So Tell me about /Storm
I don't expect that you will get a straight forward answer considering the fact that nothing has been publicly released (except a few teaser screen shots) regarding the Electric Control set. Its impossible, beyond speculation or violating NDA's, to discuss any possible synergies Elec/ could have with /Storm.
With that said, Storm is primarily a damage, debuff, soft control, positioning set. With regards to /Storm as a standalone secondary I regard Steamy Mist, Freezing Rain, Hurricane, Tornado, and Lighting Storm as must have powers.
- SM provides +Def and +Res in addition to its Stealth aspect.
- FR is a -Def and -Res Debuff that also contains a Slow/-Recharge and KB aspect.
- Hurricane is a KB/-To Hit Debuff
- Tornado is excellent with a -kb effect as it provides a variety of effects such as a Stun and -Def effect in addition to bringing damage to the table.
- LS is the only power in /Storm that has any type of sapping effect. Slotting for sapping is a waste of time IMO. LS is a damage power with some -end and KB mixed in. It personally think this power should be slotted with damage in mind.
I think when we know more you'll get a better answer, but at this time its just too early to tell.
If you want to get at least a ballpark idea on how to slot /storm, devote some of the slots in your build to Ice. That way you'll get at least a close approximation on how many slots you will have available to /storm. The way you have it now, you're able to six slot all of your /storm powers, which you may not be able to in a real build.
That being said, I recommend you 6 slot Freezing Rain ASAP, Hurricane, Lightning Storm, Tornado, and O2 (some may argue against this). I typically slot Steamy Mist with 3 slots total. Some may think it's worth 6 slots but I never find "extra slots" to throw in there. Snow storm typically gets slotted with end reducers and maybe a Slow thrown in.
:: nods ::
As mentioned it's really too early to talk about Electric Control as anyone that knows anything simply can't talk about it, it's risky for them to even participate in speculation threads.
That said, I maintain that sapping isn't the most effective form of control IMO, and I think it unlikely that that will be any kind of primary focus for Electric Control. Electric Control will be a CONTROL set first and foremost. Judging by the improvement that the Devs have shown in the balance/utility of other sets introduced over the last couple of years, I expect that Electric Control will be a good set on it's own merits, though it'll be impossible to speculate about synergy till we all get a look at it in open Beta.
Thematically, Elec/Storm should be a perfect fit, but even if there *is* substantial sapping in the set as a side effect specialty (like Ice/ 's slows and Earth/ 's -def) /Storm doesn't have the -Rec to capitalize on it.
That said, the dev's HAVE done a decent job with sets that pair well thematically having some synergy, so I expect Elec/Storm will be a fun set.
But then *anything* /Storm is fun
Storm is my second favorite secondary after Rad . . . and with some primaries, it is better. It is an amazing collection of powers with "Oooh - Wow!" visuals and sounds. It plays differently with each primary.
Storm has more damage than any other secondary. The last two powers, Tornado and Lightning Storm, can put out a fair amount of damage. This makes it quite good to be paired with low damage primaries.
Storm has a tendency to be chaotic. It has lots of knockback (Gale, Hurricane, Tornado and Lightning Storm). This means that a badly played Stormie can actually hurt a team by drawing aggro and throwing foes all over the place. In some ways, it works better solo and on small teams for this reason. On larger teams, I tend to pull back on several of the powers with lots of knockback. If you want to play a Stormie on teams, you had better spend some time practicing how to use the powers effectively without sending foes flying every which way.
Storm has a set of powers with strong debuffs, but they take some planning to use effectively. Freezing Rain is viewed by many to be the best power in the set, with its Defense and Resistance Debuffs, some slow and some knockdown. Freezing Rain+an AoE Immob without knockback protection like Gravity's Crushing Field can act like a knockdown field similar to Earthquake or Ice Slick (but not as good). It also has a "fear" component, so foes tend to try to run out from it. Hurricane has a substantial ToHit Debuff, but using it is a challenge. I love "herd-i-caning" but it take some practice. Good use of Hurricane can substantially reduce your need for Defense. Snow Storm has a large Slow with lots of -Recharge and it will knock down fliers.
Storm gives you some nice options. Steamy Mist has an AoE stealth, so a single Stealth IO or using Super Speed for travel gives you full invisibility. Super Speed is also good for "Herd-i-caning" and getting in position for several powers like Lightning Storm, Thunderclap and Gale.
As for the individual powers:
Gale: The one power you have to take is the one we wish we could skip. I don't use it much after the first 16 levels, but once in a while it can work as a "Get out of my face!" power. It has poor accuracy, so if you plan to use it, slot at least 2 accuracy in it. However, I usually just make do with an accuracy in the default slot.
O2 Boost: A single-target ally only (somewhat weak) heal with some Endurance Drain protection and some limited mez protection. Another power that is skippable but it has its uses. Good to un-stun and weakly heal for teammates or your pets. Many people skip it.
Snow Storm: a foe-toggle AoE slow with a large amount of -Recharge and -Fly. Another situational power that can be very useful, and another one that some people skip. It is near the slow cap, so slotting Slow gives minimal benefits. 2 EndRdx is enough. (In my opinion, the slow sets have mediocre bonuses, so I'd rather use the slots somewhere else.)
Steamy Mist: One simple power that does a lot of things. PB AoE stealth, with a little bit of Defense and some decent Resist to Cold, Fire and Energy. This power can take either the Karma or Steadfast -Knockback IOs. I prefer to slot it for Endrdx and Resist, as the defense isn't much unless you are building for a high defense build.
Freezing Rain: The Key power. Ranged AoE with -Resistance, -Defense, knockdown and slow. The damage it does looks like a lot of orange "1"s, but actually each is something like a .3, so it is not worth slotting for damage. I slot it mostly for Recharge so I can use it for every group. You can use Defense Debuff sets but the Defense Debuff it does is already high so it really does not need to be enhanced unless you want set bonuses. A lot of people like the Achilles -Resistance proc and then some damage procs.
Hurricane: While some Defenders run this all the time, it is more situational for Controllers. Still, it is a great positioning tool, a great "panic button" power and if use right, can be an effective debuff. "Herd-i-caning" is running around the outside of groups to push them tighter while debuffing their ToHit. It takes some practice. It need EndRdx and ToHit Debuff -- 4 Dark Watchers is good here.
Thunderclap: Another skippable power, depending on your primary. It is a mag 2 (minions only) PB AoE stun with a nice animation. If you have another stun in your primary, Thunderclap is nice to stack stun on bosses. (Tornado also has a stun, too.) It recharges fairly fast, so it can be slotted to be perma. I like it on my Earth/Storm and Grav/Storm, both of whom can stack stuns. I have debated changing Thunderclap to Flash on my Ill/Storm, and skipped Thunderclap on my Ice/Storm. It uses Stun sets, so 5 Stupify is good slotting unless you can afford the purple set.
Tornado: It is a pet that throws foes everywhere . . . unless you have an Immob with -knockback. It has a stun and some damage over time. However, against a single foe, that DoT really adds up to a lot of damage. It has very high accuracy, such that it can usually hit Paragon Protectors after they have hit MoG. It needs Recharge and Damage and EndRdx, and can take a Recharge Intensive Pet set.
Lightning Storm: A flashy cloud over your head appears and lightning strikes fire out at foes in the area. Good damage from a flashy but immobile pet. With enough Recharge, you can get more than one out at a time. It has high accuracy, also, so mostly slot for damage, recharge and some Endrdx. It takes ranged damage sets -- I really like using the Devastation chance for hold here.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I currently run a Fire/Storm troller and it does pretty effin well with damage... There's not a lot that she can't stand up to! I agree with the other sentiments, six slotting is most important on Lightning Storm and Tornado as those are your heavy damage powers. I usually try to get as much recharge and damage into those two as I can so they can be ready as soon as possible. Snow Storm, I only slot two endurance reducers into because I rarely use it with all the other powers at my disposal, and it has a decent enough debuff to begin with. I rarely use Hurricane unless I need to position mobs for AoE effects.
But a lot of people have MANY different ways to slot /Storm because depending on the primary, what you choose to slot for can change. With Fire/ being my primary, I go for a lot of damage and then stuns and holds so that the mobs I face can't do anything but stand around and die.
If you're not familiar with storm, I'd look up some of the guides to get a better feel for what each power does and how it relates well to the other pools. It helps give you a pretty good feel for what to slot for based on what you're looking to do with your toon!
@The Omega Elementress
Currently playing Project Willow lvl 50 DB/WP Incarnate Shifted Scrapper
If you want to get at least a ballpark idea on how to slot /storm, devote some of the slots in your build to Ice. That way you'll get at least a close approximation on how many slots you will have available to /storm. The way you have it now, you're able to six slot all of your /storm powers, which you may not be able to in a real build.
That being said, I recommend you 6 slot Freezing Rain ASAP, Hurricane, Lightning Storm, Tornado, and O2 (some may argue against this). I typically slot Steamy Mist with 3 slots total. Some may think it's worth 6 slots but I never find "extra slots" to throw in there. Snow storm typically gets slotted with end reducers and maybe a Slow thrown in. |
Freezing Rain: Use this power for what it is; a def/resis debuff. I'm assuming Elec/ will have -KB/KD built in like most of the primaries. In this case mostly it will be used with your immob on the mobs unless you specifically want the KD effect.
Slot: 4 or 5. 2 Enzyme Exposures for defense debuff and endurance. And optional Achilles Heel -resis proc. That puts the power at -47.1% defense and with -resis proccing -50% resis.
Snow Storm: Don't know why it wasn't mentioned. One of the most powerful slows in game. With 2 Tempered Readiness you will get -62.5% recharge (not changeable) and -92.3% Speed. While at the same time getting some recovery and saving slots.
O2 Boost: Great Heal and buff. Sucks can't use it on yourself. 5 slot with Doctored woulds to get the bonuses. Makes the heal more useful. Maybe less slots if you solo a lot, but it's nice to heal pets. Or those times you're teaming.
Steamy Mist: One of those ones where slotting is depending on your build and playstyle. Great slot to fit in a Luck of the Gambler recharge. For me I 4 slot it with LotG set for the bonus. I had the slots to spare. Give 5.78% defense.
Hurricane: It's a nice power to turn on when you need it. Not used that much if you are playing well but it's extremely useful to use on teams when you pull A LOT of enemies. Not only in pushing them into one place but helping to not take hits. Depending on your build and how you slot Mist and possibly Manuevers, you can effectively soft cap your defense to the enemies the hurricane is hitting. I only slotted with 1 End Redux.
Tornado: AMAZING POWER! Not only does it chase enemies and has a powerful KB/KD, but it has a small def debuff built in. If you aoe immob mobs and release this on top of them it's -62% defense. And to top it off it's great damage. On lower lvl mobs I see a constant stream of orange 40s scrolling. Only 52 mobs with Freezing Rain down, a stream of 20s. With a group of enemies immob and this dropped right on top of them the numbers get scary. This power destroys minions and LTs and eats through bosses health fast.
I 4 slot mine with Soulbound Allegiance. The potential for more dmg that I describe can be reached easily by slotting it more. I didn't have the slots to spare and 2 of the SBA IOs I used in my Fly Trap (chance for build up and the 3 effect one)
Lightning Storm: I love this power. I love releasing it above a group. I love it's range. I love when a mob runs at me and a lightning bolt comes crashing down on it doing a lot of damage and throwing it. I love when a strike kills a mob. Anyhoo. Great power. With the reacharge you can have 2 out at once. Great for when minions and LTs die almost instantly they tick down bosses for you. I 5 slot mine with Apocalypse.
All in all, /storm is a great power and I asbolutely love it now that I finally got one to 50 and slotted well. Some very good abilities. Some good release and forget abilities that will go on doing there own dmg with no direction from you. And some great debuffs in Freezing Rain and Snow Storm. Realize Rain is for def/resis debuffing and Snowstorm for Slow/Rech debuffing.
SM also provides resistance so I think you can argue this one both ways. Taking one of the resistance shields means you have resistance to a wider range of attacks.
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From my own experience soft-cap defense (in most cases) has a much greater effect on survivability vs. pursuing mediocre resist values. This is especially true when considering controllers low pool of HP and a /Storm controller's inability to heal itself (without Aid Self).
I have never looked at the numbers in a layered or "hybrid" approach; if one were to pursue both +Def and +Res. The few builds that do take this approach usually end up sacrificing utility, specifically poor power choices and poor slotting, in pursuit of survivability from what I have seen.
By no means am I saying that it is not viable to pursue +Res or a layered approach (+Def & +Res). I can't comment on these strategies.
Cast powerboost before lightning storm and whatever the aoe power is that saps a fair amount in elec control.
Then apply tesla cage to the tough targets to ensure they stay drained as it has -recovery.
The aoe immob will have -kb (that is pretty much a guarantee) so that will work well with LS and nado to maximize them as damage tools.
Alrighty, after reading all these posts, i think i figured out a more specific build. Of course, i didn't slot out the unique powers for ice, but the powers that all controller have (ST immobilize, ST hold, AoE immobilize, AoE hold, and the pet) i did leave slots open for the other powers, and if need be, i can always take slots from conserve power or power boost.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Chilblain -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(31), TotHntr-Acc/Immob/Rchg(31), TotHntr-EndRdx/Immob(34)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(29), Dct'dW-Rchg(31)
Level 4: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-Rng/Slow(5), TmpRdns-EndRdx/Rchg/Slow(5), TmpRdns-Acc/Dmg/Slow(7), TmpRdns-Acc/Slow(7)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-EndRdx/Rchg(11), LkGmblr-Rchg+(13), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Mrcl-Heal(17)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/EndRdx(27), LdyGrey-Rchg/EndRdx(27), Achilles-ResDeb%(29)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23)
Level 24: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 26: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(37), GravAnch-Acc/Rchg(43), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 28: Ice Slick -- Empty(A), Empty(46), Empty(46), Empty(50)
Level 30: Flash Freeze -- Empty(A), Empty(37), Empty(40), Empty(43)
Level 32: Glacier -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/Hold/Rchg(34), G'Wdw-Acc/EndRdx(34), G'Wdw-EndRdx/Hold(37)
Level 35: Tornado -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(36), S'bndAl-Dmg/EndRdx(36)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 41: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), S'bndAl-Build%(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 1: Ninja Run
My next question, is does Power boost affect endurance drain and -recovery powers? Thats my main reason for getting it, so if it doesn't i'll prolly swap to Psi master for the mez protection, and grab the other two powers in my primary.. What do you guys think?
It boosts drain, but has no affect on recovery.
Hmmm.. that makes it have limited usage then, unless the storm pets (freezing rain, tornador, T-storm) can get the benefit of power boost as well?
Lots of good advice in this thread, If you are interested in more information than you ever wanted to know about Storm, you can glance at the storm guide I've been working on in sections over in the defender forums. It's targeted at defenders, but there is certainly information there that can apply to you. I only have Gale through Steamy Mist posted so far.
Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here
Which powers can you use to make sure Tornado doesn't toss mobs around all willy-nilly?
Lots of good advice in this thread, If you are interested in more information than you ever wanted to know about Storm, you can glance at the storm guide I've been working on in sections over in the defender forums. It's targeted at defenders, but there is certainly information there that can apply to you. I only have Gale through Steamy Mist posted so far.
I just wanted to make a quick note, that although mobs try to run out of it, freezing rain doesn't apply a fear effect. As opposed to LS and Tornado that do actually apply an effect, what you are seeing with freezing rain is just the mob AI trying to get out of a damage aura and depending on how much -recharge you have stacked on a mob their flee AI when they have no powers to fire or haven't had a successful hit in a while. |
As for Tornado, you need a power with -knockback. For example (and one I HAVE looked up), Stone Cages from Earth Control has -knockback for 12 seconds. While the Immobilize can be enhanced, the -knockback can't be. Stone Prison has -knockback for 15 seconds. The immobilize powers in Plant, Fire and Ice also have -knockback. Gravity has its -knockback in its holds.
Of course, some AVs and other targets have an inherent -Knockback.
Another way to make Tornado do more damage is to trap a foe in a small area with Hurricane. It takes the right kind of space and some practice.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Hmmm.. that makes it have limited usage then, unless the storm pets (freezing rain, tornador, T-storm) can get the benefit of power boost as well?
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So essentially the pet "inherits" Power Boost until the 15 seconds expires. Any effects cast by the pet prior to the expiration are boosted. Any effects cast by the pet after 15 seconds are not. Is this correct?
If this is true LS would only have two boosted strikes at best (I am taking into account cast time and LS attack rates.)
Any hold or immobilize (single target or area) that has a "anti" knock-back component (-KB) will prevent Tornado "willy-nilly"ness
Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here
I'm going to give a little shout out to O2 Boost. It is a weaker heal than Empathy's Heal Other or Thermal's Cauterize. However, it does have its uses. Primarily, you can view it as a heal and it serves well for patching up the team between mobs. Five-slotted with Doctored Wounds and Power Boosted it can heal for 500+ hit points, a considerable amount for squishies. Secondly, we can see it as a mule for Doctored Wounds, which offers a nice 5% recharge bonus and that's something controllers dig. Now, we get to what I consider the meat of O2 Boost, the stun and sleep protection.
Sleeps are very common and very irritating even if they mean only a second of down time. Why? They shut down offensive toggles. That means Hot Feet, Arctic Air, and Radiation's toggles. It's not only a matter of convenience, but also survival. When facing thing like Crey, Carnies, and Rikti I try to keep O2 on the teams whose toggles help us to survive. By using it proactively as mez protection, you will sometimes finding yourself using it less often reactively as a heal.
Well, you were close. It's an "avoid" effect which is what all rain powers use that cause mobs to move out of the rain. It just isn't the fear effect that tornado and LS cause that make mobs run away.
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Are you sure? I always thought Afraid and Avoid had nearly identical functioning. Rain of Fire is an "Avoid" and Burn is an "Afraid" but both will send mobs scattering out of the area of effect. I thought the only real difference was that some mobs were generally immune/resistant to "Afraid" but not to "Avoid." (There is also a "Terrorized" used by powers like Terrify and Spectral Terror that produces the "fight or flight or stand there shaking" effect, which is obviously different than both.)
The "Avoid" in Freezing Rain is identical in duration and magnitude to Rain of Fire.
According to RedTomax the "Afraid" in Lightning Storm is attached to the Lightning rather than the cloud itself. I didn't realize Lightning Storm had an Afraid effect until recently because I've never noticed anything running from it, and this is probably why. By the time they stand up from the knockback the effect would nearly be worn off.
Hey guys,
I Got this crazy idea to start working on my elec control/storm controller ASAP, even though i have no way to know what is actually in elec control. What i'm doing now is working out how i'm going to be slotting storm out, plus my power pools, and leaving enough slots to work on elec control when it becomes available.
So my question is, what does one aim for on a storm build? I want this toon to be a sapper, as well, thats what i think elec control will be doing, sapping endurance dry. Without end, and with all the debuffs from storm, im thinking it'll be a very fun build to play, even if it is light on damage (due to being a controller)
So, this is my very rough build, i mostly ignored my primary (i picked ice, for the place holder) and i really have no idea how to slot Tornado, T-storm, or gale.. I want T-storm to really work with the sapping concept, but I'm not sure if the set i put in it will actually do that and let me keeping killings things..
Anyways, here it is.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Chilblain -- Empty(A)
Level 1: Gale -- Empty(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(29), Dct'dW-Rchg(31)
Level 4: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-Rng/Slow(5), TmpRdns-EndRdx/Rchg/Slow(5), TmpRdns-Acc/Dmg/Slow(7), TmpRdns-Acc/Slow(7)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-EndRdx/Rchg(11), LkGmblr-Rchg+(13), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Mrcl-Heal(17)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/EndRdx(27), LdyGrey-Rchg/EndRdx(27), Achilles-ResDeb%(29)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23)
Level 24: Block of Ice -- Empty(A)
Level 26: Frostbite -- Empty(A)
Level 28: Ice Slick -- Empty(A)
Level 30: Flash Freeze -- Empty(A)
Level 32: Glacier -- Empty(A)
Level 35: Tornado -- Empty(A)
Level 38: Lightning Storm -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Jack Frost -- Empty(A)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 1: Ninja Run
Let me know what i need to improve (while saving about 20 - 25 slots for my primary) and what storm is really all about