Silas is Full of Hot Air and So...Can You?
nice guide as always
The only thing I would add is for the Lightning Storm: If you have enough slot you can place the Chance to hold proc ( can't remember which set). Each lighting strike will then have a chance to hold the enemy in place. It works really well and the hold itself is pretty decent.
As for Tornado, don't use it with a grav troller. It's one of few troller set that doesn't have a -kb in the Aoe Immo. (I learned that the hard way on my grav/storm lol) Unless like Silas said and you want to create Chaos...
Anyone who plays or wants to play storm please please take this guide to heart. Silas is one of the two people who are good at it
The Melee Teaming Guide for Melee Mans
This guide made me think of the best troller combination to use Tornado (since my other troller can't) so I just rolled a earth/storm troller... I blame Silas for fueling my altism.
This is what I came up with so far:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Fossilize
- (A) Basilisk's Gaze - Accuracy/Hold
- (13) Basilisk's Gaze - Recharge/Hold
- (13) Basilisk's Gaze - Endurance/Recharge/Hold
- (15) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Accuracy IO
- (A) Gravitational Anchor - Immobilize
- (3) Gravitational Anchor - Immobilize/Recharge
- (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (5) Gravitational Anchor - Accuracy/Recharge
- (5) Gravitational Anchor - Immobilize/Endurance
- (A) Devastation - Accuracy/Damage
- (9) Devastation - Damage/Recharge
- (9) Devastation - Damage/Endurance
- (A) Endurance Reduction IO
- (7) Slow IO
- (7) Endurance Reduction IO
- (A) Run Speed IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (11) Resist Damage IO
- (11) Resist Damage IO
- (15) Impervium Armor - Resistance
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Run Speed IO
- (A) Achilles' Heel - Chance for Res Debuff
- (17) Touch of Lady Grey - Chance for Negative Damage
- (17) Touch of Lady Grey - Defense Debuff/Endurance
- (19) Touch of Lady Grey - Defense Debuff/Recharge
- (19) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (21) Touch of Lady Grey - Defense Debuff
- (A) Miracle - +Recovery
- (A) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (43) Efficacy Adaptor - Accuracy/Recharge
- (46) Efficacy Adaptor - EndMod/Accuracy
- (50) Efficacy Adaptor - EndMod/Endurance
- (A) Stupefy - Accuracy/Recharge
- (23) Stupefy - Endurance/Stun
- (23) Stupefy - Accuracy/Endurance
- (29) Stupefy - Accuracy/Stun/Recharge
- (29) Stupefy - Stun/Range
- (A) Achilles' Heel - Chance for Res Debuff
- (25) Dark Watcher's Despair - To Hit Debuff
- (25) Dark Watcher's Despair - To Hit Debuff/Recharge
- (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (27) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (33) Basilisk's Gaze - Accuracy/Recharge
- (33) Basilisk's Gaze - Recharge/Hold
- (34) Basilisk's Gaze - Endurance/Recharge/Hold
- (34) Lockdown - Recharge/Hold
- (34) Lockdown - Accuracy/Recharge
- (A) Fortunata Hypnosis - Sleep
- (31) Fortunata Hypnosis - Sleep/Recharge
- (31) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (31) Fortunata Hypnosis - Sleep/Endurance
- (33) Fortunata Hypnosis - Accuracy/Recharge
- (A) Dark Watcher's Despair - To Hit Debuff
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge
- (37) Dark Watcher's Despair - Recharge/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Healing IO
- (A) Call to Arms - Accuracy/Damage
- (36) Call to Arms - Endurance/Damage/Recharge
- (36) Call to Arms - Accuracy/Damage/Recharge
- (36) Call to Arms - Damage/Endurance
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (43) Devastation - Chance of Hold
- (A) Decimation - Accuracy/Damage
- (42) Decimation - Damage/Endurance
- (42) Decimation - Damage/Recharge
- (42) Decimation - Accuracy/Damage/Recharge
- (50) Decimation - Accuracy/Endurance/Recharge
- (A) Red Fortune - Endurance
- (45) Red Fortune - Defense
- (45) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (46) Red Fortune - Defense/Endurance/Recharge
- (46) Resist Damage IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 3% Enhancement(Stun)
- 39% Enhancement(Accuracy)
- 86.3% Enhancement(RechargeTime)
- 137.3 HP (13.5%) HitPoints
- MezResist(Immobilize) 7.7%
- 26% (0.43 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
Any major change I should do? Seems like a fun build lol
t ElectroHawk, Looks pretty good but there's a few things you might want to look into:
You've got no end rdx in Steamy Mist so it'll put a real hurting on your end bar, especially in conjunction with the rest of the /storm stuff and Earth.
For endurance, unless you've got your heart set on Ice Mastery for concept or whatever I'd recommend you go Power or Fire Mastery so you have an endurance management tool or you're gonna be sucking wind a lot of the time. Hibernate can work but taking yourself out of the fight for 30 seconds at a time every few minutes is bad news bears.
You can take some slots out of Freezing Rain, I'd go with 1 Achilles proc, 2 rech/ends and a recharge. Also given that Achilles Procs don't stack, you can take the Achilles proc out of Earthquake since Freezing Rain will be your go-to res debuffer.
I'd also try and fit in the Earth pet if you can, since he's really tough and doesn't have time-set lifespan like the rest of your damage pets he'll more than do his endurance cost worth of damage.
For Lightning Storm, I'd take the hit to global recharge and take out the Decimations. Frankenslot it with the Dam/rech, dam/end/rech, dam/end and acc/dam/end from Thunderstrike and the hold proc and quad from Devastation. That'll give you much better recharge and endurance values.
The Melee Teaming Guide for Melee Mans
having a Storm/dark fender and also a Fire/storm Corr.
I know there are times having the Cane up and creating a safty zone for blasters or Doms (I have played both so I know they can go down like a 5.oo ******). As well as times you just want to run into a mob and turn it on.. Poof the 3 mobs in the caves are now everyware.
my bad part is remimbing that I have the heal (but when I do I can keep you from a quick dirt nap)
Thunder Clap is from the minor drunk walk, Angry Cloud is for everyone else. using them together with the Rain makes for a dead mob and angry brute with no furry (and a snickering Corr)
Electrohawk: once your at least 38, you should try for an all Storm katie. best revenge on mary you can have.
Lead Squirrel at Dr. E Spider robotic site #643
Nothing saids its your spot like an ourob. Portal dropped on the ground.
Successful Silas is successful! I want to roll a storm toon now!
I have a stormy something collecting dust somewhere. Gotta blow the dust off her and see where I made my mistakes. (Probably not too many yet. I think she's only lvl 6 or 7. )
Current favs: Champ: Frau Schmeterling-22 MM 50s: NOTW-Blaster, Cat-Girl Commando-corr, Queen of the Dawn-PB, NOTW-Def, Peterbilt-Brute, IcedTNA-Tank, Archilies-scrap, Mann Eater-stalk, Redemptive Soul-toller, Mt Fuji of A-Team-Tank, Hot Stuff Vale-Dom
My MiniCity
Cool guide, but:
A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread
Ahaha, whoops. Sec, lemme fix that.
Edit: fix'd
The Melee Teaming Guide for Melee Mans
Silas great guide as usual. Since you have an ice/stormie could you please comment on my build? Don't think I'll return to redside soon but I got a lowbie and a planned build (which I modified some with your advice) - went for recharge, recovery and +hp, tried +dam but failed
Villain Plan by Mids' Villain Designer 1,621
http://www.cohplanner.com/
Click this DataLink to open the build!
01 ice storm: Level 50 Magic Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Gale -- Acc-I(A)
Level 2: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(11), Slow-I(11), Slow-I(13)
Level 6: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(13), RechRdx-I(15)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(17), Lock-EndRdx/Rchg/Hold(19)
Level 10: Hurdle -- Jump-I(A)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23), RechRdx-I(25)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 16: Freezing Rain -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(27), AnWeak-DefDeb/EndRdx/Rchg(27), AnWeak-Acc/Rchg/EndRdx(29), LdyGrey-DefDeb/Rchg(29), Achilles-ResDeb%(31)
Level 18: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Hurricane -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(36)
Level 24: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(37), ImpArm-ResDam/Rchg(37), EndRdx-I(39), LkGmblr-Rchg+(39)
Level 26: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(42)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Blizzard -- Posi-Dmg/EndRdx(A), Posi-Dam%(42), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), RechRdx-I(46)
Level 35: Tornado -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(42), S'bndAl-Acc/Rchg(43), S'bndAl-Dmg/Rchg(43)
Level 38: Lightning Storm -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Hold%(46), Thundr-Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
Level 44: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc/Rchg(50)
Level 47: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(50), TtmC'tng-ResDam(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
------------
Set Bonus Totals:
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 2,5% Defense(Energy)
- 2,5% Defense(Negative)
- 1,88% Defense(Psionic)
- 1,25% Defense(Ranged)
- 9% Max End
- 71,3% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 156,6 HP (14,6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8,25%
- MezResist(Sleep) 2,2%
- MezResist(Stun) 2,2%
- MezResist(Terrorized) 2,2%
- 18% (0,3 End/sec) Recovery
- 38% (1,7 HP/sec) Regeneration
- 4,41% Resistance(Fire)
- 4,41% Resistance(Cold)
- 5% RunSpeed
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Silas great guide as usual. Since you have an ice/stormie could you please comment on my build? Don't think I'll return to redside soon but I got a lowbie and a planned build (which I modified some with your advice) - went for recharge, recovery and +hp, tried +dam but failed
Code:
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The only things I'd change are very minor. I'd swap the Thunderstrike dam/rech in Lightning Storm for a dam/end. You only lose a second or two of recharge but it'll cost a few end less. You could also take the generic end rdx IO out of Steamy Mist and put it on Ice Blast instead, since your attacks will account for a lot more end burning than your toggles.
As for +dam, it's nice to get but I'd not worry too much about it. You get much higher damage returns from +recharge which you've got plenty of.
The Melee Teaming Guide for Melee Mans
Thank you Silas!
Man I don't know how you managed to put kinetic crashes in Gale in such a tight build as you said in the guide lol. But seems like a fun combo although I'm not even level 16 yet for Freezing Rain, although I'm familiar with most Storm powers, had a Storm/Elec defender a long time ago... She was deleted right before Tornado because I couldn't stand the low damage anymore (elec + defender = lol) so I never used Tornado or L. Storm, but I'll get there.
Hurricane:
This is something I could dedicate an entire How to Not Be Awful section to. But basically, the golden rule is this: be gentle, lover.
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Another fun tactic is to put Gale on auto and target through your favorite scrapper! (Plz, be sure the scrapper does not have the star before attempting this one....)
Phantom Flight / Villainous Llewthorous
@TFury
@T.Fury
Love all your guides and all your enthusiasm, Silas. I do take issue with the resist slotting in Steamy Mist as a given, as per a thread I started on the archtypes forum. With the more universal nature of defense, as opposed to the hit or miss nature of fire/cold/energy resist, and defense's increasing value as you get more of it (and Squishys are going to be getting more defense than resist, obviously), I think there's a strong case to be made for slotting for defense here on many toons, or Frankenslotting for defense/resist/endurance rdx.
Love all your guides and all your enthusiasm, Silas. I do take issue with the resist slotting in Steamy Mist as a given, as per a thread I started on the archtypes forum. With the more universal nature of defense, as opposed to the hit or miss nature of fire/cold/energy resist, and defense's increasing value as you get more of it (and Squishys are going to be getting more defense than resist, obviously), I think there's a strong case to be made for slotting for defense here on many toons, or Frankenslotting for defense/resist/endurance rdx.
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I'll always be a "Champion" at heart. My server away from home.
"When the people fear their government, there is tyranny; when the government fears the people, there is liberty." - Thomas Jefferson
Well these are mostly advice columns. He didn't say follow what I said to a tee or I'll haxxor your account and delete all your toons after stripping them bare and having them do the run of shame through Atlas...not that I know anything about that...
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Edit: Hey Silas, I cannot recall if you have a guide to fire/dark, though there isn't much guideance needed.. I was comtiplating rerolling my dom into a fire/dark corr.
I'll always be a "Champion" at heart. My server away from home.
"When the people fear their government, there is tyranny; when the government fears the people, there is liberty." - Thomas Jefferson
I'll always be a "Champion" at heart. My server away from home.
"When the people fear their government, there is tyranny; when the government fears the people, there is liberty." - Thomas Jefferson
t MaxLongstreet, A very good point, thanks for pointing that out my Shadowfall, Arctic Fog and Steamy Mist slotting is an awful throwback to my D3 days, where the psy resistance was king. I had never really thought about it until now.
Which is silly, because I respecced my Cold corr a while back to be softcapped s/l once Castle fixes it. So thanks Guides have been updated.
t GATTACA, read the sig, homeslice. Also, doooo eeeet.
The Melee Teaming Guide for Melee Mans
Hi Silas! *waves*
Here's my 2ct:
there are only two people who can play Storm well and they both died in the 1800s! |
Gale: |
O2 Boost: |
Steamy Mist: |
Freezing Rain: |
Hurricane: |
And yes, some recharge doesn't hurt. Hurricane is at a recharge of 5s in my build (down from 10s) which seems to be enough. Most of the recharge comes from global recharge bonuses, though.
Hurricane can generate a lof of aggro and I'm not talking about NPCs. So get back to the top of this thread and reread the HTNBA section in Silas guide. Now!
Tornado: |
It should be noted, that Tornado takes Pet IOs. Soulbound Allegiance is quite cheap for a purple set and gives an impressive bonus to regen and HP for example.
So uh. Hope this has been helpful. |
Hi Silas! *waves*
Here's my 2ct: Well, I didn't die. It just took so long to get all the dayjob badges. To emphasize what Silas already said: Skip it if you can. There's always another better power you could pick instead. Don't slot it unless you really want the setIO bonus. O2 also removes and protects against sleep and gives protection against recovery debuffs (!) plus it gives a nice perception bonus very useful against Smoke Grenades. Steamy Mist also gives protection against confusion. I wouldn't priorize slotting the Achilles Heel -res proc here. FR gives a 35% res debuff which is good enough to remove all resistance from more than 50% of all possible enemies and takes a huge bite from all those who have better than 35% resistance. In normal play you won't notice a difference (I tried it with and without the proc). Except, perhaps, if you fight single strong enemies and calculate the DPS afterwards. Also debuffs range. And yes, some recharge doesn't hurt. Hurricane is at a recharge of 5s in my build (down from 10s) which seems to be enough. Most of the recharge comes from global recharge bonuses, though. Hurricane can generate a lof of aggro and I'm not talking about NPCs. So get back to the top of this thread and reread the HTNBA section in Silas guide. Now! Tornado does only minor damage and it's not really DoT plus it invokes fear. It does a maximum of 6.67*61 smashing damage (unslotted) over its lifetime (30s) IF the enemy stays in contact all the time. Unfortunately this is very unlikely. Anyone without KB protection gets thrown around and anyone with enough KB protection better has some protection against fear as well or is immobilized or you will see him running a lot and this includes many AVs. It should be noted, that Tornado takes Pet IOs. Soulbound Allegiance is quite cheap for a purple set and gives an impressive bonus to regen and HP for example. |
For the Achilles -res proc, I guess my phrasing was a little funny. I meant prioritize maxing the recharge and then putting in an Achilles proc.
For me it is definitely worth it, because I do a lot of TFs. Getting a chance for an extra -20% res for a single slot is very valuable if you fight a lot of AVs. The FR AoE is pretty damn big so its likely you'll catch a lot of a spawn with the proc and if you drop it on an AV it'll check a few times over its duration so you get a lot of mileage out of it.
The Melee Teaming Guide for Melee Mans
Storm Summoning, my droogs. Much maligned because melee hates KB which Storm has in droves. As someone who hates melee, I enjoy Storm because I can passive aggressively drive them off my teams. Take that, scrapper fiends! Nah, seriously though, Storm does have a lot of KB but it’s very possible to minimize it and if you do use it, to use it to good effect.
KB stuff away from melee = MELEE HAZ A SAD
KB stuff towards melee = MELEE GIVE HUGZ
Now I can already hear you cry, but Silas, there are only two people who can play Storm well and they both died in the 1800s! YES, AND WE GREATLY MOURN THEIR PASSING.
But this is the time for change! It is totally possible to play Storm without being an awful, awful Fehlgeburt. Come, take my hand and let us prance through the fields of Storm. Don’t mind the lashing rain and gale force winds.
So you can play Storm in such a way as to be not terrible. Cool, not being awful is nice, but is that it?
I SAY NAY, SIRRAH:
Why Storm is Awesome and You Want to Be One:
• Very high damage/control support set
• No team buffs to worry about maintaining, just do yo’ thang
• Great mob positioning tools to both cause and control chaos.
• A fairly decent ally heal if you want to maintain the façade of not loathing your team mates and wanting them to die.
• Freezing Rain is like Sleet which is GREAT except unlike Sleet you don’t have to wait till like level one million to get it. So yay!
• Very powerful AoE debuffs
• Immense, (and I mean immense), abilities for team griefing :3
AND SO:
Gale: Cone high KB, minor damage (smashing)
Slotting Recommendation: Ehm, depends. As positioning tools go, this is pretty crude and you’ve got much better options in the rest of the set. I have it 6 slotted for Kinetic Crash set bonuses and on the rare occasions I use it, I want it to do its thing well. That said, I use it very rarely and unless your loathing for your fellow man is larger than mine (hah! Unlikely.) you probably won’t either so there’s not much point giving it slots. I would say slot it if you want set bonuses, otherwise don’t bother. Please, please don’t slot for damage. If your team wanted huge amounts of KB for anemic damage, they would have invited an energy blaster. Zing!
How to Use: To send stuff in a huge cone in front of you a-flying. It can come in handy very occasionally, but with all the energy and finesse you put into a good Gale you could have used Hurricane to put them there faster, less messily and debuffed them to boot. To that end, Hurricane is for fine positioning, Gale is if you just want something out of your face right that instant and you don’t care too much where it lands.
O2 Boost: ally +heal +protection (Stun, End Drain) +perception
Slotting Recommendation: Well, it’s a decent heal but healing really shouldn’t be your priority as a Stormy. I put 5 Doctored Wounds in it for set bonuses and while it’s far from a priority power, you might as well make the most of it if you can spare the slots.
How to Use: Well uh, most obviously for healing. Someone’s green bar gets dented, bubblegurglebubble O2 Boost them back up to healthy. The stun and end drain protection should not be ignored, however. While I wouldn’t take the time to keep all the squishies on a team O2 boosted fighting stuff with a lot of stuns, if you see someone stunned or someone calls it out, hit em with O2 to break them out of it. If you’re fighting stuff with a lot of end drains (Mu, Malta) it’s also pretty nice to keep a couple O2s on whoever is leading into the spawns to stop their blue bar going cough splutter poot. Also, unfortunately no matter how many O2s you stack on them, you can’t nullify the end drain of a nuke. I’ve tried :C It also gives +perception which is pretty nice if you're fighting Arachnos with their frigging Smoke Nades.
Snow Storm: toggle enemy PBAoE slow -rech -fly
Slotting Recommendation: I went with 2 end rdx and 2 slows. It uses a tonne of endurance and the rest of Storm is pretty end-heavy as is, you really want to minimize how much this uses. 2 slows ensure brings the slow to -90% which is the slow cap. Slow resistant stuff (GOD I HATE WARWOLVES) will still ignore it (GOD I HATE THEM SO MUCH) the difference is very noticeable against anything else.
How to Use: Sadly unlike other delicious enemy toggles, you can’t really pull with this. Well, you can, but it’ll be like watching paint dry. Or playing a Defender. Use this on a central dude in a spawn to keep them where they are for Freezing Rain and stuff. Just be aware that the animation is a tad on the slow side so if stuff is dying fast or there’s a controller/dom locking stuff down you don’t need to bother. Only use Snow Storm if stuff is running all over the place and you need them to stop so you can deliver FACE PUNCHES.
Steamy Mist: awww yeah steamy bow chicka okay FINE, god, you spoil all my fun. PBAoE ally +stealth +def(all) +res(fire/cold/energy) +confuse protection
Slotting Recommendation: Defense and end rdx first. The defense is against all types whereas the resistance isn't. The defense also stacks a lot more easily with whatever defense the team has. Since you’ll be running this almost all the time, make sure you get good endurance reduction too. Good place for Karma/Steadfast -KB IOs.
How to Use: Toggle on, don’t turn off unless you’re leading an NPC somewhere. While the resistances aren’t always needed, the stealth is always great. Both will help you and other squishies not get splattered. This in conjunction with a stealth proc or Super Speed gives you full invis which is very handy for positioning. It also gives confuse protection which is pretty handy against Succubi and the like.
Freezing Rain: location AoE -def -res (all) slow, -rech, minor KD, minor DoT (lethal)
Slotting Recommendation: Priority is to get maximum recharge and an Achilles -res proc. Getting good values for defense debuff and endurance reduction is also important.
How to Use: Open fights with it. Drop on spawns. Make them go dead faster. You want to use this all the time, its fantastic. This is a cornerstone power in Storm, and the other powers in the set (most notably Hurricane) allow you to make the best use of it.
Hurricane: PBAoE repel, KB, -tohit, -range
Slotting Recommendation: For -tohit and endurance reduction. This is a very hefty tohit debuffer but uses a lot of endurance. Slot accordingly. Godspeed. ALSO: recharge.
lol
wat?
Recharge in a toggle? Yes. Because this isn’t an Always Power(tm). It’s a power you turn on and off when needed, so you want it recharging sharpish like. I wouldn't put recharge SO or IOs in it, but if you're using a set (I went for 4 Dark Watchers) get the ones with some recharge if you can. Global recharge as well is also usually enough. As long as you've got it recharging in 4-6ish seconds it's good.
How to Use: Well. This is something I could dedicate an entire How to Not Be Awful section to. But basically, the golden rule is this: be gentle, lover. Unless it’s incredibly KB/repel resistant (like an AV) you should pretty much never have something in the middle of your Hurricane. It’s possible to debuff stuff with the very edge of the ‘cane without shoving it around. If you do want to shove stuff around (which is also a very valuable use of the power) you still only need to graze them with the edge of it. Stuff will occasionally get randomly KBed, but if you’re gentle with it they’ll generally go flying to where you wanted them to go to begin with. It also debuffs range by a sizeable amount (60%), so stuff you nick with it will have a much harder time hitting as well as needing to be closer to do so. Stacks nicely with Taunts -range. Good times.
It’s a very fiddly power, but an incredible useful and powerful tool. Practice with it until you get a good feel for its nuances. Probably best to do this solo.
Here’s a picture to show you the ranges on the power. The blue circle is the range on the visual sfx, about 15 feet. The red circle is the actual range of the power, about 25 feet. Anything in between the red and blue lines can and will be repelled and sporadically KBed. In order to gently nudge stuff around, you want them to be riiiight on the edge of the red line. Unfortunately one of those things you’ve gotta get a feel for. Like a big ol’ bag of sand. Crunch crunch.
In fact, I’ve decided to give Hurricane its own HTNBA section. Exciting!
How to Not Be Awful With Hurricane:
• As above, be gentle. If you’re running right at stuff and getting them right into the middle of it and hurling them everywhere YOU ARE DOING IT WRONG. There is almost never a time when you want stuff radially KBed.
• For positioning. For stuff that’s wandered outside of the main spawn or has been KBed out by your Lightning Storm or whatever, gently nudge them back into the AoE killzone with this. A good Stormy means there are fewer random stragglers to chase down, not more.
• When not using it for positioning, it’s still a great power to have running just to keep stuff out of melee from you/other squishies. Fighting stuff with big bifurcating melee weapons it can be a lifesaver to run this for a safezone for the squishies because anything trying to melee you or them will be pushed back and debuffed. Just you know, don’t make the squishy safezone right in melee where it’ll be obnoxious for stuff like Fulcrum/Heat Loss/lolmelee/etc.
• For debuffing. As I said above, you don’t have to get stuff within the repel radius to debuff it. If you’re careful about it, you can debuff stuff in a spawn without pushing them around. Since the -tohit on Hurricane is pretty huge, this is a skill you want to hone.
• Don’t be lazy about Hurricane. Don’t either never use it or never turn it off. The animation is sluggish so you don’t want to be flicking it on and off all the time, but leaving it running all the time is a pretty good way to piss off a team.
• Positional awareness. Running Hurricane you’ve gotta keep an eye on how close you are to stuff so you don’t accidentally push/aggro stuff as you’re running around. As a huge slacker I resent being made to expend any kind of effort, however I’m a big boy and with regular therapy I manage. So can you.
• While you can stand right next to an AV without KBing them with Hurricane, its generally better to only touch them with the edge of the debuff instead. This means they’ll get the debuff without you throwing all of their minions and stuff away who would otherwise be delicious, delicious Fulcrum/Heat Loss/Soul Drain fodder.
• Mobility. If you’re running Hurricane to move stuff around you want to have as much freedom of movement as possible. Hurdle and CJ are great for this, but if you’ve gotta do a lot of positioning with ‘cane you might want to hold off on attacks just so you don’t get suppressed. Attacks like Freezing Rain/Ice Storm/Rain of Fire are great for this because you can drop them and not be suppressed, then focus on pushing stragglers back into the storm. Good times.
• Practice makes perfect. Boring, cliché advice but very true. While it is totally the worst that you have to like, pay attention and ****, Hurricane in the right hands is a fantastic tool.
Thunderclap: PBAoE stun
Slotting Recommendation: Weeeeell…as stuns go its pretty butt, to be honest. Animation is glacial, accuracy is low, duration is short, recharge is long. It’s also PBAoE, meaning it doesn’t play nice with Hurricane. I went with 5 Stupefys because the set bonuses are delicious and when I want to use Thunderclap I want it to count. If you’re not going to dedicate a fair few slots to it, don’t bother. It’s certainly not a key power, so don’t worry. It does have more use for controllers, who can stack it with a stun from their primary and who can have an AoE immobilise to mitigate the stun stagger.
How to Use: If you want to stun a spawn, hop right in the middle (perhaps best to turn ‘cane off first :3 ) and shhhhRRRRAAAKOOOOOOOMMMM they’re stunned. Well, minions and lts are. They will now kindly refrain from shooting you in your face, but they will drunkenly stagger around, sometimes at high velocity. Minimize this with an AoE immob if you have one or Snow Storm to slow their stagger to a crawl. If they get really unruly you can always nudge them back into place with Hurricane.
Tornado: pet with PBAoE KB, -def, stun, high DoT (smashing)
Slotting Recommendation: Of the various aspects of this power (KB, defense debuff, stun, damage) only the damage is worth slotting for. It throw stuff around enough without being slotted for KB, the -def is nice but the damage is nicer and the stun is a minor side effect at best. The damage is actually pretty impressive, the only problem is you’ll only get the benefit of it if you can lock stuff down.
How to Use: if you just throw this around you’ll create havoc. Great if that’s what you want to do, but generally you’ll want the havoc to be controlled. Due to this, be circumspect in your use of Tornado or not at all. If you’ve got an AoE immobilise with -kb then go nuts, otherwise only drop it as a panic button to give you some breathing room and you’ve exhausted all other options or on a KB resistant target like an AV.
Lightning Storm: pet with high damage (energy) KB, -end -recovery
Slotting Recommendation: This is a tricky power to slot. You want as much damage and recharge as you can get, but it uses a truckload of endurance so you want good end rdx too, as well as being able to slot some nice procs. I recommend frankenslotting from the ranged damage sets (Thunderstrike is great for this, appropriately enough) to get good dam/rech/end values. Accuracy can’t hurt, but it’s far from necessary with its high base accuracy and Freezing Rain.
How to Use: Throw it up and it’ll fire lightning bolts at stuff. It does fantastic damage, especially combined with Freezing Rain. The downside is that each bolt does KB, so if you’re not careful about where you place it, it’ll send stuff flying. While you can easily correct this with Hurricane, its best to minimize it in the first place. You can do this by dropping Lightning Storm in the air directly above a spawn, so that they’re knocked back straight down, so it’s effectively KD.
How to Not Be Awful:
• When using Gale, less is more. Much, much more. Rare is the time when you absolutely have to throw everything in a huge cone back. Sometimes stuff bounces and flies back further, sometimes they don’t. Its unreliable distance, unwieldy cone and much better positioning tools means Gale is almost never worth it. Keep on your bar only if you enjoy tormenting Scrappers.
• If you’re going to torment Scrappers, go whole hog. Turn on Hurricane, put Gale on auto, set yourself on Follow to the scrapper and target through them. :3 They’ll rage so hard they’ll give themselves an aneurysm.
• Okay 4 srs though don’t do that, its not a nice thing to do. Or what you can do is be more subtle in your tormenting, always be excellent in your storming so that the scrapper will extol the virtues of Storm and their peers will think them delusional and scorn them as a pariah. Muahaha.
• Storm can be trickier to use in open maps, but for this it shines in indoor maps. Especially office/warehouse maps with lots of delicious corners to herd stuff into with Hurricane and then obliterate with AoEs.
• That said, try to judge when its best to push stuff into corners and when to just tackle the spawn where they were. If the team is moving fast and is plenty safe, it’ll generally be more of a hindrance to insist on rounding things up into a corner. When this is the case, circle around it to push the spawn together into itself, rather than towards somewhere else.
• When dropping Tornado as a panic button because the team is getting mauled, bear its duration in mind. If you think you need the full 30 seconds to regroup, go ahead and chuck it out. If you only need 5-10 seconds go with another option because otherwise you’ll have the Tornado following you around making a mess of things when you don’t want it around.
• Speaking of Tornado, while it does do a lot of damage to KB resistant targets (especially AVs), it will throw everything else around the AV all over the place and there’s no guarantee it’ll focus on the AV rather than chasing some poor minion it just threw across the room. If you’ve got someone on the team who benefits from big spawns (kinetics, cold, dark melee, willpower, invuln, shield defense) hold off on Tornado. If you really want to drop it on an AV wait until the spawn around it is dead.
• Jump-cancelling (video here) can be very tricky to master, but if you can get the hang of it for the Snow Storm/Freezing Rain/Lightning Storm animation, it’ll be tremendously useful for your mobility, especially for Hurricane. Even moreso if you’ve got something else which shares the same animation (Ice Storm/Blizzard/Rain of Fire).
• Don’t underestimate soft controls. Freezing Rain and Snow Storm is a devastating combination because the mobs will try to run out of the patch but are slowed to hell and back, giving you and the team plenty of time to take them apart.
• Storm Summoning is end heavy. I find this to be the case even with heavy endurance reduction slotting. Invest in +recovery from sets and/or other endurance management tools. As someone who loves Blizzard SO MUCH I took both CP and Power Sink.
What Goes Well With Storm Summoning:
Ehm, I'd say there are several good options for Storm. Fire is of course, as with almost any Corr secondary, balls-acheingly great. Rain of Fire + Freezing Rain = win. Fire just does absurd amounts of damage which goes well with the debuffs and damage of Storm, but you will be pretty squishy and end-heavy.
Sonic is a great primary for teaming and is very endurance light. The drawbacks of Sonic, (namely, crap AoE and lowish on damage in general), are covered by Storm.
I went with Ice for all the rain synergy, all the stacking AoE slows are great. Freeze Ray is great for marking the Snow Storm anchor and Ice isn't too end heavy.
How Silas Does It:
Behold!
So uh. Hope this has been helpful. Sorry for the delays and all that, if it helps, I blame the Warshade.
Now go forth and trow stormz!
The Melee Teaming Guide for Melee Mans