enough, even slotted for Accuracy - nor 'accurate' enough, in that I don't usually find it capable of putting a group where I want them, it always seems to Scatter, instead. It's Great as a 'get Away from me!' power, even when it seems to invariably leave One of the thugs still standing and beating on you.

Your point about running Leadership is well taken, I'll have to see how the Endurance feels in the high 30s and decide if I can handle it, then.

If Short Circuit returned ANY endurance to you (like Consume does), then it would be a no-brainer. So, giving SC another try, by swapping Zapp back out, the build now looks like this:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Sky Marshall of Thor: Level 27 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: O2 Boost -- RechRdx(A), EndRdx(5), Heal(13), Heal(17)
Level 1: Charged Bolts -- Acc(A), Acc(3), EndRdx(7), RechRdx(19)
Level 2: Lightning Bolt -- Acc(A), Acc(3), EndRdx(9), RechRdx(19)
Level 4: Ball Lightning -- Acc(A), Acc(5), EndRdx(11)
Level 6: Snow Storm -- EndRdx(A), EndRdx(7), Slow(15)
Level 8: Freezing Rain -- RechRdx(A), RechRdx(9), Slow(13), Slow(17)
Level 10: Steamy Mist -- EndRdx(A), EndRdx(11), ResDam(15), ResDam(23)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Hurdle -- Jump(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Hurricane -- EndRdx(A), EndRdx(23), ToHitDeb(25)
Level 24: Short Circuit -- RechRdx(A), EndMod(25)
Level 26: Tornado -- RechRdx(A), EndRdx(27), Dmg(27)

Level 28:
Tesla Cage
-- Empty(A)
Level 30: Assault -- Empty(A)
Level 32: Lightning Storm -- Empty(A)
Level 35: Voltaic Sentinel -- Empty(A)
Level 38: Tactics -- Empty(A)
Level 41: Electric Fence -- Empty(A)
Level 44: Charged Armor -- Empty(A)
Level 47: Power Sink -- Empty(A)
Level 49: Shocking Bolt -- Empty(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Vigilance

What do you think, is this a winner?

Be Well!
Fireheart


 

Posted

I'm assuming the slotting is just placeholder stuff for now. I think power choice is solid. I personally go for hurricane asap and just deal with the end management, but I can understand putting it off till after stamina. As you noted storm defenders are pretty much in your face with hurricane anyhow, and as such are usually safer tackling the mobs head on than at distance.

Short circuit does not share the +end chance that some of the /elec blasts have, but I always find myself wanting more aoes on every stormy I make. Just ball lightning alone is going to involve a lot of piddly plinking at single targets while the awesome power of storm keeps your foes at bay. Better to man up and charge in with SC then get back to proper storming than hit six enemies three times with single targets. I don't think you'll regret subbing it back in as long as you give it good damage slotting. I wouldn't worry about the sapping aspect of SC much as you have much more effective mob crippling tools available to you through debuffs and soft control. For pvp this might be a different story.

As to the utility of Gale, I use it mostly in cornering situations. In open areas it is a less often used emergency knockback, and can cause some scatter, though since the cone is so enormous and it affects so many targets (the full 16 cap), and it has two pulses of powerful KB, I find it to be one of the more reliable and forceful instant positioning powers. Hurricane requires a lot of nudging and whipping around and needs a good slow thrown out to be very effective in positioning.

That said, I realize gale is not loved by all. The build you have looks pretty much how I'd build a storm/elec myself, though I would probably have gale and TC instead of the two leadership powers. Both are reasonable choices though. Can't say much more beyond that unless you want to throw some slotting in there for review.


 

Posted

Well, since the character is only level 27 right now, I'm not planning to mess with Set IOs. I did fiddle with Mids and found that some judicious franken-slotting would yield improved performance with some powers. I may try the Market to see if any of those Set Enhancements can be had for a reasonable price, but I'm not holding my breath!
And I'll take another look at the situation in 5 levels.

Thanks for the feedback Dr. English.

Be Well!
Fireheart


 

Posted

A few nice things with very cheap set IO's and storm:

Undermined defenses and 4 slotted freezing rain. Grab the 4 IO's with recharge aspect. Excellent set bonuses, maxed recharge, good chunk of endredux and defense debuff. Rock bottom prices.

Dark Watcher's despair and 4 slotted hurricane. Grab the 4 IO's with tohit debuff aspect. Maxed tohit debuff, hefty endredux, some recharge, and excellent set bonuses for very low prices. This set is a rare set, so the salvage can be a bit pricier, but still very affordable. One thing on rare sets that are less commonly used...check crafted IO's on the AH for them. Often people are dumping them from respecs and will sell them noticably cheaper than the component cost. Storm is actually one of the least expensive primaries to get the most out of IO's without breaking your neck with weird slotting.

Here's a build I have for one of my storm controllers that might give you a good idea for affordable set/frankenslotting of storm powers. Just ignore the controllery bits.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Oresteia: Level 50 Natural Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(7), TotHntr-EndRdx/Immob(9), TotHntr-Dam%(9), Posi-Dam%(11)
Level 4: O2 Boost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(43), H'zdH-Heal/EndRdx/Rchg(43), H'zdH-Heal/Rchg(46)
Level 6: Quicksand -- RechRdx-I(A), ImpSwft-Dam%(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Stalagmites -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), RzDz-Acc/Stun/Rchg(15), RzDz-Acc/Rchg(17), RzDz-EndRdx/Stun(17), Stpfy-EndRdx/Stun(19)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-DefDeb/Rchg/EndRdx(21), UndDef-DefDeb/Rchg(21)
Level 18: Earthquake -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/Rchg(23), UndDef-Rchg/EndRdx(23), UndDef-Rchg(25)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
Level 22: Super Speed -- Zephyr-ResKB(A)
Level 24: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), GftotA-Def/EndRdx(29), GftotA-Def(31), S'fstPrt-ResDam/Def+(31)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(36)
Level 30: Thunder Clap -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(46)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Dmg(37), SvgnRt-PetResDam(37), ExRmnt-+Res(Pets)(37)
Level 35: Tornado -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(40), BldM'dt-Dmg(40), BldM'dt-Dmg/EndRdx(48), SvgnRt-Dmg/EndRdx(48), KinCrsh-Rechg/EndRdx(48)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Ruin-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Det'tn-Dmg/Rchg(42), RechRdx-I(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg(46)
Level 47: Earth's Embrace -- Mrcl-Heal/Rchg(A), H'zdH-Heal/Rchg(50), H'zdH-Heal/EndRdx/Rchg(50), Mrcl-Heal/EndRdx/Rchg(50)
Level 49: Recall Friend -- Range-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

Dr. English is correct about the endurance. Especially if you're not using set bonuses to get additional recovery running assault and tactics as well as steamy mist and charged armor will run you down with the high endurance powers like LS and tornado. Fortunately, recovery bonuses are some of the easiest to get in the game since they often only require 2 pieces of a set, so this can be dealt with as can slotting heavily for end reduction.

Also, depending on how much higher in level the mobs you fight are, freezing rain can mitigate the need for accuracy with it's defense debuff largely elliminating the need for tactics (assuming it recharges fast enough). Also, I know many people hate the glowing yellow hands from hasten (although hopefully not for much longer) but I think storm is one of the sets that can get the most use out of hasten since we have a number of powerful abilities with longer recharges(Freezing Rain, Tornado, Lightning Storm). Hasten will take amost 10 seconds off of Freezing Rain's recharge the way you currently have it slotted!

Depending on how much you use Snow Storm, and how you use Freezing Rain and Snow Storm together, the slows in Freezing Rain may be pointless. Snow Storm on its own will put most enemies at the slow cap, so if you tend to use snow storm and freezing rain on the same group you can drop some of the slows from Freezing Rain. If you tend to target different groups with them, or just use Freezing Rain and skip snow storm, the slows are a good investment.

I hope those thoughts are helpful.


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

 

Posted

Hmm, thanks for the input. Yes, I'm already feeling the Endurance pinch a bit, but I don't have everything fully slotted yet - and actually, I spent my last game-session SSK'd down to level 7, so no Stamina. At this point, my tactics are not fully formed, so I wanted either Snow Storm, or Freezing Rain to pack a lot of slow.
Mostly, the slow in FR is there to keep the enemy pinned, so they can enjoy the full 'coolness' of the power. I've only double-stacked the Snow and the Rain on Bosses - Another character I play is a duo of **/Storm Corruptors and the 'Double-Snow' is a thing of beauty.

I did get one chance to launch the 'Tornado in a Corner' effect and it was awesome. I have to work on tactics and placement. This guy is my highest Storm character, so he's sure to pave the way for my understanding of the set... Well, unless I really go nuts on one of the others - and I might, since I'm a terrible alt-o-holic.

I'll just have to see how it rides

Be Well!
Fireheart