The Summoning!!
What is the point of your build? What are you trying for? You should always have a goal you are trying to get at imo. It is hard to tell with this build, I will guess some sort of defense build with all the 6 slotted stuff with defense and maybe you want to invis your pets so they get less aggro and it goes to you? I honestly do not know where to start with this build, it confuses me just to look at it honestly lol. You are not even close to any def/res caps so I don't see the point of that build personally if that what you are trying for?
This is just all IMO and you pay for your account so play however you want!
I would slot upgrades with end red and not recharge personally.
You have no way to even heal your pets, yes I know ember has a heal, but from my experience he does not use it all that much and who will heal the ember?
You can't heal yourself in anyway and if you are wanting all the aggro that does not seem good?
I would drop invis other and/or stealth and grab O2 boost or get aid other/aid self
I would slot ALL of the pet procs (the def/res ones I mean) in hell on earth or tornado or a mix of both
Once again you have no heal for your pets, I would drop recall friend and get O2 Boost or do something about the lack of healing like I said above
I think most of your pets are just way over slotted and the demon price slotting seems strange also, I see what you are going for with the longer holds, but I would still go for some damage in his attacks
Like I was saying, I think you are going for a defense type build (tankermind or something?) but you dont have any def/res caps unless I am missing something? so I do not see the point? I guess any res/def is better than none + you have the neg hit from hurricane, so maybe that was your thinking? Since you said nothing to imply anything all I could do it makes my own assumptions.
"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."
Slotting damage in gale, let alone a purple set, doesn't make much sense. It's base damage is way too low. Unless you're just using it as a set mule?
I don't know why you've got EndMods from random sets in Stamina, and Snow Storm doesn't need accuracy at all.
-Morgan.
AS I SAID...I have never played either set before...i was going for higher defense with the sets..but i did not want to ask for help without at least trying to make a build...I never claimed to be a master build builder...maybe i phrased it wrong...i am looking for help with this build because I do not know what to choose...i do not need criticism without any help in mind...you are probably better making builds than me..which is why i am asking for help. So either be constructive or dont help...idc either way...just done be a jerk. Try to escape from the thought that everyone else is an idiot and you are not...so help, or dont help..but if you choose to type something let it be constructive and not belittleing.
The goal of the build is to not die at every mob...i would like higher defense..I see your point with the heals comment.(coulda been phrased differently) but i see your point...The stealth power choices were to have some where to slot recharge IO's since i went without hasten...I know nothing about storm and dont want to be the irritate most storms i have played with are.
The end mods from random sets are slotted because i have it on several other toons and it works...for me at least..
I made an effort to make a build in the hopes i could learn from the comments made...
Check the "Defender Guides and FAQs" sticky thread on the Defender forum for guides to Storm Summoning. Reading them will give you a strong impression of how Storm behaves and what the powers can do.
With this, you'll get a feel for how to slot the powers for your playstyle, and what works where. That'll let us give better critique and guidance as we'll be able to see where you're hoping to channel things.
Well, I would do something like this. I did not complete it and it still has 15 slots left to slot in places. It is just an example of something I would build with DS/Storms. The thing with /storm is it is VERY end heavy and you need a nice bit of end recovery from my experience. I also rarely take a travel power now, I am more than fine with hurdle and ninja run. I have taken SS in the past and was always annoyed by the horrible jump even with hurdle, but I am very happy with the speed and jump from ninja run+hurdle. A few things with this build. If I found I was taking a lot of damage all the time I would take out O2 boost and fit in aid other/aid self. I might also change slotting in lash depending on how it performed, but I definitely love the KD proc in it. I would also experiment and see if I would slot the Ember demon with 2 heal Ios or two resist Ios, but I would most likely add two more slots to them. There is also a chance I might take soul tentacles for the AoE Immobile, so I could throw in tornado without them being flung all over also. I will just tell you though in 99% of groups DO NOT use Tornado. I use Hurricane all the time, but normally I am in the back at a distance and I make sure the squishies know I am a safe haven for them to run if they need protection from mobs.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Summon Demonlings -- U'Loyal-Acc/Dmg(A), CmdPres-Acc/Dmg(3), BriL'shp-Acc/Dmg(3), EdctM'r-Acc/Dmg(5)
Level 1: Gale -- Acc-I(A), FrcFbk-Rechg%(33)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(19)
Level 4: Lash -- KntkC'bat-Knock%(A), Acc-I(5), Dmg-I(7)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Snow Storm -- P'ngTtl--Rchg%(A), EndRdx-I(9), EndRdx-I(9), ImpSwft-Dam%(17)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), Ksmt-ToHit+(11), EndRdx-I(11), EndRdx-I(15)
Level 12: Summon Demons -- U'Loyal-Acc/Dmg(A), CmdPres-Acc/Dmg(13), BriL'shp-Acc/Dmg(13), EdctM'r-Acc/Dmg(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Freezing Rain -- Achilles-DefDeb(A), LdyGrey-DefDeb(34), LdyGrey-DefDeb/Rchg(34), LdyGrey-DefDeb/Rchg/EndRdx(36)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Hell on Earth -- RechRdx-I(A), RechRdx-I(23), C'Arms-+Def(Pets)(23), ExRmnt-+Res(Pets)(25), EdctM'r-PetDef(25), SvgnRt-PetResDam(27)
Level 24: Hurricane -- EndRdx-I(A), EndRdx-I(27), ToHitDeb-I(29), ToHitDeb-I(29)
Level 26: Summon Demon Prince -- U'Loyal-Acc/Dmg(A), CmdPres-Acc/Dmg(31), BriL'shp-Acc/Dmg(31), EdctM'r-Acc/Dmg(31), S'bndAl-Build%(33)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 30: Assault -- EndRdx-I(A)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tornado -- Achilles-ResDeb%(A), ShldBrk-DefDeb(36), ShldBrk-%Dam(36)
Level 38: Lightning Storm -- Dmg-I(A), Dmg-I(39), Dmg-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Tactics -- ToHit-I(A), ToHit-I(42), EndRdx-I(42)
Level 44: Dark Embrace -- ResDam-I(A), ResDam-I(45), ResDam-I(45)
Level 47: Oppressive Gloom -- Amaze-Stun(A), Amaze-EndRdx/Stun(48), Amaze-ToHitDeb%(48), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(50)
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 6: Ninja Run
"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."
OK..that makes sense. I will definately search for the fender storm guides.
I have several toons I do not have a travel power and i could definately use that on my next build attempt. Thanks for the sample build it has given me a good reference. I am wondering if slotting could be similiar in sets to what i used on my /da toons to compensate for the huge end drain....and i typical take tentacles instead of OG on my non melee toons unless im going for the set bonus..cause this toon will hopefully not be in range to use it.
I was wondering about this build as well...can someone post a good build for this combo? It seems it would be awesome together!
Here's what I've come up with so far, I'm still a bit low yet, so I can't say for certain how well it works, but it looks good on paper. Set bonuses were focused on Recovery primarily, plus a little bit of damage beyond that. I figure if I'm going to be using the attacks anyway, the boost can't hurt.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc(3), BldM'dt-Dmg(5), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(43)
Level 1: Gale -- Empty(A)
Level 2: Corruption -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Acc/Dmg(11), Dev'n-Dmg/EndRdx(34), Dev'n-Acc/Dmg/Rchg(46)
Level 4: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(19)
Level 6: Enchant Demon -- EndRdx-I(A), EndRdx-I(33)
Level 8: Swift -- Run-I(A)
Level 10: Hover -- Flight-I(A), Flight-I(25)
Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(15), BldM'dt-Dmg(15), EdctM'r-PetDef(43)
Level 14: Fly -- Flight-I(A), Flight-I(19)
Level 16: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(17), UndDef-DefDeb/Rchg/EndRdx(17)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Lash -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(46)
Level 24: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(50)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Dmg(27), BldM'dt-Dmg/EndRdx(29), BldM'dt-Acc/EndRdx(31), SvgnRt-PetResDam(46)
Level 28: Steamy Mist -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/EndRdx(36)
Level 30: Hell on Earth -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg(31), ExRmnt-Acc/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37), ExRmnt-Acc/Dmg/Rchg(37)
Level 32: Abyssal Empowerment -- EndRdx-I(A), EndRdx-I(33)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Rchg(39), C'Arms-Dmg/EndRdx(43)
Level 38: Lightning Storm -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(39), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Acc/Dmg/Rchg(40)
Level 41: Charged Armor -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(42), S'fstPrt-ResDam/EndRdx(42), S'fstPrt-ResDam/Def+(42)
Level 44: Electrifying Fences -- TotHntr-Acc/EndRdx(A), TotHntr-Immob/Acc(45), TotHntr-EndRdx/Immob(45), TotHntr-Acc/Immob/Rchg(45)
Level 47: Hurricane -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(48), DampS-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitdeb/Rchg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
Hypothetically, at least, this looks like a real damage machine between the -Resist debuffs and the top tier Storm powers (grabbing Electrifying Fences for -Knockback + Tornado). Not sure how well it'll do in terms of keeping the little buggers alive, though.
I don't claim to be a master build maker, which is why I asked. Lots of times people go for different things in their builds than I do.
I have a Bots/Storm, and it's still pretty low level, but I've played it enough to have some ideas on the /Storm part.
At low levels, Gale is a pretty nice mitigation power. Anything you knock down isn't attacking you or your pets. O2 Boost is a bit weak out of the box, so preventing attacks is a lot better. At higher levels, a knockback cone can still be a nice tool if things are getting too heavy, as long as you're careful about where you knock the mobs off to.
Snow Storm is also helpful at keeping the mobs doing anything but attacking you, but it's expensive. It's also noticeably below the slow movement cap, so enhancing slow will help. I kind of like a little recharge in toggle debuffs, so I can get them back up faster if my anchor dies/I get mezzed, but YMMV. (As well as how much global recharge you shell out for.)
Beyond that, I can't claim much direct experience. But based on the powers, I think /Storm would work better as a 'Controllermind' approach. Debuff and otherwise mess with the mobs, but try to let your pets take the hits, because they're a lot easier to heal. With a knockback cone, a knockdown patch, def buffs for your pets, and tohit debuffs for anything that gets too close, you've got a lot of tools to help keep those hits to a minimum.
Of course, I might be a bit biased. I'm enjoying knocking things down again and again so much that I intend to build around doing it as much as possible.
-Morgan.
I think so to...i am trying to figure out how to incorporate the leadership pool since it is definately a plus for the pets...but both sets have some good things I dont want to pass up.
Taking Assault and Tactics imo is very important. I think the numbers are better to take Assault vs "for example" Forge from /thermal. The buff from Assault buffs ALL pets while it is active and not just one or two pets. Tactics is also very important to help keep your pets hitting at all times, especially in groups where everyone wants to go against reds and purples.
I think taking maneuvers might be alright some some builds, but I don't think it is normally worth it. The vengeance power is a good power when people die, but I never take it.
"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."
Maneuvers could be a decent idea for a /Storm MM, since stacked with the +def from Steamy Mist, -ToHit from Hurricane, and places for both defense aura procs, it should be able to keep a useful number of attacks off your pets. Of course, the endurance cost to run all those plus Snow Storm, Assault, and Tactics is going to be pretty massive. Staminaless would definitely not be an option, and even then running it all at once would leave you unable to do much else. Still, they're probably all worthwhile in at least some situations.
-Morgan.
Taking Assault and Tactics imo is very important. I think the numbers are better to take Assault vs "for example" Forge from /thermal. The buff from Assault buffs ALL pets while it is active and not just one or two pets. Tactics is also very important to help keep your pets hitting at all times, especially in groups where everyone wants to go against reds and purples.
I think taking maneuvers might be alright some some builds, but I don't think it is normally worth it. The vengeance power is a good power when people die, but I never take it. |
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Damian Malikite: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Summon Demonlings BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc(3), BldM'dt-Dmg(5), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(43)
Level 1: Gale Ragnrk-Knock%(A)
Level 2: Corruption Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Acc/Dmg(11), Dev'n-Dmg/EndRdx(34), Dev'n-Acc/Dmg/Rchg(46)
Level 4: O2 Boost Mrcl-Heal(A), Mrcl-Heal/EndRdx(7), Mrcl-EndRdx/Rchg(9), Mrcl-Heal/Rchg(11), Mrcl-Heal/EndRdx/Rchg(19)
Level 6: Enchant Demon EndRdx-I(A), EndRdx-I(33)
Level 8: Swift Run-I(A)
Level 10: Combat Jumping LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), Krma-ResKB(50)
Level 12: Summon Demons BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(15), BldM'dt-Dmg(15), EdctM'r-PetDef(19)
Level 14: Assault EndRdx-I(A)
Level 16: Freezing Rain UndDef-Rchg(A), UndDef-Rchg/EndRdx(17), UndDef-DefDeb/Rchg/EndRdx(17)
Level 18: Health Mrcl-Rcvry+(A)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Lash B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(46)
Level 24: Super Jump Winter-ResSlow(A), Zephyr-ResKB(43), Zephyr-Travel/EndRdx(50)
Level 26: Summon Demon Prince BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Dmg(27), BldM'dt-Dmg/EndRdx(29), BldM'dt-Acc/EndRdx(31), SvgnRt-PetResDam(46)
Level 28: Steamy Mist Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/EndRdx(36)
Level 30: Hell on Earth C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg(31), ExRmnt-Acc/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37), ExRmnt-Acc/Dmg/Rchg(37)
Level 32: Abyssal Empowerment EndRdx-I(A), EndRdx-I(33)
Level 35: Tornado ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Rchg(39), C'Arms-Dmg/EndRdx(43)
Level 38: Lightning Storm Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(39), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Acc/Dmg/Rchg(40)
Level 41: Charged Armor ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(42), S'fstPrt-ResDam/EndRdx(42), S'fstPrt-ResDam/Def+(42)
Level 44: Electrifying Fences GravAnch-Immob/EndRdx(A), GravAnch-Immob(45), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(50)
Level 47: Hurricane DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(48), DampS-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 49: Tactics EndRdx-I(A)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Supremacy
Level 6: Ninja Run
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What's the point of the Ragnarok proc in Gale? It already does knockback.
-Morgan.
Well, that was kind of my point. Anything hit by it is going to get knocked back, so the knockdown seems like it'd be redundant.
Though if it does do something additional, it could be interesting. But having it in another AoE power would probably be more useful, especially since it doesn't look like you actually plan to use Gale that much.
-Morgan.
I don't claim to be a master build maker, which is why I asked. Lots of times people go for different things in their builds than I do.
I have a Bots/Storm, and it's still pretty low level, but I've played it enough to have some ideas on the /Storm part. At low levels, Gale is a pretty nice mitigation power. Anything you knock down isn't attacking you or your pets. O2 Boost is a bit weak out of the box, so preventing attacks is a lot better. At higher levels, a knockback cone can still be a nice tool if things are getting too heavy, as long as you're careful about where you knock the mobs off to. Snow Storm is also helpful at keeping the mobs doing anything but attacking you, but it's expensive. It's also noticeably below the slow movement cap, so enhancing slow will help. I kind of like a little recharge in toggle debuffs, so I can get them back up faster if my anchor dies/I get mezzed, but YMMV. (As well as how much global recharge you shell out for.) Beyond that, I can't claim much direct experience. But based on the powers, I think /Storm would work better as a 'Controllermind' approach. Debuff and otherwise mess with the mobs, but try to let your pets take the hits, because they're a lot easier to heal. With a knockback cone, a knockdown patch, def buffs for your pets, and tohit debuffs for anything that gets too close, you've got a lot of tools to help keep those hits to a minimum. Of course, I might be a bit biased. I'm enjoying knocking things down again and again so much that I intend to build around doing it as much as possible. -Morgan. |
Me, I play my bots storm like a tankermind. Get the aggro off your pets, and you never need resummon. Hurricane will deal with most of the incoming damage by making the mobs hit you, at the same time as keeping them angry.
OP: You will definately want to slot all your toggles (Including more than 1 slot in your leadership toggles) for end reduction. Your equip power only needs the one end reduction, you can use the other slot elsewhere. Take hurricane way before 47. Like asap, slot it for end redux first, -tohit second. I would also recomend another patron for a stormie. The nice thing about storm is you can place the mobs wherever you want. The -knockback in elec fences kinda negates that. The def shield in Mace pairs nicely with the -tohit in hurricane. If you need more advice, feel free to pm me.
Storm is actually one of the more damage heavy secondary's. Lock a tough mob into a corner and unleash freezing rain, tornado and lightning storm, and watch it melt.
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Since you're doing /Storm as a tankermind, it can obviously be done, but... *shrug* It seems like it'd require making some sacrifices that I'm not sure I'm interested in making. Besides, I'm doing the tankermind thing on my DS/Dark. This one, I think it'll suit me better to focus on having no one take the hits instead of taking the hits.
-Morgan.
This one, I think it'll suit me better to focus on having no one take the hits instead of taking the hits.
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You also can get decent resists with this build, and they are applied before bodyguard, which makes you even tougher.
Well i have implemented the build i have posted (scroll up) and it works very well...I have been on a LRSF and a ITF with him and havent died...he does decent damage and taking ) O2 boost has been a plus. He doesnt exemp well under level 20..but every level above that is pretty darn good. Still wish i could find a way to work in recall friend for teaming but thats just personal preference. This guy is good soloing as well..I run on +2/+4 with him and do very well...The build came in at just under 1.5 billion infamy mainly due to the fact i wasnt trying to wait a week to get stuff and with so many peeps rolling a MM lately...there was a lot of stuff with inflated prices.
I keep hearing people say that DS will get nerfed because it is overpowered...I disagree with this...playing this dude from 0 to 50 was a blast because he wasnt as squishy as my other MM's but in no way is it over powered. Especially when you look at the only real comparison hero side, /Ill which has pets that are unkillable except by the Hami so DEVS IF YOU ARE LISTENING...LEAVE MY DS MM ALONE!!!!!!!! Or give my corruptor access to /ill! :0)
Demon Summoning overpowered? Oh let me guess, people are bent in a twist that MM's FINALLY have a pet set that isn't mostly smashing/lethal. Yes I know robotics does a lot of energy damage, but the base numbers aren't exactly stellar at low levels. All the other pet sets though? Mostly smash/lethal. Bleh. I'm so glad we finally got some variety.
Sorry. I guess I misunderstood when you said you wanted your bots to take the hits. It is very easy to cap yours, and your bots def with storm. Someone WILL take the hits, and in bodyguard, you have the most hp.
You also can get decent resists with this build, and they are applied before bodyguard, which makes you even tougher. |
1. Keep enemies flying through the air/flip-flopping as much as possible, to completely prevent their attacks. (Primarily Gale and Freezing Rain.)
2. Powerful speed debuffs so that anything not bouncing is going to spend a lot of time running to where they feel like being before attacking. (Snow Storm, Freezing Rain.)
3. Defense buffs and tohit debuffs to cause as many attacks that actually get launched as possible to miss. (Steamy Mist, Maneuvers, Hurricane, Protector Bot bubbles, various IOs, etc.)
4. Not being the one getting attacked as much of the time as possible, because I can heal the bots without having to dip into the medicine pool. (Don't take Presence!)
Time will tell how well this works in the long term, but I'm certainly enjoying things so far. And it has a totally different feel from my /Dark, which is also a big thing for me. (Characters who feel too similar to anything else I've done tend to get abandoned.) On my /Dark, when things are going well I can heal anything the enemies do to me and mock them while I do it. When things are going well on my /Storm, I never need to heal, because nothing gets a chance to hurt me. Of course, if I mess up I get hammered, but that just makes things interesting.
-Morgan.
Since DS is a new set and i have never used storm summoning before i thought i would take this opportuniyt to combine the 2. I am wondering if anyone has some insight for me on the storm summoning power set. I searched for a guide but could not find one. Here is my proposed build and any help would be great.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Damian Malikite: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
------------
Level 1: Summon Demonlings BldM'dt-Acc(A), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg(3), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Dmg/EndRdx(7)
Level 1: Gale Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(7), Ragnrk-Dmg/Rchg(9), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(11)
Level 2: Lash Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg(19), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23)
Level 4: Snow Storm ImpSwft-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(23)
Level 6: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-EndRdx/Rchg(25), LkGmblr-Def/Rchg(31), Krma-ResKB(34)
Level 8: Recall Friend RechRdx-I(A)
Level 10: Swift Run-I(A)
Level 12: Summon Demons BldM'dt-Dmg(A), BldM'dt-Acc(13), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg/EndRdx(15), BldM'dt-Acc/EndRdx(15), BldM'dt-Acc/Dmg/EndRdx(17)
Level 14: Steamy Mist LkGmblr-Rchg+(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(34)
Level 16: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17), RgnTis-Regen+(19)
Level 18: Enchant Demon RechRdx-I(A)
Level 20: Stamina P'Shift-End%(A), Efficacy-EndMod(34), EnManip-EndMod(36)
Level 22: Hurricane ExStrk-Dmg/KB(A), ExStrk-Acc/KB(36), ExStrk-Dam%(36)
Level 24: Super Jump Winter-ResSlow(A), Zephyr-ResKB(37)
Level 26: Summon Demon Prince Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-Acc/Hold(27), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31)
Level 28: Freezing Rain Achilles-ResDeb%(A), Posi-Dam%(37), Posi-Acc/Dmg/EndRdx(37), Posi-Acc/Dmg(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39)
Level 30: Hell on Earth ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Rchg(40), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42)
Level 32: Stealth LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-EndRdx/Rchg(43)
Level 35: Grant Invisibility LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-EndRdx/Rchg(43)
Level 38: Abyssal Empowerment RechRdx-I(A)
Level 41: Tornado Achilles-ResDeb%(A), Amaze-EndRdx/Stun(45), Amaze-Stun(45), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(46)
Level 44: Lightning Storm Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50)
Level 47: Dark Embrace TtmC'tng-EndRdx(A), TtmC'tng-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
Level 49: Soul Tentacles GravAnch-Hold%(A)
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Level 1: Brawl P'ngS'Fest-Stun%(A)
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Supremacy
Level 6: Ninja Run
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Set Bonus Totals:
10.5% DamageBuff(Smashing)
10.5% DamageBuff(Lethal)
10.5% DamageBuff(Fire)
10.5% DamageBuff(Cold)
10.5% DamageBuff(Energy)
10.5% DamageBuff(Negative)
10.5% DamageBuff(Toxic)
10.5% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
11.8% Defense(Fire)
11.8% Defense(Cold)
16.8% Defense(Energy)
16.8% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
26.8% Defense(Ranged)
14.9% Defense(AoE)
2.5% Enhancement(Held)
55% Enhancement(Accuracy)
62.5% Enhancement(RechargeTime)
4% FlySpeed
63.2 HP (7.88%) HitPoints
4% JumpHeight
4% JumpSpeed
Knockback (Mag -12)
Knockup (Mag -12)
MezResist(Confused) 2.5%
MezResist(Held) 8%
MezResist(Immobilize) 5.8%
MezResist(Sleep) 6.9%
MezResist(Stun) 5.8%
MezResist(Terrorized) 2.5%
17% (0.28 End/sec) Recovery
40% (1.34 HP/sec) Regeneration
20% ResEffect(FlySpeed)
20% ResEffect(RechargeTime)
20% ResEffect(RunSpeed)
10% Resistance(Smashing)
10% Resistance(Lethal)
16.6% Resistance(Fire)
16.6% Resistance(Cold)
10% Resistance(Energy)
10% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
4% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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