I did a bad, bad thing


Asha'man

 

Posted

As a note for outdoor maps (an subsequent indoor rooms that are a bit spacious), if you are fly/hovering above the enemies and using knockback powers, you'll knock them back into the ground. It'll lower airborne time (obviously) making your mitigation time worse, but it'll keep them in position of where you want them.

Another suggestion to you (since you're doing electric pool) is take the immobilize. Sure it won't deal as much damage as the melee attack, but when you are using tornado on the one remaining boss of the mob, use it. That'll give that boss -knockback and then use tornado on top of him. That'll grind him away quickly and will also debuff his defense so you'll be able to hit. With just the simple combo of a bit of accuracy in your attacks, tornado, and freezing rain, you should be able to hit MoG Paragon Protectors. If not your attacks, tornado is auto hit so he'll at least be taken down by a series of 1-5 ticks until he finally dies. For MoG'd PP, Tornado also shines that a boss flying through the air constantly can't attack to kill you. However, when I use my Storm/Dark on Manticore TFs, I laugh when a PP uses his T9. Go ahead and be resistant. I'll kill you anyhow.

As for set IOs and tornado, I'd suggest taking the Heel proc (-res) so then not only are you damaging and debuffing their defense, but you're also giving a chance to kill them faster. Great on AVs/GMs. They don't get KB'd (usually) anyhow so you're just using tornado as extra damage.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by StormyDarkness View Post
Another suggestion to you (since you're doing electric pool) is take the immobilize. Sure it won't deal as much damage as the melee attack, but...
Factoring in animation time, electric fence will actually do more damage.


 

Posted

Quote:
Originally Posted by Sardan View Post
Yes. While Fire might not, I certainly will. STOP PLAYING BURGERTIME.

Look, the fact is you suck at Burgertime. This is upsetting to serious Burgertime players like me. My Burgertime guild and I were chatting over Vent last night and we all agreed that your continuing participation in our beloved sport is an affront to our collective honor.

I've trained for years on this game. It cost me my marriage, my job, and the respect of my children. I don't care. It's all been worth it. I have been petitioning the IOC to make Burgertime an official Olympic sport. It sickens me to see dilettantes like you trivializing this sport of kings.

Burgertime is serious business, bub.
So awesome...still one of my favorite games ever. *sigh* if only COH could be as awesome...



 

Posted

Quote:
Originally Posted by Garent View Post
Factoring in animation time, electric fence will actually do more damage.
No excuses then. *smiles*


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by StormyDarkness View Post
As a note for outdoor maps (an subsequent indoor rooms that are a bit spacious), if you are fly/hovering above the enemies and using knockback powers, you'll knock them back into the ground. It'll lower airborne time (obviously) making your mitigation time worse, but it'll keep them in position of where you want them.

Another suggestion to you (since you're doing electric pool) is take the immobilize. Sure it won't deal as much damage as the melee attack, but when you are using tornado on the one remaining boss of the mob, use it. That'll give that boss -knockback and then use tornado on top of him. That'll grind him away quickly and will also debuff his defense so you'll be able to hit. With just the simple combo of a bit of accuracy in your attacks, tornado, and freezing rain, you should be able to hit MoG Paragon Protectors. If not your attacks, tornado is auto hit so he'll at least be taken down by a series of 1-5 ticks until he finally dies. For MoG'd PP, Tornado also shines that a boss flying through the air constantly can't attack to kill you. However, when I use my Storm/Dark on Manticore TFs, I laugh when a PP uses his T9. Go ahead and be resistant. I'll kill you anyhow.

As for set IOs and tornado, I'd suggest taking the Heel proc (-res) so then not only are you damaging and debuffing their defense, but you're also giving a chance to kill them faster. Great on AVs/GMs. They don't get KB'd (usually) anyhow so you're just using tornado as extra damage.
Thank you, this is most helpful. I did take Tornado on an earlier suggestion here, and was left wondering what the situations might be where this attack would be useful on teams, since all it seemed to do was to interfere with mob concentrations and made debuffing them harder rather than easier.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

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Quote:
Originally Posted by Heraclea View Post
Thank you, this is most helpful. I did take Tornado on an earlier suggestion here, and was left wondering what the situations might be where this attack would be useful on teams, since all it seemed to do was to interfere with mob concentrations and made debuffing them harder rather than easier.
Indeed, wise words Stormy Darkness. Against AV's and bosses it's a God Send. Me and the team I was on was having a tough time taking down Infernal. (He was a bit high lvl and he was 1 and 2 shotting people) Well...at times...on my Fire/Storm I forget I have a secondary lol so when things seemed to go downhill (two ppl quit during the fight) I asked the Empath on the team to buff me and keep me in the green if possible... as me and the Tank Herded Infernal in a corner. I threw down Bonfire and Tornado and watched as his health bar quickly started to reduce to nothing. It was quite Awesome and now I purposely Target the biggest nastiest thing in the Room. It's addictive. I Haven't had this much fun taking down such huge threats since I played my Nin/Nin Stalker.

Also thanks for giving me an idea how to continue to play my Storm/Dark Defender. I shelved him after Lightning Storm due to the fact I was tired of receiving tells about my kb. It upset me so much I just shelved him .



 

Posted

Quote:
Originally Posted by Garent View Post
Factoring in animation time, electric fence will actually do more damage.
For the longest time, Electric Fence was my Force Field/Electricity's third ranged attach. Once all ticks are factored in, it's DPA is comparable to a T1/T2 (don't recall at the moment) blast.



 

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Originally Posted by Negate View Post
I shelved him after Lightning Storm due to the fact I was tired of receiving tells about my kb. It upset me so much I just shelved him .
Lightning Storm and Hurricane make for a perfect "stay there" strategy. Add Gale, Energy Blast and some mobility and contrary to what the naysayers say, you can be a tank's friend. Against their own expectations, my Storm/Energy made a lot of tanks happy.



 

Posted

Quote:
Originally Posted by Heraclea View Post
Now, the power sets that usually cause me the greatest dismay are Storm Summoning and Energy Blast. So I decided to make a character that combined them, just to see if I could find some value in them.
I created a Storm/Energy with this exact same reasoning, and for the "lulz" value - 4 years later she's become my main. It's an incredibly powerful combo when used well, and is just plain fun to play. The learning curve is steep however. Solo is the most fun since I can just cut loose and fling things around, but it's also pretty satisfying when you can not only off-tank a second aggro'd mob, but proceed to toss them at the tanker's feet.

For power pools I'd recommend Fitness obviously since Storm is an end hog, either Fighting for Tough and Weave or Medicine for Aid Self, and Leadership for Assault and Maneuvers. Plus a travel power of choice - I'd recommend Leaping just for Combat Jumping, since Immobilizes when you need to maneuver (which is constantly) will make you cry, but anything works.

For IO slotting, don't forget one of the nicer perks of Energy Blast, the dirt cheap KB set damage proc (Explosive Strike I believe it's in). This also goes nicely in Lightning Storm. If you picked up and slotted Steamy Mist, Weave, and Maneuvers you're already over halfway to the defense cap, and soft capping ranged defense is a solid investment. I myself went a more unusual route, picking up lots of +hp and +regen - it's worked well for me and it's fun being a /regen defender, but I get mezzed more than if I'd gone with straight defense.

My play style varies a lot depending on the team, but I tend to spend a lot of time on the opposite side of the mob from the rest of the group, knocking stuff back towards them - this is usually the best route when fighting in open terrain (such as the aforementioned ITF). This actually lets me mitigate the knockback of other teammates who use it, using Hurricane and my own KB as a backstop. The stealth from Steamy Mist doesn't suppress in combat, often letting me keep the fight from bleeding into the next mob by playing sheepdog.

On the other hand if the terrain's there, use it. Corners and closets are killing fields, but with practice anything near a wall is in trouble. Don't forget the trick of dropping Lightning Storm to push them in one direction while you push them in from the other. This requires either complex vector math or a lot of trial and error: I chose the latter. Anyway, I hope you have as much fun with it as I have!

p.s. For the first 20-30 levels having a key bound to "/team Oops!" isn't a bad idea, and having a sense of humor is a must.

Edit: syntax error corrected