Primary for /Storm
The only big issue with /storm is the kb so you do better with ranged pets. I took a thugs/storm to 50 mostly solo and it was a heap of fun.
Thugs/Storm was the only MM combo that was able to keep my interest all the way to 50. The chaos of Storm worked well with the ranged offensive onslaught of Thugs, with the Bruiser to chase down runners if need be.
Don't I know you???
ZOMIBS?STORM
Pretned your a pirate
Zombies/Storm played with tactics and finesse is very successful.
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.
Robot Traps
I would definitely say some sort of melee pets. So zombie and Ninja. Storm Ninja does seem to fit thematically.
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
I would definitely say some sort of melee pets. So zombie and Ninja. Storm Ninja does seem to fit thematically. |
The major reason is that stormies don't just blow everything all over. They strategically position foes for maximum destruction. The best stormies try to keep as many together to leverage snowstorm and freezing rain. This strategy, plus the BIG tohit debuff in hurricane plays well with melee pets. If you keep the enemy pinned into a corner or against a wall or trapped in a small office, the pets thrive, too.
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.
Indeed, but wouldn't that benefit (in normal play) to sets with more aoe? Necromancy has just a few. Thugs has a lot, and I kinda salivate as to what would happen with the Oni's RoF
The zombie horde gets: Zombie vomit (at the level 6 enchant undead) which is a melee range AoE. This aspect is why I think storm helps leverage the necros as much as it does. They cycle from projectile vomit to zombie vomit, and then to zombie brawl as the spawns are in motion. The grave knights get into position and tear up what's left.
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.
Oh right there is a splash effect (gross!) on the vomit... Interesting, thanks for pointing that out! It's certainly a unique combination.
Necro still gets rolled pretty hard in incarnate content. So, be warned. I'd be looking at Thugs if I where you. I have a Thugs/Storm at 50 -- I haven't played him for a while, but he was really quite tough.
Any mob with an AoE is gonna rock your zombies and graveknights hard, especially those Heavy Commanders on lambda who seem to be able to pump out AoE after AoE with no pause between them.
That said, I'm of the opinion that if you can tough it out, Necro's generally superb damage will work out when you get level shifted up a few notches.
Necro still gets rolled pretty hard in incarnate content. So, be warned. I'd be looking at Thugs if I where you. I have a Thugs/Storm at 50 -- I haven't played him for a while, but he was really quite tough.
Any mob with an AoE is gonna rock your zombies and graveknights hard, especially those Heavy Commanders on lambda who seem to be able to pump out AoE after AoE with no pause between them. That said, I'm of the opinion that if you can tough it out, Necro's generally superb damage will work out when you get level shifted up a few notches. |
I presume Thugs get hit less with AOE because they are not in melee range with the tank/brutes/scrappers and because of the enforcer maneuvers? (No experience yet on the iTrials)
I have started a Necro/Storm (level 10 now) and something feels off so far. I'm going to think about it a little more before going further.
I presume Thugs get hit less with AOE because they are not in melee range with the tank/brutes/scrappers and because of the enforcer maneuvers? (No experience yet on the iTrials) |
My Necro/Dark survives and does ok in the itrials purely because of his permahaste and generally high recharge (spiritual alpha) -- I can replace losses quickly. Actually I find control-type stuff to work fairly well. Mine uses fear (fear lasts a long time), but large immobilizes or whatever will work too.
I haven't taken thugs on an itrial yet, but Mercs and Robots do pretty well, but you really gotta *attempt* (and fail!) to control them as best you can to keep them out of harms way.
On the itrials, the insanely bad pet AI and inability of your pets to follow even simple orders will drive you insane. Thats probably why even on leagues of 24 people I'm usually the only MM ;P
Go with thugs, but don't expect your bruiser to last as long as your used too.
Imma put 02 boost on auto yo
healz represent
[edit]wow that was typed in all caps... forum won't allow that it seems[/edit]
It's also a buff though, so that's a good thing.
I'm quite set on making a Stormie MM, but I still have doubts on the primary. I Already have active DS, Mercs and Bot MMs. I also have a ninja/poison... but well, that's not such a good combo so I might be willing to consider Ninja. Mostly I'm just wondering between Thugs and Necro. What's the dynamic? Anyone got experiences to share?
PS *PLEASE* do not suggest traps, I feel like that's being done in every thread and I already have a /traps MM. (I'm one of those who doesn't like to play the same powerset more than once if avoidable)