Storm Summoning Guide excerpt for feedback(Hurricane)
Hurricane (Basic Version):
Hurricane is an area of effect toggle debuff focused on the player that will reduce the to-hit and range of enemies caught in the debuff as well as repelling them away from the player and having a chance to knockback. Because hurricane debuffs enemies, if you are held/slept/stunned Hurricane will toggle off and need to be turned back on once you are free.
Should I take this power? 4.5/5
Hurricane is another one of the defining powers of Storm Summoning and although it is not appropriate to use in every situation, it is such a strong power that you would be foolish to skip it. This power on its own can create an essential no melee zone and slotted can provide maximum protection against most even level enemies hit with the debuff. The power can also be used to position enemies and to pin them in corners. That said, if you don't learn how to use this power it can annoy your teammates tremendously. So take the time to learn how to use it, because although a powerful debuffing tool, it can also be a complete chaos maker that may cause your team to lose fights. You probably should not always have this power toggled on, but this power will likely save your spandexed behind more than the rest of your powers combined once you learn to use it with tact.
How should I slot it? (basic version)
Like most storm powers, this power has a significant endurance drain, so if you are planning on using Hurricane with some frequency, stick at least one endurance reducer in it. In addition, when you tag enemies with hurricane, you don't want there to be any chance of them hitting back, so I recommend going for the enhancement diversification limit on to-hit debuff so that they will have almost no chance of hitting back.
Hurricane (Advanced Version):
What are Hurricane's Stats? (For Defenders):
Available Level: 12
Activation Time: 2.03s
Recharge Time: 10.00s
Endurance Cost: 0.65/sec
Accuracy: 1.00X (However this power is autohit)
Power Type: Toggle
Target Type: Self Effect Area:AoE -- 25.00 ft. radius (16 targets max)
Attack Types: AoE
Effects (@lvl50 although only KB magnitude scales with level)
-60.00% strength to range on target (Ignores buffs and enhancements) for 10 seconds.Wait...so what does that mean?
-37.50% to-hit on target for 10 seconds
1.00 magnitude repel on target for 1.05 seconds
5.00% chance for 8.31 magnitude knockback on target
Every .25 seconds Hurricane will apply a 60% range debuff a 37.5% to-hit debuff on the target for 10 seconds. This debuff does not stack, and each subsequent tick of Hurricane will simply refresh that 10 second timer. Thus you can tag an enemy with hurricane and it will remain debuffed for ten seconds afterwards. In addition there will be a repel effect applied to enemies within hurricane which will push them away from you if they are standing still. This effect will continue to apply for one second after they leave hurricane's area of effect. There is also a 5% that a magnitude 8.3 knockback will applied to enemies for each tick of hurricane. Note that Hurricane will only tick once every half a second in PvP.
Strategy:
Why does to-hit matter?
To-Hit is worthwhile because it is equivalent to adding defense to everyone that the debuffed enemy is attacking. If you debuff an enemy's to-hit by 20% you have effectively just given you team 20% defense against that enemy. If you look at the to-hit equation here you will see that defense and to-hit modifications are applied in the same place. Furthermore to-hit doesn't care what the attack type is (type: fire, cold, smash, etc. and positional: ranged, area of effect, melee) all attacks will be impacted equally, whereas most defenses only apply to specific types of damage. That said, defense is usually better. Whereas your teammates will only get a benefit against the specific enemies that you have targeted with a to-hit debuff, defense will provide protection against all enemies with attacks of the types the defense is for. More importantly though, to-hit debuffs are subject to the purple patch which means that it is less effective against higher level enemies. Also higher ranked enemies (lieutenants, bosses, arch villains) resist to-hit debuffs as described here, in the to-hit calculations. Defense on the other hand is equally effective against enemies of all levels and all ranks.
What is this -range?
A range debuff reduces the range of enemies' attacks. This means that enemies with range attacks must be closer before using them. Melee attacks are immune to -range modifiers, and the range of attack cannot be reduced below 25% (75% debuff). This means that enemies that are knocked away from you by Hurricane are more likely to run back towards the Hurricane because they cannot fire their attacks from as far back. This will also serve as damage mitigation since enemies will need to run in before firing after getting knocked back by Hurricane. This will also allow you to herd more gracefully as shorter attack ranges means that enemies will need to clump more. This will also make it easier for you to flee in safety if you are overwhelmed because you are out of range sooner. This power also allows you to help the tank or main aggro magnet by tagging enemies that are staying at range in order to force them to close some of the distance.
What is repel? Is it knockback?
Repel is not knockback, and will not be enhanced by knockback enhancers. Repel is an effect which pushes enemies away from you (along the vector between you and the enemy) when the enemy is standing still. The enemies can still run into hurricane, but as soon as they stop moving, even if it's just to attack or standing up from being knocked down, they will start being pushed away. With Hurricane, even if they just brush Hurricane, they will be repelled for 1 second. You should also be alert because some enemies that are resistance to knockback are susceptible to repel (Romulus Augustus in the Imperious Task Force for example) so be careful you aren't pushing an enemy all over the map with repel when you don't mean to.
Can I take alphas with Hurricane?
Alphas refers to the alpha strike or the initial attack by a group of enemies where they all fire at once. If you have hurricane slotted for -to-hit, then yes you can. Jumping into a group of enemies with hurricane will floor their to hit, essentially putting you at the Soft Cap against them. Unfortunately, the repel and knockback from hurricane may scatter the mob and make it harder to keep the whole group tagged with hurricane and more challenging for the team to mop up the group with their area of effect attacks. However, if there is no one willing to take the alpha, you certainly can.
Tanks usually feel that it is their obligation to absorb an alpha strike, however I find that at lower levels (even when exemping) tanks often do not yet have the defenses necessary to handle that burst damage. If I see this is the case, especially in a pick up group (PUG), I will allow the tank to face plant a couple times to demonstrate that he cannot handle the alphas. The second time, is to give him the benefit of the doubt and a chance to modify his play style. At that point I will often announce that I can handle the alphas from here on out. Jump into the mob to debuff and absorb the initial hits, then jump out to let the tank take over and use hurricane to push the mobs that you've just blown all over back towards the tanks to establish aggro.
What is herdicanning?
Herding refers to the process whereby one player get the attention of several mobs and brings them all to a location for the team to attack. This is usually a tactic used by a tank, but can also be used by a Storm Defender with Hurricane. To Herdicane, turn on Hurricane and run through several mobs making sure to tag them all with Hurricane so you won't get hit. Then break line of sight and wait for all of them to come to you. Because Hurricane effectively soft caps you against all enemies you can do this with relative safety. However, remember that the aggro cap (maximum number of enemies you can have focused on you) is 16, so if you try for more than that, you may end up leaving several behind. This tactic doesn't need to be used solely to herd, but if at any point you find yourself in over your head, break line of sight and turn on hurricane (if it wasn't on already) and position yourself so that mobs reaching you must pass through hurricane and be debuffed. Interior hallway doorways are ideal for this ploy although any corner can work.
How can I use Hurricane to lock down bosses?:
The easiest way to lock down a boss with hurricane is to pin it in a corner. If you can get the boss in a corner then the knockback and repel from hurricane will keep it there, for the most part, while the to-hit debuff will ensure that he can't hit anything. For added precaution you can use Gale to help keep him off balance, or use [LINK to come]Tornado to juggle the boss. Hurricane will keep the boss in the corner, while tornado will keep the boss in the air, effectively rendering it in a permanent state of knockback and therefore unable to attack (although in certain rooms the bosses can be knocked up onto pipes or other ledges that they can attack from, but then the to-hit debuff should defend you).
If you don't have a corner, then it requires more work, but you can use a flat surface like a wall, and constantly position yourself so that the knockback (a vector directly away from you through the target) goes into said wall. It is important to stay positioned like this, or else the knockback may send the enemy you are trying to control flying down the wall, at which point as you try to chase it, like the mime with a hat, you will keep knocking the enemy away, and possibly into another group. If the enemy is trying to move in a direction you don't want to go, move past him to blow him back in the opposite direction. Although a more active pin than a corner, it can still be effective.
Can I use Hurricane as a positioning tool?:
Yes, absolutely. There are Storm Defenders who delight in running circles around mobs to push them into Freezing Rain, into the tanks taunt aura, into range of [LINK TO COME]Lightning Storm, etc. However, be careful with hurricane as it has a 25 foot radius, so while running around trying to position a mob, you might accidentally tag another group and draw them into the fight when you don't mean to. Also, since hurricane repels with occasional knockback, it is possible when trying to herd a group of enemies for one to slip around behind you and then get knocked back in the opposite direction of the rest of the group. You can also use hurricane to attempt to keep groups of mobs clumped together so the [LINK TO COME]Lightning Storm will continue to hit multiple targets.
How do I protect allies with Hurricane?:
There are a couple techniques for defending with hurricane. One is the storm fortress, in which you essentially stay stationary (you can summon a Lightning Storm above) and create a no melee zone for squishies (blasters, controllers, defenders, squids) to retreat to and blast away from. If they find that they have attracted too much melee attention they can run back to where you are. It is usually a good idea to let your team know that staying inside hurricane will provide protection from melee attacks. This technique works best if the blasters, controllers, and defenders usually like to hang back rather than running into Melee range and they are outputting enough damage to draw aggro. If no one is attacking them, then using hurricane is just a waste of your endurance. The idea with this tactic is not to just stand around, you should still be attacking, using Freezing Rain, O2 boost, and all of your other storm powers from your vantage point.
In a similar vein you can use Hurricane to create a barrier between one mob and your team. this can be especially useful in the case of ambushes when your team is still fully occupied with the three mobs that the player with scrapper lock just rushed. Clearly this works best in a hallways, caves, or some narrow space where enemies would need to pass through hurricane to get to the team. Simply stall the enemies there, picking them off one by one, while you wait for your team to finish up and come assist you.
A more active approach to defending is tagging enemies. To do this you run around just brushing enemies with hurricane, since as long as an enemy is hit by a .25 second tick, the to-hit debuff will persist for 10 seconds afterwards. Thus, if your team is all spread out, you can run around hitting groups scattered throughout a room. However, remember that you are a ball of repel and knockback, so a scrapper won't appreciate it if you knock all of the enemies away from her. Thus the goal of tagging is to hit enemies without disrupting their positions. Regardless there will still be the repel effect, so try to repel enemies in the direction of a wall if they are close to one to make things easier for the melee archtypes. Be careful when running from group to group that you don't inadvertently knock enemies all over the place on the way. As before, if your teammates appear to have the defenses to survive without your debuffing, then save your endurance and focus more on attacking and other storm powers.
An alternative way to tag is to toggle Hurricane on and off so that although there will be repel, enemies are less likely to be knocked back. Remember, when toggling on, that hurricane has a 2 second activation, so enemies won't start getting debuffed until about the time the hurricane has expanded to its final size. This saves people from having their screens obscured by hurricane and conserves your endurance as well as reducing knockback. However, it is time consuming and you may have better powers to use with that time.
If you see an ally is clearly in over their head and is going to go down (but remember, folks have powerful tier nine abilities and many have self heals so low health doesn't always mean danger), then charge in with hurricane and the knockback will simply be added mitigation. They may not thank you for it, but you kept them alive.
Should I use Hurricane on arch villains?:
Because arch villains have very high resists (85% at lvl 50, for other levels look here you will not be able to floor their to hit in the same way that you can with other mobs. However, against an even level Arch Villains Hurricane provides the equivalent of 9% defense for all allies. At +4 (as in the Statesman's Task Force) it is only 4.3%. See the appendix for these calculations. Whether this benefit is worthwhile or not, will depend on the team and the arch villain. If the team seems sturdy enough, then the extra benefit is probably a waste of your endurance. Also, if the people getting hit (tank usually) are soft capped and the enemy has no defense debuffs, then hurricane is wasted. Remember that you do not need to stay in range for the debuff to be effective, you simply need to tag the AV once every 10 seconds. If you need to save the endurance, you can even shut off hurricane during the down times, however, you will need to spend two seconds of battle time activating the power, so it may not be worth your time.
So why does Hurricane get a bad reputation?:
Unless your team has aggro management problems (no tank, or tank without taunt, etc.) then if you are running around with hurricane on all of the time you are probably using it wrong. This power can fling enemies every which way and generally cause complete chaos on the field. Although this may be fun to watch, running through mobs with hurricane on means that melee toons constantly need to chase after their targets and that enemies aren't clumped together for debuffs and area of effect attacks. Because many beginning players won't know how to use hurricane they will simply turn it on and leave it on, wrecking havoc on traditional strategies. It is because of this lack of attention to the success of the team that hurricane often gets a bad rap. Learn how to use hurricane correctly and you will awe your team rather than annoying them.
How should I slot it? (Advanced Version):
Why is slotting for to-hit debuff a good thing?
Without any slots when combined with a defense slotted Steamy Mist, Hurricane will be sufficient to soft cap you against even level minions. If you slot Hurricane for to-hit debuff, then without Steamy Mist (in case you get mezzed or choose not to slot it for defense) you can soft cap against +2 minions; with Steamy Mist, +3 Minions. The calculations can be found in the appendix. Against bosses you can soft cap against +1 bosses without Steamy Mist and +2 bosses with. Also remember, that even though Steamy Mist is helpful, your allies get the benefit of the to-hit debuff even if they are nowhere near you with your Steamy Mist, making being able to hit the soft cap with just hurricane a valuable ability.
Should I slot Deflated Ego: Chance for Recovery Debuff and Dark Watcher's Despair: Chance for Recharge Slow?
No, neither of these are worthwhile. The way these procs would work in Hurricane is that when the power is activated and every 10 seconds after every enemy currently in Hurricane (so not counting those still under the 10 second debuff but outside Hurricane) have a chance to get hit by the debuff. Hurricane can make things tricky as its knockback and repel will push enemies out of Hurricane making them less likely to be in Hurricane when that 10 second mark hits. You can toggle Hurricane on and off to get the activation debuff when enemies are close to you, but neither of these debuffs is worth the hassle. As demonstrated here additional recharge slow is usually worthless on a Storm Defender as enemies will be at the recharge slow cap with Snow Storm and Freezing Rain. Unless you, or your team, tends to use lots of endurance drain, you will not even notice the impact of the recovery debuff. You may have noticed in playing that enemies' blue endurance bar almost never moves because their attacks use relatively little endurance. Thus unless you can completely drain enemies, and keep them from recovering endurance, you will see little impact of the endurance drain. In player versus player content, this IO might be more worthwhile, as players tend to run through their endurance very quickly.
What about a damage proc like Explosive Strike: Chance for Smashing Damage?
This proc will obey the same rules as the debuff procs discussed above. At activation and every 10 seconds thereafter every enemy within Hurricane will have a chance to suffer ~72 damage (@lvl 50, for other levels see here.) Whether this is worthwhile or not, will depend on your playstyle and how much you use Hurricane. Against a single hard target that you keep pinned with hurricane this works out to be just 1.44 damage/sec and probably isn't worthwhile. On the other hand, if you tend to pin large groups of enemies (in a corner or at the end or a hallway) so that the knockback doesn't send them out of Hurricane, the proc could actually add up to substantial damage. However, using it optimally will take practice since on its own Hurricane will tend to knock enemies out of the proc area reducing the damage output.
What about Force Feedback: Chance for +Recharge?
Again this will depend on your play style. When it is activated and then every 10 seconds thereafter for every enemy in Hurricane there is a 10% chance you will receive a +100 recharge boost for 5 seconds. This means that the more enemies in hurricane, the more likely the proc will fire: if there are 10 enemies there is a 65% chance the proc will fire (1-.9^10). Note that the proc does not stack, so even if the proc fires on two enemies you will only see a 100% boost. If there are no enemies in Hurricane during one of the checks it will not fire. So you can stand around with hurricane on all day in Wentworth's Fine Consignments and you will never see the proc fire. Furthermore any Force Feedback procs that fire while the proc is active are suppressed and ignored. Thus if you have another power with Force Feedback in it, it will not proc if a recharge buff from the Force Feedback proc in hurricane is currently active on you.
Which IO sets should I slot in Hurricane?
Since Hurricane is so endurance heavy, I like slotting it with the Hamidon enhancement Enzyme exposure which enhances both endurance and to-hit debuff, as three slots will get you to the enhancement diversification cap for both attributes.
However, slotting Dark Watcher's Despair is a nice alternative as you can get a 5% recharge bonus for just 4 slots where recharge bonuses usually require 5 slots. Although Discouraging Words has a defense bonus, it does not provide any endurance modification and caps out at level 20 so probably is not the best investment unless you are desperate for that bonus. Hurricane benefits so much more from to-hit debuff slotting that unless you had very specific build requirements, I would not even consider the knockback sets.
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
Appendix: Hurricane
How do I perform -toHit calculations? (Hurricane Example)
Once again we must return to that handy to-hit formula:
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods –DefMods ) )
HitChance: This is the chance that a mob will hit you
BaseHitChance: All mobs have a base to hit chance of 50%.
ToHitMod: any mob up to 5 levels higher than you has a ToHitModifier of 0. To see what happens with higher level mobs see: here
Clamp limits the value to being within the 95% to 5% range. so if the value inside clamp is under 5% it becomes 5%
DefMods: This value is how much defense you have.
AccMod: This is the accuracy modifier of the mob and depends on mob level and rank:
0 : 1.0
+1: 1.1
+2: 1.2
+3: 1.3
+4: 1.4
+5: 1.5
Minion: 1.0
Lieutenants: 1.15
Bosses, Elite Bosses, Snipers: 1.30
Monster, Giant Monster ArchVillains: 1.5
Thus even if you are at the soft cap for defense, a +4 boss still has a (5*1.4*1.3) 9.1% chance to hit you, and this value cannot be lowered any further using defense or to-hit debuffs because of the Clamp.
When calculating Hurricane's to-hit modifier it is important to remember that it is effected by the purple patch, so your debuff will be less effective against higher level enemies. It is also important to note that higher ranked enemies also have to-hit debuff resistance:
Lieutenant: 10%
Bosses and Elite Bosses: 20%
ArchVillains and their scaled Down Elite Bosss: 85% (scales with level as seen here)
Hurricane's base To-Hit debuff is 37.5% which when slotted to the enhancement diversification cap is ~60%. This means that when slotted minions up to +2 will be at the soft-cap:
HitChance = Clamp( AccMods × Clamp( .50 + (-.6*.8) –0 )) = Clamp( AccMods ×Clamp(.02)= Clamp(1.2×.05)= 6% hit chance.
Of course, you also have Steamy Mist so you can actually be at the soft cap for +3 minions.
Against bosses who have a 20% to-hit debuff resistance you can soft cap against +1 bosses without steamy mist and against +2 bosses with Steamy Mist:
HitChance = Clamp( AccMods × Clamp( .50 + (-.6*(1-ToHitResistance)*PurplePatch )–SlottedSteamyMist ))=
Clamp( AccMods × Clamp( .50 + (-.6*(1-.2)*.8)–.08 ))= Clamp( AccMods × Clamp( .50 + (-.384)–.08 ))= Clamp( AccMods × Clamp(.036))=Clamp(1.2*1.3*.05)=7.8% hit chance
Against an AV, A fully slotted hurricane will provide the equivalent of:
+0 AV: 9% defense (.6*1.5)
+1 AV: 8.1% (.6*.15*.9)
+2 AV: 7.2% (.6*.15*.8)
+3 AV: 5.85% (.6*.15*.65)
+4 AV: 4.32% (.6*.15*.48)
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
Unless it was just changed, the tick rate for Hurricane is not .25 seconds (much to my continual disappointment), but is, instead, 1 second.
If you could convince the devs to rectify that, I would be grateful.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Unless it was just changed, the tick rate for Hurricane is not .25 seconds (much to my continual disappointment), but is, instead, 1 second.
If you could convince the devs to rectify that, I would be grateful. |
In PvE though you can verify that the tick speed is .25 seconds by pinning an enemy in a corner and watching how often they are knocked back. I tested just now to be certain and in 25 second I had 5 knockbacks. Now if the tick rate were only 1 second 5/25 = 20% which is quite a bit higher than the 5% chance that Hurricane is supposed to have. However 5/(25*5) = 4% which is about the 5% reported. Now it is possible that the tickspeed was reduced and the knockback chance was increased, but I have seen nothing to suggest to me that this is the case. Now I could be wrong about the PvP number, I just pulled that from my memory and it could be 1 second, I will have to get someone to test it with later this weekend
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
StratoNexus, on what are you basing your belief that the tick is every one second. There was a period where for PvP purposes that the tick speed of Hurricane was reduced but after much complaining from the community Hurricane was returned to its quarter second tick speed in PvE play and the reduced tick speed was left in for PvP play (which I believe is half a second, but might be 1 second, I haven't verified this).
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When they "fixed" this, they made the repel effect last about 1 second. This helped somewhat, but still gave a significant window for enemies to run through the effect and get into melee. Compared to how Hurricane worked before the nerf, it was still much harder to position enemies and the user got hit by melee attacks much more frequently, but not nearly as bad as before they made the repel last longer.
The positioning has not gotten any better since then and enemies still run through the 'cane with much more frequency than they did a long time ago. However, the end cost reported by real numbers makes more sense with ticks every quarter second (unless the devs just upped the end cost at some point to make it match the old end cost). I also agree that the KB seems to happen quite frequently relative to what I would expect from a 5% chance every second.
The repel effect is definitely still lasting 1 second, as I can tag an enemy and run away from it and it will still move away from me for a decent time. If they increased the tick rate back to every quarter second, I would have expected them to reduce the repel duration as well. I could be mistaken, but based on what I saw before I posted this, I can't see how the tick rate is 0.25 seconds and yet so many enemies get into melee or run through the AoE so often.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Well, here is the Castle quote that Hurricane was changed back.
This is as good a place to put this, as any:
I checked in a few Hurricane changes today that QA is going to look at. In Theory, these changes should mean that for PvE, Hurricane acts Exactly as it did before the previous change, while in PvP, it should act exactly as it does currently. Hopefully this change will get a green light from QA -- I've spent quite a bit of time on it over the last few days. |
The fact that so many enemies are getting into melee range I think is perfectly understandable with the way that I understand repel to work. I believe that repel only effects enemies who aren't moving, therefore as long as an enemy keeps running they can get into melee range (Assuming the KB doesn't get them). They can then fire off an attack at which point they will start to be pushed backwards. Now if the repel used to only last for .25 seconds it would have been much easier to position mobs with it, since there would have been less of the chaos causing glide after they left hurricane. I think this effect could be what is causing the belief that Hurriane's repel has been significantly nerfed.
Looking at Red Tomax's site, in PvP the repel only lasts .75 seconds which if the power ticks every 1 second means that there is a significant period without repel and if this was indeed the case with the PvE version as well, it would have been a huge NERF during the time that this change was active.
As for the ticks in PvP, I have not been able to find a post saying that the tick rate was increased, so it may still be at 1 second, I still need to test it on a player in PvP and probably won't get around to it until Sunday night.
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
Well, I do not know for sure how it works now, but I know for sure it is not Exactly like it was before the nerf. It may be because of some other change(s), but the amount of enemies that get into melee is higher than it used to be and the ability to herdicane is not as good as it used to be.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
From a 5 year player and from someone who's first 50 was a Storm Rad Defender, very good info. I didn't know about the some of the max info on slow and such. I sure didn't know about the rain bug.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
A few possible additions I can think of:
In the 'How do I protect allies with Hurricane?' section--It might be worth mentioning that pushing enemies off ledges can be good for protection in emergency situations. It's a good way to put an enemy out of the fight for ten or fifteen seconds. Or, in the case of Lord Recluse's bane army at the end of the LRSF, you can negate them entirely by fighting on a tower and keeping them all on the ground with Hurricane.
I'd also point out that, if you can get enemies into a corner, it can be great for keeping them in patch powers that usually have Avoid components, like Ignite.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
About Herdicaning, I think the aggro cap is 17. (Issue 6 patch notes)
Well, I do not know for sure how it works now, but I know for sure it is not Exactly like it was before the nerf. It may be because of some other change(s), but the amount of enemies that get into melee is higher than it used to be and the ability to herdicane is not as good as it used to be.
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I don't know the numbers either, but I agree with Strato on this.
I'm in the middle of moving across country at the moment so it may be a while before I get back around to checking the ticks in PvP, but I haven't forgotten.
From a 5 year player and from someone who's first 50 was a Storm Rad Defender, very good info. I didn't know about the some of the max info on slow and such. I sure didn't know about the rain bug.
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A few possible additions I can think of:
In the 'How do I protect allies with Hurricane?' section--It might be worth mentioning that pushing enemies off ledges can be good for protection in emergency situations. It's a good way to put an enemy out of the fight for ten or fifteen seconds. Or, in the case of Lord Recluse's bane army at the end of the LRSF, you can negate them entirely by fighting on a tower and keeping them all on the ground with Hurricane. I'd also point out that, if you can get enemies into a corner, it can be great for keeping them in patch powers that usually have Avoid components, like Ignite. |
About Herdicaning, I think the aggro cap is 17. (Issue 6 patch notes)
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Hurricane was certainly significantly weaker for a brief period, but once they reverted the change in PvE I don't remember it feeling that much weaker to me. As I've mentioned before I think this may be a case of memory playing tricks on us or the repel duration issue. Regardless, I stand by the numbers provided in this guide for PvE and recommend that someone check PvP before taking my word on it.
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
Well so much for having this guide done before Going Rogue came out. With luck Thunder Clap will prove to be much faster. If you're interested in seeing other sections of the guide:
Gale
O2 Boost
Snow Storm
Steamy Mist
Freezing Rain
Thunder Clap
Tornado
and please feel free to continue providing feedback on these sections as well.
Now the blurb about the guide:
The original target of the guide (over a year ago) was for relatively experienced players, but those that didn't have a firm grasp of underlying game mechanics. The goal of this guide was also to be one stop shopping for any questions you might have about Storm Summoning so it is quite comprehensive (I hope). Based on feedback I have modified the structure of the guide to attempt to make it more accessible to new players, although it now has a strange combination of treating you like you know a lot and like you know nothing.
Although the guide is intended to be comprehensive, I would not call it objective and is certainly subject to my biases, although I attempt to present contrasting view points as well.
All feedback is welcome, although I wouldn't worry too much about grammar at this stage as I have not done a thorough proofreading seeing as the guide is likely to change. I am particularly interested in any questions you have about Hurricane that you don't see answered, or information that you believe I have wrong or that I have omitted.
Ultimately I will take all feedback into account in the final version of the guide although for simplicity sake I will not be updating the main post to reflect feedback except to correct factual errors.
And I believe the guide is now up with all links active. If you notice any links that are broken or links that are missing, please let me know.
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