Storms/ Dual Pistols Help


Adeon Hawkwood

 

Posted

I've nearly finished leveling my Storms/ DP defender. So far he's been built on regular IOs with the idea of helping with damage. At 50 though I'd like to make a defender who is mostly concerned with support. Enough people do enough damage that I probably don't need a lot of that. Storms has a lot of slows, so I went for heavy slow. Also peppered in a little defense and to-hit debuffs.
I've never made a defender, so any advice will be appreciated.


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

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High Plains Specter: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dual Pistols
Power Pool: Medicine
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 1: Pistols -- Empty(A)
Level 2: Snow Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(5), P'ngTtl-Acc/EndRdx(5), P'ngTtl-Rng/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(31), P'ngTtl--Rchg%(31)
Level 4: Empty Clips -- Empty(A)
Level 6: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
Level 8: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(9), LdyGrey-DefDeb/Rchg/EndRdx(11), LdyGrey-Rchg/EndRdx(11), LdyGrey-DefDeb/EndRdx(21), LdyGrey-%Dam(25)
Level 10: Swap Ammo
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21)
Level 14: Aid Other -- IntRdx-I(A), IntRdx-I(15), Heal-I(15), Heal-I(17), Heal-I(17)
Level 16: Stimulant -- IntRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(34)
Level 20: Hover -- LkGmblr-Rchg+(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Dmg(40)
Level 28: Bullet Rain -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(40), P'ngTtl-Acc/EndRdx(40), P'ngTtl-Rng/Slow(42), P'ngTtl-EndRdx/Rchg/Slow(42), P'ngTtl--Rchg%(42)
Level 30: Resuscitate -- IntRdx-I(A)
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: Assault -- EndRdx-I(A)
Level 38: Hail of Bullets -- P'ngTtl-Dmg/Slow(A), P'ngTtl-Acc/Slow(43), P'ngTtl-Acc/EndRdx(43), P'ngTtl-Rng/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(45), P'ngTtl--Rchg%(45)
Level 41: Piercing Rounds -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(45), P'ngTtl-Acc/EndRdx(46), P'ngTtl-Rng/Slow(46), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl--Rchg%(50)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(48), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/EndRdx(50), Aegis-EndRdx/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 10: Chemical Ammunition
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)



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Posted

Quote:
Originally Posted by Shades_McSpikey View Post
I've nearly finished leveling my Storms/ DP defender. So far he's been built on regular IOs with the idea of helping with damage. At 50 though I'd like to make a defender who is mostly concerned with support. Enough people do enough damage that I probably don't need a lot of that. Storms has a lot of slows, so I went for heavy slow. Also peppered in a little defense and to-hit debuffs.
I've never made a defender, so any advice will be appreciated.
I'm off to bed at the moment and have only given this a cursory glance, but I'm going to advise you very heavily against going for slow and -recharge. With Freezing Rain and Snow Storm you will be able to floor the slow on everything except AVs. The additional effectiveness you get from slotting slows will only be noticeable in a handful of situations. Read my guide under Snow Storm and Freezing for a more detailed explanation of why I don't recommend this approach.

I get that you want to make a more support oriented toon, but honestly, when trying to take down that AV every bit of damage helps. If you're excited by the 3.13% defense in Pacing of the Turtle, Thunderstrike is 3.75% ranged defense, so slot those instead. I'm off to bed for now and will give a more detailed look tomorrow. I think there's lots of room for improvement though


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

Sorry for the delay, but busy day yesterday, but here's my longer response.

Okay, so foolish comment yesterday since you took all AoE powers instead of ranged attack powers, my fault for not being familiar enough with dual pistols. I know you want to be soft capped, but in my experience on teams soft capping is actually less important because there almost always other buffs to help you get there. I have a soft cap AV build that I use when soloing AVs, but in my team build I focus all of my energy into +recharge (more O2 boost, more LS, more tornado, more FR) to be able to assist my team more.

If you really want to soft cap I think you are sacrificing too much to achieve it in this build. Drop the medicine pool. Yes, it can be nice to have stimulant but it's a 4 second cast time, and only lasts 45 seconds. Plus it's really only hold, terror, and immobilize protection, as you have sleep and stun protection in O2 boost, Confuse Protection in Steamy Mist. If I was on a team I would much rather have you dealing damage then spending time stimulanting the entire team. Also if there happens to be emp, ff, pain dom, sonic, thermal, or kin on the team, they all have better buffs.

If two applications of O2 boost isn't going to save someone, then it's unlikely alternating between O2 boost and aid other is going to. You have so many better powers. I got my empath badge by healing on teams with just O2 boost, and never once in my years of working on that badge did I wish I have aid other to help me out.

Yes, having a rez can be nice, but 1) you can just carry around awakens to give out to dead teammates, or get the Physician and Alchemist badge and then always log off in a hospital and you will get a day job heal and rez for those rare instances where you really need it.

Now that we've freed up those three slots: you can take boxing/tough/weave: this will also have the advantage of contributing to both your AoE and Ranged Defense.

This frees you up to 1) Take that Numina Proc out of O2 boost and stick it in Health where it belongs or reslot some of your AoE attacks for damage (you can stick 3 Eradiates in Hail of bullets to keep some defense bonus).

and bleh..it's my policy not to post builds but it's going to get very confusing here with everything I'm suggesting so something like this is what I'd do: Dropped the medicine pool for fighting, and reslotted attacks for damage based on the arguments I made above. If you are still stuck on keeping the medicine pool and slotting for slows, there are smaller adjustments that can be made (like dropping an achille's heel in FR, and adjusting your health slotting). In picking enhancements I just went with the number to get the set bonuses with no attention paid to which one I was slotting so if you use this build you will need to tweak things on your own. I by no means claim this build is optimal, but it gives a sense of what I was suggesting. This build still has 45% ranged defense and 41% AoE defense (you could probably soft cap that as well with a little tweaking). Of course if you decide that soft capped defense isn't as important on a team build that frees you up a lot more :
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

High Plains Specter: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dual Pistols
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(15)
Level 2: Snow Storm -- EndRdx-I(A), EndRdx-I(31)
Level 4: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(50)
Level 6: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
Level 8: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(9), LdyGrey-DefDeb/Rchg/EndRdx(11), LdyGrey-Rchg/EndRdx(11), LdyGrey-DefDeb/EndRdx(21)
Level 10: Swap Ammo
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Empty(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(34)
Level 20: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(42)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Dmg(40)
Level 28: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
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: Assault -- EndRdx-I(A)
Level 38: Hail of Bullets -- Erad-Dmg(A), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(43), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Dmg/Rchg(45)
Level 41: Piercing Rounds -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(46), Det'tn-Dmg/Rng(46), Det'tn-Acc/Dmg/EndRdx(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(48), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/EndRdx(50), Aegis-EndRdx/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 10: Chemical Ammunition
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)



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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

Like our stormy cousin Draggynn said, shooting for extra slow like that is too much; it's like putting the fourth and fifth recharge reduction into Hasten. It's not giving you the bang for the buck.

My personal bias, I don't like to take fighting. Three powers for 5% base defense, yuck. Whereas, the hurricane, out of the box has 37.5% tohit debuff. That's a LOT of mitigation. If you plan on soloing a lot you may find more use for fighting than I would. I usually use hurricane much more when I am soloing.

An alternate I would endorse to the extra slow would be a focus on stunning. Your Storm/DP has three sources of stun: thunderclap (instead of medicine), suppressive fire, and tornado. With these three, you can easily and routinely stun bosses. The nice feature of tornado is that it 'sticks' to targets with kb resistance.

The set bonus I look for on my stormies are +HP, +regen, defense, and +recovery - a nod to the ranged defense since your hurricane quickly deals with most melee range foe attacks.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Draggynn View Post
I'm off to bed at the moment and have only given this a cursory glance, but I'm going to advise you very heavily against going for slow and -recharge. With Freezing Rain and Snow Storm you will be able to floor the slow on everything except AVs. The additional effectiveness you get from slotting slows will only be noticeable in a handful of situations. Read my guide under Snow Storm and Freezing for a more detailed explanation of why I don't recommend this approach.

I get that you want to make a more support oriented toon, but honestly, when trying to take down that AV every bit of damage helps. If you're excited by the 3.13% defense in Pacing of the Turtle, Thunderstrike is 3.75% ranged defense, so slot those instead. I'm off to bed for now and will give a more detailed look tomorrow. I think there's lots of room for improvement though

I swapped out the set in snow storm, but i still have slow set a few other times. Do you think straight damage would be better?

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

High Plains Specter: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dual Pistols
Power Pool: Medicine
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
------------
Level 1: O2 Boost Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 1: Pistols Empty(A)
Level 2: Snow Storm P'ngTtl-EndRdx/Rchg/Slow(A)
Level 4: Empty Clips Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
Level 6: Steamy Mist LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
Level 8: Freezing Rain LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(9), LdyGrey-DefDeb/Rchg/EndRdx(11), LdyGrey-Rchg/EndRdx(11), LdyGrey-DefDeb/EndRdx(21), LdyGrey-%Dam(25)
Level 10: Swap Ammo
Level 12: Hurricane DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21)
Level 14: Aid Other IntRdx-I(A), IntRdx-I(15), Heal-I(15), Heal-I(17), Heal-I(17)
Level 16: Stimulant IntRdx-I(A)
Level 18: Hasten RechRdx-I(A), RechRdx-I(19), RechRdx-I(34)
Level 20: Hover LkGmblr-Rchg+(A)
Level 22: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
Level 26: Tornado BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Dmg(40)
Level 28: Bullet Rain P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(40), P'ngTtl-Acc/EndRdx(40), P'ngTtl-Rng/Slow(42), P'ngTtl-EndRdx/Rchg/Slow(42), P'ngTtl--Rchg%(42)
Level 30: Resuscitate IntRdx-I(A)
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: Assault EndRdx-I(A)
Level 38: Hail of Bullets P'ngTtl-Dmg/Slow(A), P'ngTtl-Acc/Slow(43), P'ngTtl-Acc/EndRdx(43), P'ngTtl-Rng/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(45), P'ngTtl--Rchg%(45)
Level 41: Piercing Rounds P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(45), P'ngTtl-Acc/EndRdx(46), P'ngTtl-Rng/Slow(46), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl--Rchg%(50)
Level 44: Conserve Power RechRdx-I(A)
Level 47: Temp Invulnerability S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(48), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/EndRdx(50), Aegis-EndRdx/Rchg(50)
Level 49: Vengeance LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 10: Chemical Ammunition
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Hurdle Empty(A)
Level 2: Health Mrcl-Rcvry+(A)
Level 2: Stamina EndMod-I(A), EndMod-I(3), EndMod-I(3)



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Posted

Bullet rain and hail of bullets really should have proper damage sets. With swap ammo, you can load specific ammo types that debuff defense, cold (less resisted by CoT and fire users), and chemical which debuff dmg potential. Your slows will be at near maximum effectiveness with snowstorm and freezing rain. Freezing rain > empty clips > bullet rain > hail of bullets is a terrific AoE combo.

Your current build is low on endurance reduction in snow storm and maneuvers; shoot for around 60% end reduction. Freezing Rain you want more recharge than a full set of Lady Grey's provides. You want ~90% reduction of recharge. Freezing rain is that powerful, you want it all the time.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

To the OP.

Look you have 2 choices.. Either you need to learn about the game mechanics or you stick with the build Draggyn gave you..

Your original build was bad and all you did was rework your original build into more junk..

You need to learn what Defense cap is, what resistance does, what the max numbers are for things, EG slow and such. It is the only way your effectively going to be able to use MIDs, all its options and IOs to max out your build or make it effective.. Otherwise save your money and stick with SOs or Generic IOs. IOs open a new level of playing but you need to take the time to understand them and how to use them..

I know I sound like a jerk.. But its a reality.. Your gonna waste your money and be no better off then you probably are today with your SOs.

Perfect example you can put a few Heal/Recharge IOs from different sets ( called Frankenslotting ) in O2 and be better off then what you might have SO wise. So if you have 5 SO heals in O2 if you slotted 3 Heal Recharge IOs you might have better numbers and O2 will recharge faster for more use.

6 slotting O2 with Num is waste.. The Num Proc will only go off when you use O2. It would better putting that proc in your health where you get a better benefit out of it..

But you failed to see that and redid your build still slotting that.. The good thing is Draggyn noticed and fixed it..


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

 

Posted

I think you've run into the mistake that I see a lot of people make. You've gone for a team support build, but instead have ended up with a build that's dependent on a team. It's a fact of group dynamics in general that people have to be self sufficient to a degree before they can actually contribute to a group. You shouldn't be thinking in terms of "I don't need to do this, because others can do it for me" but instead in terms of "I need to contribute as much as possible in a group dynamic".

If you need someone to save you whenever two minions come gunning for you, then you're a character that needs support, not a support character.

So how can storm summoning/dual pistols best support a group? Both sets provide excellent methods of supporting a team, and neither of these require much slotting to be effective. Storm summoning's recharge debuffs, knockdown, and resistance debuffs are all unenhanceable, so the powers that do these things should be left with only solid recharge/endurance slotting so they can be used whenever possible. O2 boost, steamy mist, and hurricane become more powerful with enhancement though, so they should be slotted well.

On the pistol side of things, there are only two types of ammo that should be considered for this powerset combination. Standard ammo's knockback and cryo ammo's slow effect are redundant with storm summoning, so they won't contribute anything or will get in the way of things. Of the two that are left, incendiary ammo is best in times where there's no need for more defense, and chemical ammo offers a potent defense in times when it's needed most. Storm summoning is a set whose main forms of damage mitigation become much less effective against an archvillain. Fortunately, dual pistols becomes -most- effective in this situation. Toxic ammo's debuff is great against archvillains, and if you want to stack it as much as possible, you'll need the set's single target attacks. Since slow and knockback don't need to be enhanced in these powers, damage is the way to go.

In the build I made here, you're looking at a very self sufficient character, but the character has not made any sacrifices to their team contributions in order to achieve this.

23% melee defense, 38% ranged, 25% area, 57.5% recharge bonus

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

High Plains Specter: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dual Pistols
Power Pool: Medicine
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34)
Level 4: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(15), Posi-Dam%(15), ImpSwft-Dam%(45)
Level 6: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), S'fstPrt-ResDam/EndRdx(9), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(13)
Level 8: Freezing Rain -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(9), RechRdx-I(11)
Level 10: Swap Ammo
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21)
Level 14: Stimulant -- EndRdx-I(A)
Level 16: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(25), IntRdx-I(31)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hover -- LkGmblr-Rchg+(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(31)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit/Rchg/EndRdx(27)
Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(39), BldM'dt-Dmg(40)
Level 28: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), FrcFbk-Rechg%(42)
Level 30: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
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: Snow Storm -- EndRdx-I(A)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(48)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 10: Chemical Ammunition
Level 10: Incendiary Ammunition
Level 10: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)



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Posted

Quote:
Originally Posted by Garent View Post
If you need someone to save you whenever two minions come gunning for you, then you're a character that needs support, not a support character.
Excellent way of putting it.


 

Posted

Quote:
Originally Posted by Garent View Post
In the build I made here, you're looking at a very self sufficient character, but the character has not made any sacrifices to their team contributions in order to achieve this.

23% melee defense, 38% ranged, 25% area, 57.5% recharge bonus
I think this build offers a nice alternative to the approach I was providing (Which was a sketch to demonstrate set bonuses, not a build I would actually use). Whereas I prioritized keeping your AoE attacks and the ranged soft cap (since you seemed really fixated on that), this build focuses instead on trying to give you a more solid build all around if you're willing to let go of some of the preconceptions you had.

If you decide to go with this build though, unless you go with the cardiac alpha slot, I think you're going to find you burn through end (although I don't know how end heavy dual pistols is) and will want to stick another slot in Stamina for the Performance Shifter +end (take it from dual wield), and another slot in Health for the numina proc (probably from tactics or maneuvers). I'd also try to fit the achille's Heel proc in FR.


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

Emphasizing what has been said, many powers in the storm set appear to invite 6 slotting a debuff such as defense debuff or slows. We are kind of trained to think more is better. But just for these examples, freezing rain debuffs slow - but you wouldn't want 6 pacings in it. It's overkill and Freezing Rain really begs for maximum recharge. Tornado is a defense debuff, but most wouldn't suggest 6 slotting tornado with undermined defenses. Tornado for one begs more recharge. Veteran storm users also know that damage slotted in Tornado provides benefit when attacking targets that the tornado 'sticks to' and chews down.

Even a really good power such as steamy mist benefits mixing defense and resistance enhancements as it is useful for both.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Excellent way of putting it.
Thanks.


 

Posted

Quote:
Originally Posted by plainguy View Post
To the OP.

Look you have 2 choices.. Either you need to learn about the game mechanics or you stick with the build Draggyn gave you..

Your original build was bad and all you did was rework your original build into more junk..

You need to learn what Defense cap is, what resistance does, what the max numbers are for things, EG slow and such. It is the only way your effectively going to be able to use MIDs, all its options and IOs to max out your build or make it effective.. Otherwise save your money and stick with SOs or Generic IOs. IOs open a new level of playing but you need to take the time to understand them and how to use them..

I know I sound like a jerk.. But its a reality.. Your gonna waste your money and be no better off then you probably are today with your SOs.

Perfect example you can put a few Heal/Recharge IOs from different sets ( called Frankenslotting ) in O2 and be better off then what you might have SO wise. So if you have 5 SO heals in O2 if you slotted 3 Heal Recharge IOs you might have better numbers and O2 will recharge faster for more use.

6 slotting O2 with Num is waste.. The Num Proc will only go off when you use O2. It would better putting that proc in your health where you get a better benefit out of it..

But you failed to see that and redid your build still slotting that.. The good thing is Draggyn noticed and fixed it..
Im not sure what happened, but when i posted the second build there was no build posted by draggyn. Additionally, i do understand the defense softcap as well as many other game mechanics. I have several very effective level 50 brutes(3), tanks(2), scrappers (4), and blasters(3). Some are fantastic solo, some are designed for group play. All of them use IO sets, I know how they work. I'm not new, I have tens of billions influence available for new builds.
I don't know much about defenders and have asked advice. You're coming at me all wrong, I want advice on defenders, which you offer, but the insults are unnecessary. I have a very good understanding of game mechanics, but i usually make my characters so they don't need a defender. I rarely group with storms defenders, and chose them to try something new. I ask that you not insult me, and instead offer constructive criticism. I six slotted 'Numina for the 6 slot bonus. Do you feel its better in another power? OR, Do you feel its not worth slotting for? Do you think that o2 boost being ready every 1.4 seconds is bad?
I feel like your out to insult me, as opposed to help me.

Also, many people assume my original build is anemic, but with 42 ranged defense, 47 sm/leth as well as hurricane and phase shift, I would be quite survivable.

That said, Dragynn I appreciate your help and will listen to your advice, ill try to remove some of the slow bonuses. Defenders are just a new beast to me. Do you really feel that slotting for attacks and damage is better than sitting back and slotting for support?


 

Posted

Quote:
Originally Posted by Shades_McSpikey View Post
Im not sure what happened, but when i posted the second build there was no build posted by draggyn.
Sounds like you probably had the window open before and forgot to hit refresh since it is unlikely the posts were synchronous given the time between them.

Quote:
I ask that you not insult me, and instead offer constructive criticism.
I think that plainguy came at you so negatively because it appeared as if you'd been given a fair amount of advice which you completely ignored. Now we understand that you just didn't see it.

Quote:
I six slotted 'Numina for the 6 slot bonus. Do you feel its better in another power? OR, Do you feel its not worth slotting for? Do you think that o2 boost being ready every 1.4 seconds is bad?
Slotting O2 boost is great, but if the Numina Proc is in O2 boost you will never get the benefit when solo. You are much better off sticking the proc directly in health and picking up the defense bonuses in other places. (As has been pointed out by several people, soft capping on a defender is not necessary).

Quote:
Also, many people assume my original build is anemic, but with 42 ranged defense, 47 sm/leth as well as hurricane and phase shift, I would be quite survivable. Do you really feel that slotting for attacks and damage is better than sitting back and slotting for support?
I don't think people are saying that you wouldn't be survivable, just that you would be slow to defeat things on your own and wouldn't bring as much to a team as you were thinking you would. The consensus you will get from just about everyone on the defender forums, as demonstrated by everyone that has posted here, is that you should slot your attacks for damage. As several people have pointed out slotting from slows will gain your almost nothing and you are better off using the fire or toxic ammo. We're defenders, not supporters, and sometimes defending our teammates means helping them defeat things quickly.

Since you generally won't be going toe to toe with enemies when on team, and because you have hurricane, soft capping on a Storm Defender really isn't necessary. If that's really what you want to do though you can use some of the ideas in the soft capped build I posted (again I'll point out that was a set bonus demonstration, not really a full build) or slightly tweak Garent's build to hit the soft cap.

There is a lot of good advice in this thread and except for plainguy's post it is all constructive and not insulting.


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 Shades_McSpikey View Post
Im not sure what happened, but when i posted the second build there was no build posted by draggyn. Additionally, i do understand the defense softcap as well as many other game mechanics. I have several very effective level 50 brutes(3), tanks(2), scrappers (4), and blasters(3). Some are fantastic solo, some are designed for group play. All of them use IO sets, I know how they work. I'm not new, I have tens of billions influence available for new builds.
I don't know much about defenders and have asked advice. You're coming at me all wrong, I want advice on defenders, which you offer, but the insults are unnecessary. I have a very good understanding of game mechanics, but i usually make my characters so they don't need a defender. I rarely group with storms defenders, and chose them to try something new. I ask that you not insult me, and instead offer constructive criticism. I six slotted 'Numina for the 6 slot bonus. Do you feel its better in another power? OR, Do you feel its not worth slotting for? Do you think that o2 boost being ready every 1.4 seconds is bad?
I feel like your out to insult me, as opposed to help me.

Also, many people assume my original build is anemic, but with 42 ranged defense, 47 sm/leth as well as hurricane and phase shift, I would be quite survivable.

That said, Dragynn I appreciate your help and will listen to your advice, ill try to remove some of the slow bonuses. Defenders are just a new beast to me. Do you really feel that slotting for attacks and damage is better than sitting back and slotting for support?
I did say I was gonna sound like a jerk.. I just felt I didn't need to sugar coat it or beat around the bush.

Since you get the game mechanics then my comment still holds true.. Draggyn and now Garent both posted builds you should be working off of or to modify to suit your needs..

Garent said it the best and Adeon quoted it..

I made my comments based on the posting times.. But you explained.


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

 

Posted

Quote:
Originally Posted by Shades_McSpikey View Post
Also, many people assume my original build is anemic, but with 42 ranged defense, 47 sm/leth as well as hurricane and phase shift, I would be quite survivable.
Your original build was definitely not anemic. You slotted steamy mist and your ancillary shield well and focused on defense in the set bonuses. My main issue with it was self sufficiency. You're definitely better off with aid self instead of aid other, but that's the only issue on the personal survivability front.

Quote:
Originally Posted by Shades_McSpikey View Post
Defenders are just a new beast to me. Do you really feel that slotting for attacks and damage is better than sitting back and slotting for support?
Your support abilities are definitely more important than your damage abilities. That doesn't mean that they need more slots though. I'll try to explain that in more detail. There will be a TLDR at the end in case I ramble on for too long.
As a defender, you have really huge buff/debuff modifiers. Snow storm combined with freezing rain is all it takes to make even level enemies hit the minimum speed they can run. Enhancing freezing rain with a little bit of slow is a good idea, since it means you can skip snow storm entirely in many combats, and helps you against higher level enemies. It doesn't need a whole lot though.
The best example of this is vengeance. Defenders have a better vengeance than any other archetype (haven't checked this, but I'd be really surprised if they didn't) but slotting vengeance for them is actually -less- important than for any other archetype. Vengeance with just one defense enhancement, alongside the defender's defense buffs which even storm summoning and dark can supply a lot of, can easily soft cap a team.

Speaking specifically about storm/dual pistols now, the ways you contribute to a team defensively are with healing, knockdown, slows, damage debuffs, and to-hit debuffs.
The healing and debuff in O2 boost and hurricane benefit well from slots. Hurricane goes way past what's needed to make even level enemies drop to 5% accuracy, but you'll be wanting the extra power if you're up against AVs or higher level enemies.
Slows I covered up above. Storm summoning has a lot of slow, and you'll have no problem flooring the runspeed of your enemies with just a little slotting.
Knockdown and damage debuffs are probably your most important methods of defense, but you can't slot freezing rain to have more reliable knockdown, and you can't slot pistol attacks to have a stronger or longer lasting damage debuff. What you -can- do is slot these powers for recharge, so they're up as often as possible. When it comes to pistol attacks, the ranged damage sets offer everything you can hope to slot in them. They increase accuracy and recharge so your debuffs are reliable and come back quickly, damage so that your attacks also contribute to killing enemies, and they can give either a recharge bonus or ranged defense, both of which are very useful.

My stance isn't "you're trying to make your character do things it shouldn't" but "your character can do a whole lot more than you realize". Storm summoning will easily cover your slowing needs all on its own. Dual pistols will hit the debuffing needs that storm summoning can't, and it can do damage at the same time.


TLDR!

You don't have to choose between damage and support. Most support abilities only require a few slots to reach maximum effectiveness. After that, all other resources are best used on maximizing your damage output.

Also, if I'm one of the guys who sounds like he's just trying to insult you instead of helping out, I'm sorry and I don't mean it that way.


 

Posted

I'd say I agree with the advice of Garent and Drag 100%. Not that you can use both builds the suggested at the same time, but they are both very solid. I'd use a slight variant of the build Garent posted (I think it was his I used as a starting spot).

I've found I really like Thunderclap, especially on teams. If I don't want to use Hurricane (as in some cases the scatter is a pain) Thunderclap gives some nice mitigation in my local area. Folow with Hail of Bullets into mostly stunned critters at your leisure then. Also, adding Thunderclap allows you to pickup some Recovery, which you may want for those times when you need Hurricane long term, and some more recharge by using the Stupefy set, or AA if you want to throw some purples on this build.

I mixed and matched in O2 to get some more recovery and a lot more recharge for only a little reduction in the heal value and end cost. I find the end cost of O2 mostly irrelevant, unless I am using it non-stop,and when that happens, the day is most likely already lost, and if not, you're better off cutting lose with as much storm fury in the form of tornadoes, hurricanes, lightning, and FR as you can, not healing. But, there are many times 2 quick heals are needed, either on the same person, or 2 teammates at the same time. For those times, the faster cycling seems to me to make a big difference.

Lastly, I find freezing rain the central power of the set. So I slot it very aggressively. Doing so I was able to get you a debuff proc and damage proc in it, and cap recharge, while throwing is some damage, and getting a set recovery bonus added into the mix. If you find a better spot a single slot, you can lost the 2 dmg/recharges and slot a single recharge IO. I wouldn't, tho, as I find that the damage does add up.

Also, I didn't change it, but, I'd consider changing out Hover for CJ. Hurricane doesn't do a lot way over the heads of the baddies. Nor, Thunderstike. At least last I checked the AOE wasn't spherical, it was fairly flattened AOE, with a good side-to-side radius, but not near as big a radius from top to bottom. That said, the advantage of being off the ground is getting away from stuff, but that also often takes you outside the range of some of your PBAOEs. And potentially puts you above your teammates by enough that they no longer get any benefit from your leadership, or steamy mist. Can it be done, yes, but it takes lot more effort and attention.

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

Click this DataLink to open the build!

High Plains Specter: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dual Pistols
Power Pool: Medicine
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost

  • (A) Miracle - Heal/Recharge: Level 40
  • (33) Miracle - Heal/Endurance/Recharge: Level 40
  • (33) Numina's Convalescence - Heal/Recharge: Level 50
  • (33) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
Level 1: Pistols
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (3) Thunderstrike - Damage/Endurance: Level 50
  • (45) Thunderstrike - Damage/Recharge: Level 50
  • (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (46) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (46) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 2: Dual Wield
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (27) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (29) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (29) Thunderstrike - Damage/Endurance/Recharge: Level 50
  • (34) Thunderstrike - Damage/Endurance: Level 50
  • (34) Thunderstrike - Damage/Recharge: Level 50
Level 4: Empty Clips
  • (A) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (5) Positron's Blast - Damage/Endurance: Level 50
  • (5) Positron's Blast - Damage/Recharge: Level 50
  • (15) Positron's Blast - Accuracy/Damage: Level 50
  • (15) Positron's Blast - Chance of Damage(Energy): Level 50
Level 6: Steamy Mist
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (7) Luck of the Gambler - Defense: Level 50
  • (7) Luck of the Gambler - Defense/Endurance: Level 50
  • (9) Steadfast Protection - Resistance/Endurance: Level 30
  • (11) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (13) Steadfast Protection - Knockback Protection: Level 30
Level 8: Freezing Rain
  • (A) Touch of Lady Grey - Chance for Negative Damage: Level 50
  • (9) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
  • (11) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
  • (17) Achilles' Heel - Chance for Res Debuff: Level 20
  • (40) Positron's Blast - Damage/Recharge: Level 50
  • (42) Detonation - Damage/Recharge: Level 50
Level 10: Swap Ammo
Level 12: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
  • (19) Dark Watcher's Despair - Recharge/Endurance: Level 50
  • (21) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
Level 14: Stimulant
  • (A) Interrupt Reduction IO: Level 50
Level 16: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (17) Recharge Reduction IO: Level 50
Level 18: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge: Level 50
  • (19) Stupefy - Endurance/Stun: Level 50
  • (21) Stupefy - Accuracy/Endurance: Level 50
  • (25) Stupefy - Stun/Range: Level 50
  • (31) Stupefy - Accuracy/Stun/Recharge: Level 50
Level 20: Hover
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 22: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (23) Luck of the Gambler - Defense: Level 50
  • (23) Luck of the Gambler - Defense/Endurance: Level 50
  • (31) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 24: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
Level 26: Tornado
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (27) Touch of Lady Grey - Chance for Negative Damage: Level 50
  • (37) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (39) Expedient Reinforcement - Damage/Endurance: Level 50
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
Level 28: Bullet Rain
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (31) Positron's Blast - Damage/Endurance: Level 50
  • (34) Positron's Blast - Damage/Recharge: Level 50
  • (40) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (40) Positron's Blast - Chance of Damage(Energy): Level 50
Level 30: Executioner's Shot
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (48) Thunderstrike - Damage/Endurance: Level 50
  • (48) Thunderstrike - Damage/Recharge: Level 50
  • (50) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (50) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (50) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 32: Lightning Storm
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (36) Thunderstrike - Damage/Endurance: Level 50
  • (36) Thunderstrike - Damage/Recharge: Level 50
  • (36) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (37) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (37) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 35: Snow Storm
  • (A) Endurance Reduction IO: Level 50
Level 38: Hail of Bullets
  • (A) Obliteration - Damage: Level 50
  • (42) Obliteration - Accuracy/Recharge: Level 50
  • (42) Obliteration - Damage/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
Level 44: Temp Invulnerability
  • (A) Aegis - Resistance: Level 50
  • (46) Aegis - Resistance/Endurance: Level 50
  • (48) Aegis - Resistance/Endurance/Recharge: Level 50
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 49: Assault
  • (A) Endurance Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 10: Chemical Ammunition
Level 10: Incendiary Ammunition
Level 10: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Miracle - +Recovery: Level 40
  • (45) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50
------------
Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 4.875% Defense(Smashing)
  • 4.875% Defense(Lethal)
  • 6.125% Defense(Fire)
  • 6.125% Defense(Cold)
  • 18% Defense(Energy)
  • 18% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 18% Defense(Ranged)
  • 4.563% Defense(AoE)
  • 3% Enhancement(Stun)
  • 65% Enhancement(RechargeTime)
  • 64% Enhancement(Accuracy)
  • 21% FlySpeed
  • 87.75 HP (8.628%) HitPoints
  • 21% JumpHeight
  • 21% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 2.5%
  • 22% (0.367 End/sec) Recovery
  • 42% (1.783 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)
  • 26% RunSpeed



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Posted

Madadh's build is pretty nice. Not what I would do myself (since I hate thunder clap >.<) but if that's someone's playstyle there's definitely nothing wrong with the build. I would suggest changing freezing rain up if you want it to have maximum effect though.

Level 8: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(9), RechRdx-I(9), Posi-Dam%(11), LdyGrey-%Dam(11), Achilles-ResDeb%(13)

The power looooves procs.


 

Posted

Quote:
Originally Posted by Garent View Post
Madadh's build is pretty nice. Not what I would do myself (since I hate thunder clap >.<) but if that's someone's playstyle there's definitely nothing wrong with the build. I would suggest changing freezing rain up if you want it to have maximum effect though.

Level 8: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(9), RechRdx-I(9), Posi-Dam%(11), LdyGrey-%Dam(11), Achilles-ResDeb%(13)

The power looooves procs.
Alternatively the OP could pull four slots (I'd take two for them from Freezing Rain, both damage procs since he teams) to get 6 thunderclaps in the four powers that have them for the additonal 10% defense (not necessary, but that seems to be an approach that the OP likes).

If going that approach I would pull the other two slots for tornado since it always annoys me that sets require me to slot accuracy in that power since it's autohit. You could even keep the 4 expedient reinforcements for the recharge bonus. Because of Tornado's ADD nature, except against a single target (helps if it's immobolized) the loss of the damage proc won't make much difference since a lot of the time tornado will be between targets when the proc fires.


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

Been gone since I last posted. Just got back, never got to do a build. This is what I've come up with today:

| Copy & Paste this data into Mids' Hero Designer to view the build |
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Thoughts?


 

Posted

Quote:
Originally Posted by Shades_McSpikey View Post
Been gone since I last posted. Just got back, never got to do a build. This is what I've come up with today:

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Thoughts?
Taking a quick glance through:

1.) You have two Miracle pieces in O2 Boost, I'm assuming for the Recovery bonus. You then have a standard Healing IO (Miracle has a Heal piece that you didn't use). If you want to use three slots, you may as well throw in the Miracle Heal piece for a HP bonus.

2.) You can cut at least one Expedient Reinforcement piece out of Tornado. If you want the Recharge bonus from the 4pc, that's fine. However, Tornado is auto-hit, so you can cut at least one of the Accuracy pieces. I don't necessarily agree with a damage proc here, but it depends on what you're fighting.

3.) You're using two standard Endmod IOs in Stamina (could fit in a Performance Shifter +End proc).

Beyond that, I don't see anything egregious where I can't say that I'd be trying to build your Stormie how I like to play the set.


 

Posted

Quote:
Originally Posted by Shades_McSpikey View Post
Thoughts?
Posting the build along with the data chunk means you will get more responses, because 1) folks don't always have access to Mids when they have time to read the forums 2) folks are lazy.


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
Posting the build along with the data chunk means you will get more responses, because 1) folks don't always have access to Mids when they have time to read the forums 2) folks are lazy.
Fair enough. This is tweaked from my last one, lost 12 recharge gained 10 more acc and 10 more ranged def.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

High Plains Spectre9 : Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dual Pistols
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Power Mastery

Hero Profile:
------------
Level 1: O2 Boost
(A) Miracle - Heal/Recharge
(23) Miracle - Heal/Endurance/Recharge
(23) Miracle - Heal


Level 1: Pistols
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(3) Thunderstrike - Damage/Recharge
(19) Thunderstrike - Accuracy/Damage/Recharge
(21) Thunderstrike - Accuracy/Damage/Endurance
(21) Thunderstrike - Damage/Endurance/Recharge


Level 2: Snow Storm
(A) Endurance Reduction IO


Level 4: Dual Wield
(A) Thunderstrike - Accuracy/Damage
(5) Thunderstrike - Damage/Endurance
(5) Thunderstrike - Damage/Recharge
(17) Thunderstrike - Accuracy/Damage/Recharge
(17) Thunderstrike - Accuracy/Damage/Endurance
(19) Thunderstrike - Damage/Endurance/Recharge


Level 6: Steamy Mist
(A) Luck of the Gambler - Recharge Speed
(7) Luck of the Gambler - Defense/Endurance
(7) Luck of the Gambler - Defense
(13) Steadfast Protection - Knockback Protection
(15) Steadfast Protection - Resistance/+Def 3%
(15) Steadfast Protection - Resistance/Endurance


Level 8: Freezing Rain
(A) Achilles' Heel - Chance for Res Debuff
(9) Undermined Defenses - Recharge
(9) Touch of Lady Grey - Defense Debuff
(11) Touch of Lady Grey - Defense Debuff/Recharge
(11) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
(13) Touch of Lady Grey - Chance for Negative Damage


Level 10: Swap Ammo
Level 12: Hurricane
(A) Dark Watcher's Despair - To Hit Debuff
(25) Dark Watcher's Despair - To Hit Debuff/Endurance
(37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(37) Dark Watcher's Despair - Recharge/Endurance


Level 14: Assault
(A) Endurance Reduction IO


Level 16: Hasten
(A) Recharge Reduction IO
(46) Recharge Reduction IO


Level 18: Thunder Clap
(A) Stupefy - Accuracy/Recharge
(34) Stupefy - Endurance/Stun
(34) Stupefy - Accuracy/Endurance
(34) Stupefy - Stun/Range
(36) Stupefy - Accuracy/Stun/Recharge
(50) Stupefy - Chance of Knockback


Level 20: Hover
(A) Luck of the Gambler - Recharge Speed


Level 22: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(25) Gift of the Ancients - Defense
(33) Gift of the Ancients - Defense/Endurance


Level 24: Tactics
(A) Adjusted Targeting - To Hit Buff/Endurance
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 26: Tornado
(A) Expedient Reinforcement - Resist Bonus Aura for Pets
(27) Expedient Reinforcement - Accuracy/Recharge
(27) Expedient Reinforcement - Accuracy/Damage
(31) Expedient Reinforcement - Damage/Endurance
(33) Expedient Reinforcement - Accuracy/Damage/Recharge
(33) Expedient Reinforcement - Endurance/Damage/Recharge


Level 28: Bullet Rain
(A) Positron's Blast - Accuracy/Damage
(29) Positron's Blast - Damage/Endurance
(29) Positron's Blast - Damage/Recharge
(31) Positron's Blast - Damage/Range
(31) Positron's Blast - Accuracy/Damage/Endurance


Level 30: Vengeance
(A) Luck of the Gambler - Recharge Speed


Level 32: Lightning Storm
(A) Thunderstrike - Accuracy/Damage
(37) Thunderstrike - Damage/Endurance/Recharge
(43) Thunderstrike - Damage/Endurance
(43) Thunderstrike - Damage/Recharge
(43) Thunderstrike - Accuracy/Damage/Recharge
(45) Thunderstrike - Accuracy/Damage/Endurance


Level 35: Executioner's Shot
(A) Thunderstrike - Accuracy/Damage
(40) Thunderstrike - Damage/Endurance
(42) Thunderstrike - Accuracy/Damage/Recharge
(42) Thunderstrike - Accuracy/Damage/Endurance
(42) Thunderstrike - Damage/Endurance/Recharge
(46) Thunderstrike - Damage/Recharge


Level 38: Hail of Bullets
(A) Obliteration - Damage
(39) Obliteration - Accuracy/Recharge
(39) Obliteration - Damage/Recharge
(39) Obliteration - Accuracy/Damage/Recharge
(40) Obliteration - Accuracy/Damage/Endurance/Recharge
(40) Obliteration - Chance for Smashing Damage


Level 41: Conserve Power
(A) Recharge Reduction IO


Level 44: Temp Invulnerability
(A) Impervium Armor - Resistance/Endurance
(45) Titanium Coating - Resistance
(45) Titanium Coating - Resistance/Endurance


Level 47: Total Focus
(A) Mako's Bite - Accuracy/Damage
(48) Mako's Bite - Damage/Endurance
(48) Mako's Bite - Damage/Recharge
(48) Mako's Bite - Accuracy/Endurance/Recharge
(50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(50) Mako's Bite - Chance of Damage(Lethal)


Level 49: Force of Nature
(A) Recharge Reduction IO


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 1: Vigilance
Level 2: Rest
(A) Empty


Level 4: Ninja Run
Level 2: Swift
(A) Empty


Level 2: Health
(A) Miracle - +Recovery
(36) Numina's Convalescence - +Regeneration/+Recovery


Level 2: Hurdle
(A) Empty


Level 2: Stamina
(A) Endurance Modification IO
(36) Endurance Modification IO


Level 10: Chemical Ammunition
Level 10: Cryo Ammunition