Storm
Ok so I really want a Stormie, going to be for teams and playing at lvl 50 IO'd.
I am looking for a primary with lots of immobilisation so mobs can't flee, Freezing Rain, Tornado, Lightning storm etc etc... I dont plan on taking Hurricane and ill prob be a flyer. I was looking at earth so I can stack Quick sand over and over, but I hate the animation for stone cages.. as i am sure most of my team mates would as well... It's great on open maps but in caves and TF's it's a bit obtrusive. Soooo my 2nd choice would probably be Plant, or Fire... Now i have Fire trollers coming out my ears with a Fire / Kin,Rad,FF,Thermal,Sonic already so can anyone help in my descision and convince me what set would be best. I would roll a Storm fender if there was an AoE Immob available but heh.... Help pls?! |
On the other side Flashfire, Cages, Tornado, LS, FR and manic imps sounds pretty horrible too but personally I'd lean towards Plant/Storm (for PvE, I've no clue about PvP).
I'd probably also take Hurricane on a Plant/Stormie for when Seeds isn't up. It's a fab power once you get the hang of it (I like it with TP. It's like being the lovechild of Storm and Nightcrawler but it could work well with Hover/Fly as well).
threw together a quick build for Fire/Stormie
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Although now you got me thinking about Plant again... only thing is Creepers are a 360sec rech!
Ouch
Consciousness: that annoying time between naps.
Although now you got me thinking about Plant again... only thing is Creepers are a 360sec rech!
Ouch |
They are invisible except when moving through water and in combat or course.
When you approach a new spawn with active creepers, they seem to direct aggro on your toon initially, so don't wait too long before mezzing new groups.
Plants/ is definitely awesome and fast paced.
It combos very well with /Storm, I've seen a (nice!) player on Union on a Plants/Storm, if you want I can try to arrange a date (I think you're on EU servers too, yes?).
Yeah all my toons are on Union.
Maily play on,
Kawaiii
Sarah Bellum
Amaranths
Figmentation
Psirouge
Kinkerbelle
Pearl Snow
Consciousness: that annoying time between naps.
Plant/Storm all the way.
Creepers>Seeds>Rain>Tornado>Lightning Storm>Fireball>
This combo is downright insane, insane on the blue bar too TBH. But serious fun.
Ok so I really want a Stormie, going to be for teams and playing at lvl 50 IO'd.
I am looking for a primary with lots of immobilisation so mobs can't flee, Freezing Rain, Tornado, Lightning storm etc etc... I dont plan on taking Hurricane and ill prob be a flyer. I was looking at earth so I can stack Quick sand over and over, but I hate the animation for stone cages.. as i am sure most of my team mates would as well... It's great on open maps but in caves and TF's it's a bit obtrusive. Soooo my 2nd choice would probably be Plant, or Fire... Now i have Fire trollers coming out my ears with a Fire / Kin,Rad,FF,Thermal,Sonic already so can anyone help in my descision and convince me what set would be best. I would roll a Storm fender if there was an AoE Immob available but heh.... Help pls?! |
When i'm on a team, and we'er just plowing regular enemies, i don't worry about Tornado or lighting storm or hurricane. I worry about slowing and knocking mobs down in place. Freezing Rain, Ice Slick, Shiver, Snow Storm. Mobs slowed to a crawl, presto held, and helpless.
When i'm fighting AV's and bosses, i brake out the big guns. Full on tornado, lighting storm, hurricane, massive slows, the works. Most AV's are knockback resistent. They'll stand up to all that and won't need rooting, those that do, i'll immob with ice cages.
In teams lacking any real argo control, ie, no tanks, I go full bore and use my knockback and chaos for midigation. I do the same solo. For teams with good argo control, i use debuffs, knockDOWNS, and slows.
Right tool for the right job. I'm VERY found of this build, prolly one of my more effective controllers IMO.
@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...
Plant/Storm all the way.
Creepers>Seeds>Rain>Tornado>Lightning Storm>Fireball> This combo is downright insane, insane on the blue bar too TBH. But serious fun. |
But you'll want Hurricane with it. Plant doesn't deal with single targets well, and stacking vines + strangler takes a lot of animation time. Hurricane is your primary mitigation tool for those encounters, at least until you can get more recharge and/or epic holds.
The combo is highly, highly dependent on AOE damage, and therefore the more you can stack mobs closely together, the faster you can kill. It's an odd combination in that it takes far longer to kill enemy than it does a large group packed together. Hurricane + roots comes in extremely handy for herding and bunching those mobs together so that tools like LS and Tornado can be more effective. Storm is known for chaos, but the truth is that the entire set is comprised of AOE powers and effects and therefore increases in efficiency the more packed everything becomes.
It's amazing.
But you'll want Hurricane with it. Plant doesn't deal with single targets well, and stacking vines + strangler takes a lot of animation time. Hurricane is your primary mitigation tool for those encounters, at least until you can get more recharge and/or epic holds. The combo is highly, highly dependent on AOE damage, and therefore the more you can stack mobs closely together, the faster you can kill. It's an odd combination in that it takes far longer to kill enemy than it does a large group packed together. Hurricane + roots comes in extremely handy for herding and bunching those mobs together so that tools like LS and Tornado can be more effective. Storm is known for chaos, but the truth is that the entire set is comprised of AOE powers and effects and therefore increases in efficiency the more packed everything becomes. |
Plant prolly has the best IMMOB you can get, but it's overrated IMO.
|
1) The damage is very good.
2) Plant is already full of immobs with Creepers and Fly Trap. Plant, unlike ice, is an immob set built in large part around immobilizations.
3) Seeds is far better mitigation than any knockdown patch in terms of total spawn control.
All the powers mentioned have an Afraid or Avoid effect, which causes non-immobilized enemies to flee.
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If the OP was talking about Cold rather than Storm I'd recommend a Cold/Dark alright (or a Grav/Cold) to maximise Sleets effectiveness, but for maximising LS and Tornado a -kb AOE immob would be dead handy.
Of course I knew none of this 4 years ago when lil newbie me went for probably the least synergisic combo Storm could have (maybe Mind pips it), Illusion/Storm. No maximising anything there really, other than "make Chaos". Even with a lack of synergy it's an awesome combo though.
Ok just to take this another step then..
Anyone brave enough to have a pop at making a build? IO'd please... few things I would like...
Stackable,
Tornado,
Lightning Storm,
Freezing Rain,
Huge +recovery as I hate End issues.
Oh and if you can fit Ice mastery?
I like the idea of Ice Storm and Freezing Rain at the same time.
=D
Consciousness: that annoying time between naps.
Oh and if you can fit Ice mastery?
I like the idea of Ice Storm and Freezing Rain at the same time. =D |
Ice Storm & FR do go really well together (and Frost Breath is the heaviest hitting AOE in the epics too, so worth getting on a Plant / Storm) but the real star of Ice Mastery is Hibernate, specifically because you can dump out Seeds, an AOE Immob, FR Ice Storm and LS and then Hibernate up to recover all that End you just spent easily and safely.
Hibernating when things go tits-up, clicking Hurricane and then dropping Hibernate is an excellent combo as well to keep you alive.
Ok managed to make myself a crazy confusing build... Here we go
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Consciousness: that annoying time between naps.
Any primary works well with /Storm, but as others have mentioned there are 4 main ones to pick from that accomplish what you are looking for. Here's my take on those 4 sets, building on what others have said. I bulleted the lists so positives are listed with a + and negatives with a -. These are all just my opinions, of course.
FIRE
+ Highest damage combo
+ Thunderclap stacks with Flashfire for an AoE stun
+ Thunderclap is PBAoE, and you will be in melee anyway with Hot Feet/Cinders
- High endurance costs due to various toggles
- Doesn't provide as much damage mitigation for the team as other combos would
Suggested skippable powers in this combo: Smoke, Bonfire, Ring of Fire
PLANT
+ Second highest damage combo
+ Many AoE holds available prevent foes from being knocked back, much more so than in other sets...
- ...on the other hand, this is also prevents foes from being knocked *down* by Freezing Rain
+ Steamy Mist makes achieving PvE invisibility easy - critical for optimal use of Seeds of Confusion
- Provides marginally less protection than Earth or Ice would
Suggested skippable powers in this combo: Entangle, Thunderclap, Spirit Tree
ICE
+ Possible to toggle between Freezing Rain and Ice Slick for constant knockdown zone action
+ Capable of nearly flooring the recharge +4 enemies with *autohit* powers alone (Arctic Air + Snow Storm)
+ Recharge and slow debuffs are not affected by magnitude defenses, so controls work on bosses (and even epic bosses, giant monsters, and AVs, tho resistance starts to come into play here)
+/- Effects can be very subtle, defined by enemies standing around NOT doing anything, as opposed to other sets that advertise your contribution more obviously
- Very low damage until mid 30s
- Storm's knockback can play havoc with Ice's need to get in close (arctic air) and desire to avoid anti-kb powers (ice slick)
- High endurance use (mostly because of Arctic Air)
Suggested skippable powers in this combo: Shiver OR Snow Storm (recommend Shiver if you can handle the endurance cost of SS), Flash Freeze, Thunder Clap (possibly)
EARTH
+ Possible to toggle between Freezing Rain and Earthquake for constant knockdown zones
+ Possible to stack Stalagmites and Thunderclap to stun bosses (but perhaps slightly more awkward than with Fire, because Earth tends to be more ranged in nature)
+ Most sturdy of the various Controller pets
+/- Extremely loud, explosive graphics and sounds that call a lot of attention to you
+ Debuffs Defense on top of providing control
- Very low damage until mid 30s
Suggested skippable powers in this combo: Stone Prison OR Stone Cages, Snow Storm OR Quicksand, Salt Crystals
Seeds is far better mitigation than any knockdown patch in terms of total spawn control. |
Seeds is great when a large spawn of lts and minions is tightly grouped together. Patches are great when an extra group shows up, there is an ambush, or you are flying and need to target a wide AoE below you.
What is also often forgotten is that patches natively get around boss-level mezz protection, unless the enemy happens to have knockback resistance. And frankly, its the bosses that are problematic, not the rest of the spawn.
And, of course, patches can be created from behind walls, unlike Seeds.
So, Seeds is still great at what it does. But I would say Seeds and patches are close to equal in power. Especially in relation to the rest of the power set they appear in.
endurance slotting ideas
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So, Seeds is still great at what it does. But I would say Seeds and patches are close to equal in power. Especially in relation to the rest of the power set they appear in. |
1) Contagious Confuse proc added to seeds also gets nearly all of the bosses.
2) A knockdown patch, while helping with bosses, does not mitigate nearly the amount of total damage coming in from the entire spawn that seeds does even without getting the bosses. While bosses are usually the big threats, we're really concerned about total damage, regardless of source, and if I can completely mitigate all but the bosses I'm better off than mostly mitigating all plus the bosses. That's true for solo, and even moreso for teams.
On a plant/storm, freezing rain is mostly used as a debuff because seeds is just that good. You're still better off with seeds+roots+freezing rain than you are using freezing rain for its knockdown effect, in no small part because roots is your primary killing weapon at least until 35. Even after 35, when Tornado becomes available, roots is your primary killing weapon in that it leverages Tornado.
In terms of power strength, freezing rain as a complete power is one of the most powerful all around choices in the game. As strictly a knockdown effect, however, it is well below what seeds can do.
Ok so I really want a Stormie, going to be for teams and playing at lvl 50 IO'd.
I am looking for a primary with lots of immobilisation so mobs can't flee, Freezing Rain, Tornado, Lightning storm etc etc... I dont plan on taking Hurricane and ill prob be a flyer.
I was looking at earth so I can stack Quick sand over and over, but I hate the animation for stone cages.. as i am sure most of my team mates would as well... It's great on open maps but in caves and TF's it's a bit obtrusive.
Soooo my 2nd choice would probably be Plant, or Fire... Now i have Fire trollers coming out my ears with a Fire / Kin,Rad,FF,Thermal,Sonic already so can anyone help in my descision and convince me what set would be best.
I would roll a Storm fender if there was an AoE Immob available but heh....
Help pls?!
Consciousness: that annoying time between naps.