Ninja/Storm team advice?
Just don't use those KB powers, only reasonable advice I can think of. Unless they are in a corner and your just repushing them into it. Storm regardless is a tough build to work with in teams..
Many players do not take the time to learn how the powers work or how far they can push a mobs before it spins them out of the hurricane hold for example. So you get subpar hurricane players that run around with hurricane on 24x7 just being annoying.
If I were playing a brute or a tank or even a scrapper filling in to tank and I was with you, as long as I can see you had control I would always pull mobs into corners so you can hold them in place with Freezing rain and hurricane. But you need players who get that, which again is another issue.
I would say your gonna have to play it smart and just be in the back of the team. This way lets assume your in a cave. If it gets bad for someone they can run past your hurricane so mobs will get kicked back. Its good protection for range blasters and controllers when they get aggro.
I would use gale on a mob that might be hurting a team mate. When I get a complaint I would just say just trying to save a team mate. 3/4 to 1/2 health is a safe reaction time. By the time you react he might be a bit lower in health but not dead.
Lighting Storm your not gonna get too many complaints from. Its a cool power and does some decent damage. But when you start combining them with others I can see the issues as its too much KB. I used to recall if you dropped LS a bit higher using hover its a Knock down because its coming from above were as at normal level its a Knock back.. I would test this out to see if its still the same.
Personally I don't what happens as long as the mobs are getting killed and the team is alive.. But without a doubt many want it perfect and easy as possible.
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
/storm's razor-thin line between stupidly powerful and inadvertent griefing, any advice on how to best leverage ninjas, gale, freezing storm and hurricane would be welcome.
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hurricane - at the edge of the radius it's a gentle push, closer to you it's a KB shove. Practice until you can gently nudge mobs around instead of KB'ing them across the street. Park yourself at the very edge of the crowd and nudge everything back towards the brute/tanker. Get good at this solo before trying it on a PUG.
Pay attention to the level design. eg the office maps have great bottlenecks to herd crowds into and go nuts with aoes.
First advice is: Don't listen to any advice whose base recommendation is to just not use storm powers. They all can be used in a team setting. The difference with storm and most other sets is that Storm is much more of a toolbox. There's no set routine on how to use them.
Draggynn on the Defender boards is working on a great, and comprehensive guide to Storm. I suggest to start there.
I'm going to add my voice to the 'Storm is all useful!' crowd. If someone says you should never use (x) power no matter what, ignore them.
Ninjas as a set are very melee-centric, which means you're probably going to be in melee too. This means under most blast-through-minions scenarios, you won't be wanting Hurricane on in teams. That said, there are many situations where Hurricane is a life-saver - especially against AVs or similar that are immune to the knockback and repel.
Personally I find having personal attacks on a ninja/storm MM can get a bit micro-heavy. Ninjas themselves need more attention than bots or mercs do, and storm is a set that requires a lot of active input from you. I find in most cases my nin/storm is clicking powers pretty much constantly anyway, leaving no -time- for personal attacks.
As a quick run-down of storm in teams:
Gale: use if enemies are near walls, or use to sweep stragglers into the melee. This requires you to be fairly mobile, so hover or combat jumping can help here. Many bosses are not KB-resistant to the magnitude that Gale delivers, so it can be very handy in keeping things like Freakshow bosses from dealing big damage to squishy friends.
O2 Boost: use to heal minions, or as a sleep/stun/end.drain rescue on allies. This isn't just a heal, so don't treat it as just a heal. I've had melee team-mates of all types go from 'eek, Carnies!' to 'meh. Carnies.' because of this power.
Snow Storm: the damage mitigation from this is quite respectable, but it suffers from being a targeted toggle. Especially useful for grounding fliers. Use when you can, but don't get irate when your toggle target dies in two seconds.
Steamy Mist: do not leave home without it. Remember to turn off if you're escorting NPCs.
Freezing Rain: So, so powerful. Use, use often. If anyone complains about you using freezing rain, call them stupid. Because they are.
Hurricane: On teams this one is situational. Don't run it constantly, but instead turn it on as required. It can be great for providing a temporary wall to block runners, or even to keep an ambush group from joining the fight effectively. It's also good for AVs or other large, melee-centric, kb-resistant types.
Thunder Clap: This is probably the weakest power in the storm set. It is good for stunning minions, but in most cases minions will die so fast in teams that its effectiveness is questionable. No-one will object to you using it, but chances are good no-one will notice either. Personally I skip this one.
Tornado: Be careful with this, it can be a real problem-causer. However, it makes a great 'we're being overwhelmed!' panic button - since it applies a fear effect as well as throwing everyone around. I've used it effectively to prevent team wipes. If you are teamed with someone who has an AoE immobilize that grants KB-resist to the target, tornado becomes a lot more viable. While the kb-resist is in effect the tornado won't throw anyone around. Instead it will just deal unresistable damage and apply fear to nearby enemies. Against AVs it's strongly recommended - both for the constant damage and the -def. AVs bring their own KB resistance. Remember that tornado is a pet, so if it has a target and you are close enough it won't change targets. Thus, you can place it directly on an AV who is surrounded by minions and there's a very good chance the tornado will just hug the AV.
Lightning Storm: As already mentioned in earlier posts: The damage is respectable, and with good positioning you can make the KB into KD. The end.drain is just icing.
So I've got a Lv20 mastermind fresh out of Praetoria, and into Paragon. So far soloing has been a breeze, but I'm far more partial to teaming. With that in mind, combined with /storm's razor-thin line between stupidly powerful and inadvertent griefing, any advice on how to best leverage ninjas, gale, freezing storm and hurricane would be welcome.