Storm/Dark Advice


Amy_Amp

 

Posted

I have been reading the forums for awhile for both build ideas and to get an idea on how to slot IO's. Unfortunately, I can't exactly afford much at the moment but I have been working on my main toon for a bit. I was just wondering if anyone could take a look at this and give me some advice. This is my solo build that is predominately made for both survivablity and damage with a bit of chaotic fun. I will have a team build approximating this one and removing Gale and Moonbeam for O2 and snow. I am also wanting to keep the slots in hover for speed/defense since I find it easier for me to hover and hate how slow it can be unslotted as well as adding some minor defense.

Keep in mind I am not a number cruncher and its only my 4th month but I tried to take the advice of many posts I have found over the past few weeks and attempted to make the best that I can afford (or at least will in the future). The only thing that bothers me about this is the lethal defense. Any help will be appreciated.


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Professor Straenge (SOLO): Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Gale -- ExStrk-Acc/KB(A)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Moonbeam -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg(39), ExecCtrt-Dmg/ActRdx(50)
Level 6: Swift -- Flight-I(A)
Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(13), UndDef-Rchg/EndRdx(13), LdyGrey-Rchg/EndRdx(15), LdyGrey-%Dam(46), LdyGrey-DefDeb/Rchg(50)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 12: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(17), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(19)
Level 14: Hover -- Srng-Fly(A), SW-Def(40), Srng-EndRdx/Fly(43)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Dam%(23), SipInsght-ToHitDeb/EndRdx/Rchg(23)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-End%(43)
Level 22: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 24: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Dam%(31), Cloud-%Dam(33)
Level 26: Tornado -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Dmg(33), BldM'dt-Acc/Dmg(33), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 28: Fly -- Frbd-Fly(A)
Level 30: Dark Pit -- Amaze-Acc/Stun/Rchg(A), Amaze-EndRdx/Stun(40), Rope-Acc/Stun/Rchg(40)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 35: Life Drain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(46), Thundr-Dmg/Rchg(48)
Level 38: Blackstar -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(43)
Level 41: Dark Consumption -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(50)
Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(45)
Level 47: Soul Drain -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(48), Oblit-Acc/Dmg/Rchg(48)
Level 49: Soul Transfer -- Rope-Acc/Stun/Rchg(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Vigilance
Level 0: Ninja Run





 

Posted

Here are some suggestions:

- I'm not a fan of Gale. Some are, but I think it's a waste on my Storm/Dark. It's a busy toon to play and Hurricane does a far superior job of positioning mobs. Take O2 boost instead.

- Stormies tend to be more ranged than melee and your choice of an Epic pool is primarily melee. Power is my favorite because it has Power Build Up which has a nice effect on the Dark secondary (massively boosts -to hit) and gives a nice damage boost. I like to fire off Power Boost, shoot in Tenebreous, Hurricane them to a corner or wall then let off off the rest of the havoc. The larger -to hit in TT helps you get past the alpha, not to mention the nice boost to defense you get from Steamy, Hover and other defense powers. It is trivial to cap the first shot.

- This leads to another suggestion: I would frankenslot TT. It does too many things to "waste" slots by going for set bonuses. It needs range, damage, accuracy, recharge and, ideally, -to-hit. Range is important, because it has a shorter range than Nightfall and to get a decent spread on Nightfall you need to be farther than TT's base.

- Slot a Devastation Chance to Hold proc in Lightning Storm. It does amazing things.

- To use Hover in combat, especially for Herdcaning, you need it max slotted for speed.

- I'm not a fan of Dark Pit. Mag 2 blows and it has low accuracy. Minions are going to be missing anyway. Likewise I don't like Blackstar because of all the toggles it kills. Drop flight (use Ninja Run), those two and pick up the Fighting pool. With decent IO slotting you can get 30%+ ranged defense. It will pop up to high 30s with PBU, meaning that TT will cap out your defense. On top of that, with Tough and Temp Invuln running you can get to tanker level resistance against S/L and decent against all other common types except negative and psionic. With the Power epic Conserve Power helps manage all that endurance usage.

- You're going to need more EndRed in Hurricane.

- You probably don't need all those slots in FR. It needs recharge and end redux. Unless you're going up against much higher enemies with defense powers, extra Defense Debuff is overkill. It helps against MoG'd Paragon Protectors and that's about it.

- Tornado is a highly situational power. I have it and it is useful for AVs, but aside from that it takes a perfect corner to work well on a defender.

- Slot up Life Drain as both an attack and a heal. You can frankenslot it up to 70s accuracy and heal, 50s recharge and 90s damage. With PBU running you get 27% HP back each hit and the attack is ready every 6 seconds or so. Not bad.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Quote:
Originally Posted by AWRocketman View Post
- I'm not a fan of Gale. Some are, but I think it's a waste on my Storm/Dark. It's a busy toon to play and Hurricane does a far superior job of positioning mobs. Take O2 boost instead.
The OP does say that this is their solo build and they will be dropping Gale fro O2 on their team build. As Storm/Dark doesn't get any healable pets then there is no point having 02 boost on a solo build and Gale will be useful for those "oops, Im over my head moments"

Quote:
- Stormies tend to be more ranged than melee and your choice of an Epic pool is primarily melee. Power is my favorite because it has Power Build Up which has a nice effect on the Dark secondary (massively boosts -to hit) and gives a nice damage boost. I like to fire off Power Boost, shoot in Tenebreous, Hurricane them to a corner or wall then let off off the rest of the havoc. The larger -to hit in TT helps you get past the alpha, not to mention the nice boost to defense you get from Steamy, Hover and other defense powers. It is trivial to cap the first shot.

....

- I'm not a fan of Dark Pit. Mag 2 blows and it has low accuracy. Minions are going to be missing anyway. Likewise I don't like Blackstar because of all the toggles it kills. Drop flight (use Ninja Run), those two and pick up the Fighting pool. With decent IO slotting you can get 30%+ ranged defense. It will pop up to high 30s with PBU, meaning that TT will cap out your defense. On top of that, with Tough and Temp Invuln running you can get to tanker level resistance against S/L and decent against all other common types except negative and psionic. With the Power epic Conserve Power helps manage all that endurance usage.
Just a couple of points I am going to disagree on here. Dark Pit may be only a mag 2 stun but if you are soloing then the majority of the mobs you will be facing will only be minions, on my Dark/Storm I find it invaluable especially once slotted for some recharge and accuracy. On top of that you can stack both Thunder Clap from Storm and Oppressive Gloom from the Dark Mastery for some impressive perma-stun action. And with TT they won't be moving anywhere.

Also if someone is on a low budget then Stun sets are quite cheap in comparison to anything else. And this includes the Purple Set. I would recommend slotting the Stupefy and Absolute Amazement sets as both can provide some nice Recharge and Recovery bonuses, two things I find are needed on a Storm toon.


Member of GGRRR, a SG on Defiant - check out our website - GGRRR
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Originally Posted by Zwillinger View Post
Quote:
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Posted

Since you say you've been reading the posts on the forums, I'll assume you've seen the guide in my sig, that has just about everything I have to say on powers from Hurricane and below. My move and now badging has me stalled on the guide, but I should be getting back to it soon(tm).

As with all advice, filter it through your play style because what works for me may not work for you. As a side note, posting the datachunk with the build makes it easy for us to import the build into mids so that we can examine it and play around with it.

Since I can't pull your build into mids, eyeballing it, it looks like your are building for defense. If a high defense build is your goal, then you should consider working maneuvers (3.5% defense) or weave(5% but it takes 3 power picks) defense into your build. This will of course be easier once the fitness pool becomes inherent in i19. That said, in general I tend to build for recharge rather than defense (I have a high defense build that I use to solo Archvillains, and a high recharge build that I pretty much use any other time). I find the joy of stacking Tornadoes and Lightning Storms far outweighs the safety of the additional defense. I usually only run at +1x4 (no bosses), so if you're hoping to take on 8 man spawns solo, then some additional defense is useful, but as your comfort with the set improves you may find that the additional defense is not as essential. High recharge builds also have the advantage of being able to get by with fewer attacks.

Unfortunately, high recharge builds tend to me more expensive, so for a lower end build, defense may be the better choice. Although something to consider, if influence is an issue, then having one build that is both team and solo means that you don't need to pimp out two builds.

As for your lethal defense concerns, in general when building for defense with set bonuses postional defense (melee, range, aoe) is much easier to achieve than typed defense (smashing, lethal, fire, cold, energy, negative, psychic). Of the positional defenses, ranged defense, is really the only one you need to worry about as you will essential soft cap yourself with hurricane and dark blasts debuffs. there are few enough aoe attacks, that aoe defense is not as important (although ask any SR scrapper pre evasion and they'll tell you I'm wrong) There is a fairly detailed explanation of this in my guide both under hurricane, and under steamy mist. If you decide not to go the defense route, then you can free up some slots by not 6 slotting for defense bonuses, but again that's play style.

My biggest question on your build is, do you really want blackstar? Some people love nukes and think they're great. Personally, anything that drops all of my toggles is something that I would much rather skip.


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

 

Posted

Quote:
Originally Posted by Tired Angel View Post
The OP does say that this is their solo build and they will be dropping Gale fro O2 on their team build. As Storm/Dark doesn't get any healable pets then there is no point having 02 boost on a solo build and Gale will be useful for those "oops, Im over my head moments"
I would question Gale's ability to get you out from being over your head when the rest of the Storm powers can't

Even if you never use it to heal anything, you still can use its one slot as a mule for one of the healing sets' procs.

Quote:
Just a couple of points I am going to disagree on here. Dark Pit may be only a mag 2 stun but if you are soloing then the majority of the mobs you will be facing will only be minions, on my Dark/Storm I find it invaluable especially once slotted for some recharge and accuracy. On top of that you can stack both Thunder Clap from Storm and Oppressive Gloom from the Dark Mastery for some impressive perma-stun action. And with TT they won't be moving anywhere.

Also if someone is on a low budget then Stun sets are quite cheap in comparison to anything else. And this includes the Purple Set. I would recommend slotting the Stupefy and Absolute Amazement sets as both can provide some nice Recharge and Recovery bonuses, two things I find are needed on a Storm toon.
I don't disagree with what you're saying, especially at lower levels. However, it really comes down to a play style thing at higher levels where you can have capped def/-tohit. I respecced out of it a while back on mine after I found that I never needed it. Additionally, while in theory the Dark Pit/Thunderclap thing can work, TC is a PBAoE and Dark doesn't do well up close.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Quote:
Originally Posted by AWRocketman View Post
I would question Gale's ability to get you out from being over your head when the rest of the Storm powers can't

Even if you never use it to heal anything, you still can use its one slot as a mule for one of the healing sets' procs.
That is true, Ive never really done slot mule thing so didn't think of that


Quote:
I don't disagree with what you're saying, especially at lower levels. However, it really comes down to a play style thing at higher levels where you can have capped def/-tohit. I respecced out of it a while back on mine after I found that I never needed it. Additionally, while in theory the Dark Pit/Thunderclap thing can work, TC is a PBAoE and Dark doesn't do well up close.
Again true - I guess I come from a controller background so that is my playstyle and combine that with my other Tanker background I guess Ive always been a melee centric player


Member of GGRRR, a SG on Defiant - check out our website - GGRRR
Quote:
Originally Posted by Zwillinger View Post
Quote:
16. Has Paragon Studios redefined "player" to require your mouse to subscribe separately from your keyboard?
If your mouse has greater processing power than your gfx card, the answer is yes.

 

Posted

Quote:
Originally Posted by AWRocketman View Post
I would question Gale's ability to get you out from being over your head when the rest of the Storm powers can't

Even if you never use it to heal anything, you still can use its one slot as a mule for one of the healing sets' procs.
You have to use the power in order for the procs to go off. Solo you have no one to use it on, so for that, I'd stick with Gale.


 

Posted

Quote:
Originally Posted by Wyatt_Earp View Post
You have to use the power in order for the procs to go off. Solo you have no one to use it on, so for that, I'd stick with Gale.
True, although in three years, he can use O2 boost on his buff pet to get the proc to fire, but in general you are better off slotting them in Stamina.

However, I will reiterate a point I made in my longer post, and that is that if funds are an issue, it may be better to make one build for teaming and solo, rather than 2. If you're not going to use Gale then it doesn't matter one iota whether you took Gale or O2 boost when solo.

In terms of sets, for just two slots in O2 boost you can get 12% regen, or 2.5% recovery, whereas with Gale you really need 4 slots to get a worthwhile 3 points KB protection (1.88% defense for three slots isn't all that great for most builds).


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

 

Posted

Thank all for the advice. I will redo another build and post it in place of this/bottom of this tomorrow.

Its funny actually, presently, outside a couple of thunderstrike sets and some frankenslotting, my present build has most of the suggestions here already. Here is what I am working with at the moment.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Professor Straenge: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: O2 Boost -- Heal(A)
Level 1: Dark Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Acc/Dmg/Rchg(33)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 4: Snow Storm -- TmpRdns-Acc/Slow(A)
Level 6: Steamy Mist -- TtmC'tng-ResDam(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(7), Aegis-EndRdx/Rchg(31), ResDam(31), S'dpty-EndRdx/Rchg(34)
Level 8: Hover -- Srng-Fly(A), Srng-EndRdx(9), Srng-EndRdx/Fly(9), DefBuff(36)
Level 10: Freezing Rain -- Achilles-ResDeb%(A), TmpRdns-Dmg/Slow(11), UndDef-Rchg/EndRdx(11), UndDef-Rchg(21), UndDef-DefDeb/Rchg/EndRdx(34), UndDef-DefDeb/Rchg(36)
Level 12: Hurricane -- EndRdx(A), EndRdx(13), ToHitDeb(13), DefEgo-RecDeb%(21)
Level 14: Dark Pit -- Acc(A), EndRdx(15), Dsrnt(15), Rope-Acc/Stun/Rchg(23), Rope-Stun/Rng(42)
Level 16: Tenebrous Tentacles -- Acc(A), AirB'st-Dmg/EndRdx(17), Dmg(17), EndRdx(23), Range(36), Immob(37)
Level 18: Swift -- Flight(A)
Level 20: Fly -- Srng-EndRdx/Fly(A)
Level 22: Night Fall -- Acc(A), Dmg(25), Dmg(37), EndRdx(37), ToHitDeb(42), Range(43)
Level 24: Health -- Heal(A), Heal(25)
Level 26: Stamina -- P'Shift-End%(A), EndMod(27), EndMod(27), EndMod(31)
Level 28: Tornado -- EndRdx(A), RechRdx(29), Dmg(29), Dmg(43), Dmg(43)
Level 30: Hasten -- RechRdx(A)
Level 32: Lightning Storm -- Acc(A), EndRdx(40), Dmg(40), Range(45), RechRdx(46)
Level 35: Life Drain -- Acc(A), Theft-Acc/EndRdx/Rchg(39), Heal(40)
Level 38: Blackstar -- Acc(A), Dmg(39), Dmg(39), RechRdx(45)
Level 41: Dark Consumption -- Dmg(A), M'Strk-Dmg/Rchg(42), Acc(46), Empty(48)
Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), ResDam(46), TtmC'tng-ResDam/Rchg(50)
Level 47: [Empty] -- Empty(A), Empty(48), Empty(48)
Level 49: Soul Drain -- Oblit-Acc/Dmg/Rchg(A), Empty(50), Empty(50)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- Heal(A)
Level 1: Vigilance
Level 2: Ninja Run




As Thunderclap, I did have it in my original build but found that.. I really didn't see much, if any, of an effect since I tend to hover above or away from spawns and wasn't sure what the range on it was. Typically, if I see a large spawn, I hit freezing rain which I slotted for -defense, recharge and damage, hit TT and Darkpit, then use hurricane to herd on larger spawns to keep them in the rain while taking out one at a time, hitting tt and freezing rain as I need to. Seemed the best way and I rarely had any issues outside large numbers of reds.

As this is my first (and presently only) toon above even lvl 30, I am still learning as I go so I was unfamiliar with epic power pools. I took dark because of the self-rez, Dark Embrace and for thematic reasons. I was considering taking up a different power pool on a second build to see how I liked it but if power can give me a rez and a shield, I will go with that.

As for Blackstar, after using it a few times, I am beginning to realize why I haven't seen many builds with it. It comes in handy as an emergency but self-destruct seems to do pretty much the same thing so I see no point in having it anymore.

I appreciate all the help. I will post a second build tomorrow that will hopefully be a bit better. Just really wanting to optimize since this is by far my favorite set.



 

Posted

Neither my Storm / Dark Defender nor my Dark / Storm Corruptor have hit 50, yet, but the Defender is at level 42... So that is where I am coming from. An interesting tactic I use is to Gale an opponent away from me, and then use Moonbeam while he is trying to stand back up. The timing is perfect on that combo. Air Superiority will also work for this tactic, but Gale puts them at range.

I am sure there are some other tactics I've used -- I'll update if I think of anything not already used ni this thread.

Good luck!


 

Posted

Quote:
Originally Posted by B1u3Jay View Post
An interesting tactic I use is to Gale an opponent away from me, and then use Moonbeam while he is trying to stand back up. The timing is perfect on that combo. Air Superiority will also work for this tactic, but Gale puts them at range.
Hmm... an actual use for Moonbeam. I'll have to insert this into my memory bank.


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

 

Posted

Quote:
Originally Posted by B1u3Jay View Post
Neither my Storm / Dark Defender nor my Dark / Storm Corruptor have hit 50, yet, but the Defender is at level 42... So that is where I am coming from. An interesting tactic I use is to Gale an opponent away from me, and then use Moonbeam while he is trying to stand back up. The timing is perfect on that combo. Air Superiority will also work for this tactic, but Gale puts them at range.

I am sure there are some other tactics I've used -- I'll update if I think of anything not already used ni this thread.

Good luck!

Very nice, but wouldn't you have to slot interrupt time? I used to have moonbeam before I took snow and I rather enjoyed it but found little use to it other than a first strike or while teaming, outside the/freezing rain/tt/dark pit then moonbeam on the highest hp.



 

Posted

Quote:
Originally Posted by Straenge View Post
I used to have moonbeam before I took snow and I rather enjoyed it but found little use to it other than a first strike or while teaming
moonbeam's long animation time prevents it from being competitive in a situation where you're trying to deal as much damage as possible. Its only use is for starting a fight with a really big single target attack.


 

Posted

Ok, so after taking some considerations from everyone, and putting my present build and first re-build together while looking at stats, this is what I came up with.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Professor Straenge (SOLO): Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal(A), Panac-Heal/+End(42)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Moonbeam -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg(39), ExecCtrt-Dmg/ActRdx(50)
Level 6: Swift -- Flight-I(A)
Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(13), UndDef-Rchg/EndRdx(13), LdyGrey-Rchg/EndRdx(15), LdyGrey-%Dam(46), LdyGrey-DefDeb/Rchg(50)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 12: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(17), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(19)
Level 14: Hover -- Srng-Fly(A), SW-Def(40), Srng-EndRdx(42), Srng-EndRdx/Fly(43)
Level 16: Tenebrous Tentacles -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), Range-I(21), Range-I(21), SipInsght-Acc/ToHitDeb(23), SipInsght-ToHitDeb/EndRdx/Rchg(23)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-End%(43)
Level 22: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 24: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Dam%(31), Cloud-%Dam(33)
Level 26: Tornado -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Dmg(33), BldM'dt-Acc/Dmg(33), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 28: Fly -- Frbd-Fly(A)
Level 30: Dark Pit -- Amaze-Acc/Stun/Rchg(A), Amaze-EndRdx/Stun(40), Rope-Acc/Stun/Rchg(40), Amaze-ToHitDeb%(45)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Dev'n-Hold%(37)
Level 35: Life Drain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(46), DampS-Rchg(48)
Level 38: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43)
Level 41: Tactics -- GSFC-Build%(A)
Level 44: Power Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit(45)
Level 47: Force of Nature -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-Psi/Status(48)
Level 49: Temp Invulnerability -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Vigilance
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 6.88% Defense(Fire)
  • 6.88% Defense(Cold)
  • 10% Defense(Energy)
  • 10% Defense(Negative)
  • 8.75% Defense(Ranged)
  • 6.25% Defense(AoE)
  • 18.8% Enhancement(RechargeTime)
  • 30% Enhancement(Accuracy)
  • 26% FlySpeed
  • 141.2 HP (13.9%) HitPoints
  • 26% JumpHeight
  • 26% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 1.65%
  • 24.5% (0.41 End/sec) Recovery
  • 40% (1.7 HP/sec) Regeneration
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 31% RunSpeed

------------
Set Bonuses:
Thunderstrike
(Dark Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Gloom)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Devastation
(Moonbeam)
  • 12% (0.51 HP/sec) Regeneration
  • 22.9 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
Touch of Lady Grey
(Freezing Rain)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 8% (0.34 HP/sec) Regeneration
Dark Watcher's Despair
(Hurricane)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Soaring
(Hover)
  • 1% (0.02 End/sec) Recovery
  • 7.63 HP (0.75%) HitPoints
Dark Watcher's Despair
(Tenebrous Tentacles)
  • 15.3 HP (1.5%) HitPoints
Siphon Insight
(Tenebrous Tentacles)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
Luck of the Gambler
(Steamy Mist)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Titanium Coating
(Steamy Mist)
  • MezResist(Sleep) 2.2%
  • 15.3 HP (1.5%) HitPoints
Positron's Blast
(Night Fall)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Blood Mandate
(Tornado)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
Absolute Amazement
(Dark Pit)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
Thunderstrike
(Lightning Storm)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
Thunderstrike
(Life Drain)
  • 2% (0.03 End/sec) Recovery
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
Gaussian's Synchronized Fire-Control
(Power Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
Aegis
(Force of Nature)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 3% Resistance(Psionic)
Impervium Armor
(Temp Invulnerability)
  • 2.5% (0.04 End/sec) Recovery




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Posted

Quote:
Originally Posted by Garent View Post
moonbeam's long animation time prevents it from being competitive in a situation where you're trying to deal as much damage as possible. Its only use is for starting a fight with a really big single target attack.
As much as TheMightyStorm was a champion for the Storm set, they swore by taking the snipe and skipping the 2nd tier attack which I never understood. All the more so since I rerolled my Storm/dark and got it up to 27 so far.


 

Posted

Moonbeam would seem to be the single most damaging attack in the Dark Blast arsenal. Obviously use of the previously mentioned combos are preferred, but what do you use in Moonbeam's place?

(just looking for my own build advice, now)

Quote:
Originally Posted by Garent View Post
moonbeam's long animation time prevents it from being competitive in a situation where you're trying to deal as much damage as possible. Its only use is for starting a fight with a really big single target attack.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
As much as TheMightyStorm was a champion for the Storm set, they swore by taking the snipe and skipping the 2nd tier attack which I never understood. All the more so since I rerolled my Storm/dark and got it up to 27 so far.
I personally hate snipes, so I've always skipped it, regardless the character.


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

 

Posted

Quote:
Originally Posted by B1u3Jay View Post
Moonbeam would seem to be the single most damaging attack in the Dark Blast arsenal. Obviously use of the previously mentioned combos are preferred, but what do you use in Moonbeam's place?

(just looking for my own build advice, now)
You already have all of the damaging attacks I would take. You could take Torrent since you skipped Gale. The damage is low so it's pure utility, but it adds AoE KB with tohit debuff.


 

Posted

I'm at work and don't have Mids at the moment, but looking at your build, here are some initial thoughts:

0) if you're not getting a set bonus, and just slotting a straight enhancer (like heal in O2 boost) it is far cheaper to just slot a standard IO then a set IO.

1) That panacea proc is going to be harder to get than the entire rest of your build, and really won't have that great a benefit. If you're planning on purchasing we're talking 1.5-2 billion influence, and if you're planning on getting it with hero merits, there are better things to purchase. I'll assume that you just didn't realize the cost of this IO. If you actually have this IO, then I will recommendation of what you should buy when you sell it.

2) Since you seem set on the high defense build, I would look to fit a steadfast protection 3% defense in there since its a sizeable hunk of defense for minimal slots. And that's only one hero merit (do 10 tip missions and a reinforcement mission) or 125 standard merits. Either stick in Maneuvers, Steamy Mist or Hover. Actually in hover, since that Shield Wall you have in there is also VERY expensive.

3) Again, if going for defense, 6 slot moonbeam with executioners contract (that's a 3.13% ranged defense bonus). The key with set bonuses is to focus your attention. Don't try to get a little bit of everything, focus on one thing. With just 2 and 3 you've added 6% ranged defense with minimal chance to the rest of your build.

4) If you're gong to be getting the LotG plus recharge (they can be expensive), put them everywhere you can! Stick one in Maneuvers , and I'd try to fit one in hover.

5) I love recharge in Tornado, but if going for a defense build, I would ditch that recharge IO for the last Blood Mandate IO (that's 3.75% ranged defense)

6) %Build up in tactics is wasted, it will only have a chance to go off every 200 seconds, and may not be when you want it.

7) You want recharge in PBU, +to-hit doesn't really matter. I would pull a slot out of there to do one of things I've recommended above, and slot 2 recharge in it.

8) In i19 when you get the inherent fitness pool, grab conserve power, you will want 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

 

Posted

Quote:
Originally Posted by Draggynn View Post
I'm at work and don't have Mids at the moment, but looking at your build, here are some initial thoughts:

0) if you're not getting a set bonus, and just slotting a straight enhancer (like heal in O2 boost) it is far cheaper to just slot a standard IO then a set IO.

1) That panacea proc is going to be harder to get than the entire rest of your build, and really won't have that great a benefit. If you're planning on purchasing we're talking 1.5-2 billion influence, and if you're planning on getting it with hero merits, there are better things to purchase. I'll assume that you just didn't realize the cost of this IO. If you actually have this IO, then I will recommendation of what you should buy when you sell it.

2) Since you seem set on the high defense build, I would look to fit a steadfast protection 3% defense in there since its a sizeable hunk of defense for minimal slots. And that's only one hero merit (do 10 tip missions and a reinforcement mission) or 125 standard merits. Either stick in Maneuvers, Steamy Mist or Hover. Actually in hover, since that Shield Wall you have in there is also VERY expensive.

3) Again, if going for defense, 6 slot moonbeam with executioners contract (that's a 3.13% ranged defense bonus). The key with set bonuses is to focus your attention. Don't try to get a little bit of everything, focus on one thing. With just 2 and 3 you've added 6% ranged defense with minimal chance to the rest of your build.

4) If you're gong to be getting the LotG plus recharge (they can be expensive), put them everywhere you can! Stick one in Maneuvers , and I'd try to fit one in hover.

5) I love recharge in Tornado, but if going for a defense build, I would ditch that recharge IO for the last Blood Mandate IO (that's 3.75% ranged defense)

6) %Build up in tactics is wasted, it will only have a chance to go off every 200 seconds, and may not be when you want it.

7) You want recharge in PBU, +to-hit doesn't really matter. I would pull a slot out of there to do one of things I've recommended above, and slot 2 recharge in it.

8) In i19 when you get the inherent fitness pool, grab conserve power, you will want it.

Thank you, I really appreciate the advice and I was just looking at what procs did and not at costs on this initially. I am NOT good at money making here aside from CC's so I was going for more of I can half afford this now and get the rest later on the majority of the build.

Seeing other builds and the differences between corruptor/defender stats and how they work, I was wanting to work toward debuffing so that it would compensate for the lack of kick to most of the blast powers. Don't get me wrong, I am not wanting to turn him into a Corruptor or I would have rolled him that way, but I want to go with his strengths and cap his weaknesses as much as possible (or that I can afford) while being able take a roll in any situation given. One of the reasons why I like Storm/Dark so much is that it pretty much has a tool for every occasion and can almost sub for any archetype where needed while being able to solo well.

As such, looking at defense sets seemed better fitting while debuffing would compensate for lack of damage and figured frankenslotting would give me better overall stats than sets. At the moment (see my second post) that is all I have and works ok but I know it can better.

First though, I did not realize pet sets would work in Tornado or else I would have added that. Thank you Second, I did not know it cost that much and put it in place because I wasn't sure what to put in that slot since I had already used the Numina Proc. How about changing it out for two miracles instead with the +recovery proc?

A couple of things as well. The reason I slotted the Executioners dam/acc is I already have the recipe from a drop (and just realized its dam/interrupt lol). Ill see if I can afford the rest.

Finally, I did the 10 hero missions and reinforcement mission but never got a hero merit.. still trying to figure that out.

Ill take your ideas though and add them into the build and come back with one more build that will hopefully work well for not just me but for others as well. I haven't seen more than 3 or 4 older storm/dark builds on here and I think the dark and stormys need all the help we can get heh.



 

Posted

Quote:
Originally Posted by Straenge View Post
As such, looking at defense sets seemed better fitting while debuffing would compensate for lack of damage and figured frankenslotting would give me better overall stats than sets. At the moment (see my second post) that is all I have and works ok but I know it can better.
Frakenslotting tends to be cheaper than going for whole sets, and while the numbers on a given power tend to be better, those little numbers from sets can add up to some pretty impressive results.

Quote:
First though, I did not realize pet sets would work in Tornado or else I would have added that. Thank you
Well, the pure accuracy blood mandate won't do anything for Tornado, since tornado is auto-hit but it will get you that defense bonus.

Quote:
Second, I did not know it cost that much and put it in place because I wasn't sure what to put in that slot since I had already used the Numina Proc. How about changing it out for two miracles instead with the +recovery proc?
If you click the link in my sig and go down to the third page on O2 boost, you'll see a brief discussion of how procs in O2 boost work. The basic answer is don't slot procs there, keep them in health. The buff has a 120 second duration and will only trigger when you use O2 boost. If you stick it in health, you will always get the bonus. The only proc that works on the target of the O2 boost (as opposed to you) is the panacea. So slotting a panacea in O2 boost means that you will never see the bonus from it.

Quote:
Finally, I did the 10 hero missions and reinforcement mission but never got a hero merit.. still trying to figure that out.
So technically the first time you do a hero alignment mission it's not a reinforcement mission, it's just verifying your alignment. You will need to do another 10 tip missions and an alignment mission to get the Hero Merit.

Quote:
I haven't seen more than 3 or 4 older storm/dark builds on here and I think the dark and stormys need all the help we can get heh.
I don't believe in posting builds, but I've been working on remedying the information out there for Stormies.


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

 

Posted

Quote:
Originally Posted by Draggynn View Post
6) %Build up in tactics is wasted, it will only have a chance to go off every 200 seconds, and may not be when you want it.
-Think you meant to say it "fire's" roughly every 200seconds. The "chance" is every 10 sec.

-and there's lots of discussion whether its a "waste".

opinions, preference's, etc etc


perma jump is ---> /up 1

 

Posted

Quote:
Originally Posted by Hindenburg View Post
-Think you meant to say it "fire's" roughly every 200seconds. The "chance" is every 10 sec.

-and there's lots of discussion whether its a "waste".

opinions, preference's, etc etc
Indeed, typing too fast for my own good.


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

 

Posted

Well, I finally finished my build after respeccing that I am rather happy with. I have made a few decisions based on advice but also on my play style and it works for me. However, I would like opinions on optimizing it a bit more later, outside purple sets. To be honest, I am not sure how I like the Power Epic over Dark. I rather miss it a bit but.. I will see how I like power and if I need to change it later, I will.

At the moment, this is what I am running:

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Professor Straenge Alpha Build: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal(A), Numna-Heal/Rchg(45)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Moonbeam -- ExecCtrt-Dmg/ActRdx(A), ExecCtrt-Dmg/Rng(7), ExecCtrt-Acc/Dmg(23), ExecCtrt-Dmg/Rchg(23), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(40)
Level 6: Steamy Mist -- Aegis-Psi/Status(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(11), TtmC'tng-ResDam(33), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(40)
Level 8: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(9), RedFtn-Def(9)
Level 10: Fly -- Srng-Fly(A)
Level 12: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(13), UndDef-DefDeb/Rchg/EndRdx(13), UndDef-DefDeb/Rchg(42), UndDef-DefDeb/EndRdx(42), UndDef-DefDeb(42)
Level 14: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DefEgo-RecDeb%(45)
Level 16: Dark Pit -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(17), Stpfy-EndRdx/Stun(17), Rope-Acc/Stun/Rchg(45)
Level 18: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(43), HO:Centri(46)
Level 20: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(21)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/EndRdx(25)
Level 26: Night Fall -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg(31), Posi-Dmg/Rng(43), SipInsght-Acc/EndRdx/Rchg(43)
Level 28: Tornado -- SvgnRt-Dmg/EndRdx(A), SvgnRt-Acc/Dmg(29), SvgnRt-PetResDam(29), LdyGrey-DefDeb/EndRdx(37)
Level 30: Snow Storm -- TmpRdns-Acc/Slow(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 35: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(37)
Level 38: Life Drain -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Power Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit(48), GSFC-Build%(48)
Level 47: Force of Nature -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 49: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx/Rchg(5)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(46)
------------
Set Bonus Totals:

  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 3.125% Defense(Fire)
  • 3.125% Defense(Cold)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 3.75% Defense(Psionic)
  • 7.5% Defense(Ranged)
  • 1.563% Defense(AoE)
  • 1.8% Max End
  • 6.25% Enhancement(RechargeTime)
  • 39% Enhancement(Accuracy)
  • 23% FlySpeed
  • 194.57 HP (19.13%) HitPoints
  • 23% JumpHeight
  • 23% JumpSpeed
  • MezResist(Confused) 2.75%
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 9.35%
  • 17% (0.284 End/sec) Recovery
  • 60% (2.548 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 13.15% Resistance(Fire)
  • 16.28% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 13% Resistance(Psionic)
  • 28% RunSpeed
  • 2.5% XPDebtProtection



 

Posted

Alright here are some thoughts:
In this build you have gone for a little everything. The best way to accomplish something really powerful with IOs is to focus on one particular attribute, recharge or defense in general are the two that folks aim for. I thought you were planning on going for a high defense build? Or did you decide for something more affordable and functional for the moment? It looks like maybe you decided to go for Hit Points?

Looking at this build there are a couple things that jump out at me:

Steamy Mist: You are well over the ED cap with Steamy Mist and since it won't detoggle recharge in it is mostly wasted. If you like the set bonuses you have I would replace the res/rech with the pure endurance. I would also consider perhaps removing the Titanium Coatings to get some knockback protection in Steamy Mist, or if you decide to go the defense route you were original thinking, enhance the defense aspect more.

Freezing Rain: As was mentioned before the Achille's Heel Proc goes great here, you can afford to scale back a little on the defense debuff

Hurricane: Although it sounds nice, except in PvP, unless you have some serious additional end drain to pair it with, recovery debuff is next to useless. If you don't have a way to drain their endurance to begin with it will do nothing, and most enemy attacks only require a fraction of endurance. Instead slot the fourth dark watcher for the recharge bonus

Tornado: The Sovereign Right will do absolutely nothing for you since you have no pets capable of taking damage. Also sovereign right's set bonuses are next to useless for you. I assure you that you won't notice a 3% mez resistance. Again the accuracy is wasted. Go with blood mandate for the defense, or just frankenslot to optimize damage, recharge, endurance, stun duration, def debuff as desired.

PBU: I'm still skeptical of the use of the chance for build up, but if you find it useful and making a difference, keep it.

Hope some of that is helpful.


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