Requesting help with a Storm/Ice build


Beef_Cake

 

Posted

What I'm hoping for is a build that's good for soloing, and teaming, with maybe an eye toward incarnate content later..but I also figure that's something I'll have to work toward since I don't have billions of inf to spend.

I have, maybe, 50 million inf available right at this moment to work with. The character is currently only level 37 as well, so plenty of time to grow into a more expensive build via merits or something I guess?


 

Posted

At level 37, you would definitely want to take advantage of alignment merits. Set bonuses would generally lean to increasing recharge, total hit points and regeneration. I believe that endurance is an issue with all stormies, but you can fix that first with an endurance recovery power from conserve power, power sink (I do prefer electric mastery for thematic reasons), or dark mastery. Augmenting your aggro management powers with ranged defense would be another good feature.


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 Psylenz View Post
At level 37, you would definitely want to take advantage of alignment merits. Set bonuses would generally lean to increasing recharge, total hit points and regeneration. I believe that endurance is an issue with all stormies, but you can fix that first with an endurance recovery power from conserve power, power sink (I do prefer electric mastery for thematic reasons), or dark mastery. Augmenting your aggro management powers with ranged defense would be another good feature.
It's worth mentioning that Mu Mastery has both Conserve Power and Power Sink, if you don't mind taking a brief stint villain-side.

Edit: If you'd like to post a sample build - it doesn't have to be set in stone, but it helps us to see what you like in powers - then we can give a lot more specific advice.

I would recommend skimming through Draggyn's guide to Storm, as there's some very good advice in there. For example, there's no practical reason to slot Snow Storm for Slow, because Snow Storm + Freezing Rain = -Recharge cap on most foes. This means that you get to put slots elsewhere to try and milk more set bonuses (or whatever you want) out of a power.


 

Posted

Quote:
Originally Posted by Midnight_Tempest View Post
Edit: If you'd like to post a sample build - it doesn't have to be set in stone, but it helps us to see what you like in powers - then we can give a lot more specific advice.
There are many different approaches that can be taken with storm (and so many people have strong feelings about particular powers), that it is very useful to see a build that you're currently thinking about to get a sense of what your thinking of doing. Posts asking for critiques of builds tend to get lots of responses, posts asking for builds get few. In general I'm happy to offer my thoughts on a build, but will not post builds on principle (fortunately, there are lots of people who will).

Quote:
I would recommend skimming through Draggyn's guide to Storm, as there's some very good advice in there. For example, there's no practical reason to slot Snow Storm for Slow, because Snow Storm + Freezing Rain = -Recharge cap on most foes. This means that you get to put slots elsewhere to try and milk more set bonuses (or whatever you want) out of a power.
Since the guide isn't yet in the guides section (hoping to finally finish it this summer) It's easiest to find the guide by following the link in my sig. It can be a tad overwhelming.


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

I'll have to re download mids(another program I forgot to get my hands on after a reformat) and fiddle with it, and because of work it'll probably be tomorrow before I have one set up for you all to look at. It'll probably be very basic as I have only limited experience with the IO sets. I might overlook a better bonus when slotting...but hey, that's why I asked for help, right? :P Thanks for the advice so far. Also, I did read through your guide, Draggynn and found it very helpful. I look forward to it being finished!


 

Posted

Quote:
Originally Posted by Laeryn View Post
I'll have to re download mids(another program I forgot to get my hands on after a reformat) and fiddle with it, and because of work it'll probably be tomorrow before I have one set up for you all to look at. It'll probably be very basic as I have only limited experience with the IO sets. I might overlook a better bonus when slotting...but hey, that's why I asked for help, right? :P Thanks for the advice so far. Also, I did read through your guide, Draggynn and found it very helpful. I look forward to it being finished!
Glad you found it helpful. Just something useful to remember when slotting: I think the biggest mistake people make is to look only at set bonuses and forget about the powers they are slotting. Example: although 6 Pacing of the Turtles in Snow Storm or Freezing Rain will get you a 3.13% ranged bonus, it is generally a horrible idea. First figure out what you would like to slot your powers for, and then what set bonuses you can get while achieving that. Generally a high a end build will focus on either as much as recharge as possible, or go for soft cap defense to something.


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

Ok, I fiddled around with it a bit, and this is what I came up with. I've avoided some IO's that I know are going to be super expensive(mainly the purple sets) and a few ones that I think are going to be expensive, but I plan on working toward...that said, I'm a newbie with IO's and Mids both(to my shame) and I really had no idea what I should be doing with Tornado, slot wise...actually there's a couple powers I wasn't sure what I should be doing with them. anyway...have at it, I guess?




Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Shattered Tempest: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(11)
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(42)
Level 2: Snow Storm -- EndRdx-I(A)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(48)
Level 6: Steamy Mist -- S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def/EndRdx(9), S'dpty-Def(13)
Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb(13), LdyGrey-DefDeb/Rchg/EndRdx(15)
Level 10: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), ExStrk-Dam%(19), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
Level 14: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(21), AdjTgt-Rchg(23)
Level 16: Freeze Ray -- Lock-Acc/Hold(A), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 18: Hover -- DefBuff-I(A), DefBuff-I(27)
Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
Level 22: Fly -- Frbd-Stlth(A)
Level 24: Kick -- Empty(A)
Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(31), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc/EndRdx(43)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 35: Weave -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 41: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(42), S'dpty-EndRdx(48)
Level 44: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45)
Level 47: Shocking Bolt -- Lock-Acc/Hold(A), Lock-EndRdx/Rchg/Hold(48)
Level 49: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(50), Efficacy-EndMod/Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(19), P'Shift-End%(50)
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 6.75% Defense(Fire)
  • 6.75% Defense(Cold)
  • 18% Defense(Energy)
  • 18% Defense(Negative)
  • 3% Defense(Psionic)
  • 18% Defense(Ranged)
  • 7.688% Defense(AoE)
  • 58% Enhancement(Accuracy)
  • 23.75% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 16% FlySpeed
  • 76.3 HP (7.503%) HitPoints
  • 16% JumpHeight
  • 16% JumpSpeed
  • MezResist(Held) 2.2%
  • MezResist(Stun) 1.65%
  • 25.5% (0.426 End/sec) Recovery
  • 20% (0.849 HP/sec) Regeneration
  • 4.725% Resistance(Fire)
  • 4.725% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 6.25% Resistance(Toxic)
  • 16% RunSpeed


 

Posted

After looking through the build on a cursory basis, it looks pretty good really. I would quibble on two defense enhancements in hover, but if you do an alignment arc and get a LotG +recharge in there, it would be fine. You are probably going to want some end reduction in weave if you are going to use it. Pet sets are fine in tornado, but I would prefer recharge intensive pet sets, and in practice I usually frankenslot to get some stun in there, 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.

 

Posted

don't have mids at the moment, so just some preliminary thoughts glancing over the build.:

I would put more recharge in Freezing Rain. I would probably find a couple more slots to put in there, but if not I would sacrifice defense debuff in favor of recharge.

Regardless of your playstyle, you will almost certainly find a damage proc more valuable in Freezing Rain than Hurricane, and unless you tend to pin enemies against the wall a lot with hurricane you are unlikely to see the proc fire often. I would drop hurricane down to just 4 slots (keep the recharge bonus) and but the other slots in Freezing Rain.

Fly: I wouldn't put a stealth proc here but rather in a sprint power (go with unbounded leap, it's usually cheaper). That way you can stealth while using hover and don't need to waste the slot in fly. If you can afford it, I would stick a Blessing of the Zephyr KB IO in fly.

Tornado: As Psylenz said, unless you were going for heavy AoE defense, I much prefer expedient reinforcement to Blood Mandate in Tornado. More recharge means more damage potential, and you get 0 recharge with Blood Mandates. It's a little less defense, but I think we can probably make it up somewhere.

It is absolutely worth investing in the Numina and Miracle Unique for the endurance management. Before putting 4 slots in Stamina, I would slot those two in Health. If you are going to put 4 slots in stamina you are better off slotting four Performance Shifters than 3 generic IOs.

I'll let you know if anything else jumps out at me when I get home and look at this in mids.


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

(QR)

I'm not a huge fan of slotting Steamy Mist for Defense, but it works if you're trying to softcap (or get close). The only thing that immediately jumps out at me is that you're missing a -KB IO. There aren't many things more annoying than sitting on your butt when you'd rather be dropping storms on things.

I think you could probably use a Pacing of the Turtle End/Recharge/Slow in Snow Storm (instead of just an End IO).

Taking a quick look at Freezing Rain in Mids, switching from the Lady Grey's Defense Debuff IO to the Recharge/End IO will keep your set bonus while only losing 4.1% of the defense debuff (down to -44.1%). In exchange, you get roughly six more seconds off of the recharge time, which is pretty nice (waiting on FR sucks).


 

Posted

With the advice from above, I've tweaked the build a bit. Hover...yeah, I missed that...I put those two defense slots early to make up some defense..and apparently found some more later and forgot to go back and change it. Tornado I switched to Expedient reinforcement and swapped one slot out of hover there to get a bit more of a recovery set bonus and some stun.


Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Shattered Tempest: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(11)
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(42)
Level 2: Snow Storm -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(48)
Level 6: Steamy Mist -- S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def/EndRdx(9), S'dpty-Def(13)
Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb(13), LdyGrey-DefDeb/Rchg/EndRdx(15), LdyGrey-Rchg/EndRdx(15), RechRdx-I(19)
Level 10: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
Level 14: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(21), AdjTgt-Rchg(23)
Level 16: Freeze Ray -- Lock-Acc/Hold(A), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 18: Hover -- LkGmblr-Rchg+(A)
Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
Level 22: Fly -- Zephyr-ResKB(A)
Level 24: Kick -- Empty(A)
Level 26: Tornado -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(27), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg(43)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 35: Weave -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 41: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(42), S'dpty-EndRdx(48)
Level 44: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45)
Level 47: Shocking Bolt -- Lock-Acc/Hold(A), Lock-EndRdx/Rchg/Hold(48)
Level 49: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(50), Efficacy-EndMod/Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc(19)
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 18% Defense(Energy)
  • 18% Defense(Negative)
  • 3% Defense(Psionic)
  • 18% Defense(Ranged)
  • 3% Defense(AoE)
  • 37.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 58% Enhancement(Accuracy)
  • 21% FlySpeed
  • 95.38 HP (9.378%) HitPoints
  • 21% JumpHeight
  • 21% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 4.7%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 24% (0.401 End/sec) Recovery
  • 28% (1.189 HP/sec) Regeneration
  • 4.725% Resistance(Fire)
  • 4.725% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 6.25% Resistance(Toxic)
  • 21% RunSpeed


 

Posted

(QR)

If you're not too attached to the Lockdown set in Freeze Ray, you can use the same 4 slots for Basilisk's Gaze IOs and get another 7.5% recharge boost.

If the Performance Shifter Chance for +End IO works properly in Stamina, you could sub it in for either the Acc/Endmod or Endmod/Rech IO - gaining a +End proc while keeping your set bonus. Take this with a grain of salt, as I don't know the math off the top of my head as to whether the +End proc works out to be a bigger end gain than one of the hybrid IOs (Ok, I know how to do the math, but not the numbers I need in order to do the math).

That's all I can really think of after taking a look in Mids. I'm sure another Stormie will catch something I missed.


 

Posted

You are SO close to being soft capped to ranged, I would go for the 6 lockdowns in Freeze Ray for the 3.75% ranged defense bonus and you are set. You will find that to be MUCH more beneficial than the 7.5% recharge bonus. I would probably drop the 6th positron's blast from Ice Storm and Blizzard (get rid of the damage/range since the range won't make much difference, and you're already well over the ED damage cap).

Depending on your endurance management and how often you use Snow Storm you may find the endurance IO to be better. Remember Snow Storm + Freezing Rain already puts enemies way over the slow cap, so slotting extra slow in Snow Storm is not often beneficial (although if you team a lot, the faster recharge can be nice).

In Frost Breath I would probably swap the acc/end/endurance for the damage proc

Long term, if you continue playing this character you will want to work on swapping out your serendipities, and defense IOs for Luck of the Gamblers. (They're expensive but that extra recharge is worth it).

In Freezing Rain I would drop the Lady Grey: Defense Debuff for an Achille's heel proc or a damage proc. Remember, if you really need that extra defense debuff to punch through something, you have tornado.

With three slots in Stamina, optimal slotting is 1 Performance Shifter endurance, 1 Performance Shifter +endurance proc, and 1 pure Endurance IO. If you want to keep the set bonus, at least swap out one of them for the proc. (The proc is actually equivalent to ~12% recovery bonus, and if you have no additional endurance, is actually optimal slotting for 1 slot in stamina.)

Otherwise this looks reasonable for a build that's not breaking the bank.


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 in getting back, I'd like to thank everyone for your help! this is what I've currently got planned with the most recent changes


Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Shattered Tempest: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(11)
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(42)
Level 2: Snow Storm -- EndRdx-I(A)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(48)
Level 6: Steamy Mist -- S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def/EndRdx(9), S'dpty-Def(13)
Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), Achilles-ResDeb%(13), LdyGrey-DefDeb/Rchg/EndRdx(15), LdyGrey-Rchg/EndRdx(15), RechRdx-I(19)
Level 10: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
Level 14: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(21), AdjTgt-Rchg(23)
Level 16: Freeze Ray -- Lock-Acc/Hold(A), Lock-Rchg/Hold(25), Lock-Acc/Rchg(29), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 18: Hover -- LkGmblr-Rchg+(A)
Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
Level 22: Fly -- Zephyr-ResKB(A)
Level 24: Kick -- Empty(A)
Level 26: Tornado -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(27), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg(43)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 35: Weave -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 41: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(42), S'dpty-EndRdx(48)
Level 44: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45)
Level 47: Shocking Bolt -- Lock-Acc/Hold(A), Lock-EndRdx/Rchg/Hold(48)
Level 49: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(50), Efficacy-EndMod/Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(19)
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 19.88% Defense(Energy)
  • 19.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.75% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 58% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 21% FlySpeed
  • 76.3 HP (7.503%) HitPoints
  • 21% JumpHeight
  • 21% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 4.7%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 24% (0.401 End/sec) Recovery
  • 20% (0.849 HP/sec) Regeneration
  • 4.725% Resistance(Fire)
  • 4.725% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 21% RunSpeed


it's late so I may have missed something glaringly obvious. But again, thanks for all the advice!


 

Posted

I understand that you are going for high def. but what also aids you in survival is resistance for the attacks that get through and more hp, so staying with the cheap build idea I changed a very few things. I dropped shocking bolt and picked up charged armor(you should pickup the shield for the +res.) and then changed the slotting on like 2 powers. I get that drayggnn says that stamina's "optimal" slotting is the way you have it, but removing the plain jane end io and putting in one more performance shifter gets you +hp and only drops your recovery by .07per second, now if you can see the difference of 7 hundredths and don't want the extra hp then leave the end io in there. I also agree that when you get some more inf you should switch to lotg's in steamy mist and manuevers, that will give you another +15% recharge and more +hp(they are slotted that way in the alternate slotting in the build I am posting). I would also spend the time getting all the +hp accolades. If you complete all of them you will be at 1331 hp, which makes you very survivable. But here ya go.

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Shattered Tempest: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: O2 Boost -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(11)
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(42)
Level 2: Snow Storm -- EndRdx-I(A)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(37)
Level 6: Steamy Mist -- S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def/EndRdx(9), S'dpty-Def(13)
Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), Achilles-ResDeb%(13), LdyGrey-DefDeb/Rchg/EndRdx(15), LdyGrey-Rchg/EndRdx(15), RechRdx-I(19)
Level 10: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
Level 14: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(21), AdjTgt-Rchg(23)
Level 16: Freeze Ray -- Lock-Acc/Hold(A), Lock-Rchg/Hold(25), Lock-Acc/Rchg(29), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 18: Hover -- LkGmblr-Rchg+(A)
Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
Level 22: Fly -- Zephyr-ResKB(A)
Level 24: Kick -- Empty(A)
Level 26: Tornado -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(27), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Dmg/EndRdx(31), ExRmnt-Acc/Dmg(43)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A)
Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 35: Weave -- DefBuff-I(A), DefBuff-I(36)
Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 41: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(42), S'dpty-EndRdx(48)
Level 44: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45)
Level 47: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
Level 49: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(50), Efficacy-EndMod/Acc/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(19)
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 19.9% Defense(Energy)
  • 19.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.8% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 58% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 21% FlySpeed
  • 110.6 HP (10.9%) HitPoints
  • 21% JumpHeight
  • 21% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 4.7%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 25.5% (0.43 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 21% RunSpeed



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OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Quote:
Originally Posted by Psyrene View Post
I get that drayggnn says that stamina's "optimal" slotting is the way you have it, but removing the plain jane end io and putting in one more performance shifter gets you +hp and only drops your recovery by .07per second, now if you can see the difference of 7 hundredths and don't want the extra hp then leave the end io in there.
I think you're thinking about this the wrong way Psyrene. Using logic that says that .07 end/second is too small would also mean that that an extra 20 health is too small to notice as well. Of course all of those little bonuses add up.

I should have been clear earlier that when I say optimal, I mean optimal slotting for endurance recovery. It's better to think about the decision as a choice between a 3.6% recovery bonus and a 1.87% hit point bonus. On a Storm Defender, I would choose the almost purple level 3.6% recovery bonus. As always it's a playstyle choice, but I would take all the recovery I can get on Storm. If you find you have no endurance issues, by all means take the hit point bonus.


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

FWIW, I agree charged armor over shocking bolt.


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

Another thing people tend to forget is, Hurricane is a huge debuff, so capped defense isn't all that important on a stormer. Yes it helps, but not needed. 15-20% defense will be more than enough stacked with the tohit debuff from Hurricane.

I would highly recommend a high resistance / mediocre defense build. You will find you are much more survivable. I have this build and I never find myself in trouble and I am only running 18% defense, but I'm running 70% resistance to S/L/E and 44% to Fire & Cold. Also not to mention plenty of KB protection and very high recharge.

I did however spend a good chunk of change on this character as I do all my characters, so not a lot of people can afford some of the builds I put together


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Another thing people tend to forget is, Hurricane is a huge debuff, so capped defense isn't all that important on a stormer. Yes it helps, but not needed. 15-20% defense will be more than enough stacked with the tohit debuff from Hurricane.

I would highly recommend a high resistance / mediocre defense build. You will find you are much more survivable. I have this build and I never find myself in trouble and I am only running 18% defense, but I'm running 70% resistance to S/L/E and 44% to Fire & Cold. Also not to mention plenty of KB protection and very high recharge.
In my experience soft capped ranged defense on a Storm Defender makes a HUGE difference. Especially pre clarion, because it only takes one mez or one sapper to hit you before you get them debuffed and you pretty much crumble. As others have said I would support taking the resistance shield over shocking bolt since you already have two holds you can stack, but I would not give up a single point of ranged defense.

Hurricane is great if you're taking on small mob sizes, and is why I recommend not building for smashing/lethal defense, but as you start running at +6,+7,+8, it becomes more challenging to keep all of the enemies debuffed while not completely ruining any sort of grouping you had. Then you run into even greater trouble in rooms where mobs are so close that you can't circle one without hitting another.

As tough as you are now, Beef Cake, imagine how tough you would be with 45% ranged defense on top of what you have. On my survival build I run 45% defense ranged (and energy/neg incidentally) and 75% smash/lethal/energy resistance, and if I had to give one of them up, I would choose the resistance in a heartbeat. Also high recharge builds tend to be more expensive than high defense builds, so if you're not going to break the bank, it often makes more sense to build for defense.


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
As tough as you are now, Beef Cake, imagine how tough you would be with 45% ranged defense on top of what you have. On my survival build I run 45% defense ranged (and energy/neg incidentally) and 75% smash/lethal/energy resistance, and if I had to give one of them up, I would choose the resistance in a heartbeat. Also high recharge builds tend to be more expensive than high defense builds, so if you're not going to break the bank, it often makes more sense to build for defense.
I can't imagine it at all. I run with another stormer that feels the same way you do and I always manage to survive and he dies. Hey, if you think defense is all that then ignore my posts. I'm simply telling you defense in a squishy isn't as good as defense on a tank or a brute or scrapper, you don't have the hit points to back up the defense.

I run 18% defense to all now, I'm more than happy with my turnout. I don't find myself in any position I can't survive and I run solo a lot. I even run my mission at +1, x6 and been doing so for a while now and never have I face planted. I'm just saying defense is great, but its not needed as much as you think with this build.


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Quote:
As tough as you are now, Beef Cake, imagine how tough you would be with 45% ranged defense on top of what you have.
I can't imagine it at all. I run with another stormer that feels the same way you do and I always manage to survive and he dies. Hey, if you think defense is all that then ignore my posts. I'm simply telling you defense in a squishy isn't as good as defense on a tank or a brute or scrapper, you don't have the hit points to back up the defense.
Hmm, I think you misread that. Because I find it highly unlikely that you think you'd die more if you had more defense than you have currently with your current resistance, thus the "on top of what you have".

The nice thing about resistance is that there really isn't a whole lot one can do to build for it. Sure a few more slots could be stuck in tough, take the armor, but there aren't significant set bonuses that are worth pursuing on the resistance front. Thus, the choice of defense and resistance really isn't an either or proposition, it can be both. Granted, it's much easier to use both if you can leverage ribosomes for the resistance powers, but even without that, not many slots need to be used to get the majority of the resistance benefit you would get.

That said, I would still choose defense over resistance. Having 65% resistance instead of 55% resistance is going to make you only marginally more survivable. Having 45% defense instead of 35% will make a huge difference (your experience not withstanding). I would still spend those extra slots in defense.

I'll be honest, I used to side with you and think that defense was wasted on a Storm Defender because of Hurricane. I would generally play +2x5 and have an easy time. Well, I finally broke down over a year ago and went with a defense build. Now with the help of Clarion, +3x8 even Malta and Carnies are straightforward(they used to require several break frees for emergencies). Granted, my defense build has more resistance than your resistance build does, but I'm fairly certain I could not manage that with resistance alone.

The real tradeoff in slotting is generally between defense and recharge, not defense and resistance, and there play style matters a lot as does pricing. Since high recharge builds get pricey very quickly.

And just to be clear, I don't think defense is needed on a Storm Defender, but its not a bad way to go, especially if one doesn't want to spend the influence on a high recharge build.


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
Hmm, I think you misread that. Because I find it highly unlikely that you think you'd die more if you had more defense than you have currently with your current resistance, thus the "on top of what you have".

The nice thing about resistance is that there really isn't a whole lot one can do to build for it. Sure a few more slots could be stuck in tough, take the armor, but there aren't significant set bonuses that are worth pursuing on the resistance front. Thus, the choice of defense and resistance really isn't an either or proposition, it can be both. Granted, it's much easier to use both if you can leverage ribosomes for the resistance powers, but even without that, not many slots need to be used to get the majority of the resistance benefit you would get.

That said, I would still choose defense over resistance. Having 65% resistance instead of 55% resistance is going to make you only marginally more survivable. Having 45% defense instead of 35% will make a huge difference (your experience not withstanding). I would still spend those extra slots in defense.

I'll be honest, I used to side with you and think that defense was wasted on a Storm Defender because of Hurricane. I would generally play +2x5 and have an easy time. Well, I finally broke down over a year ago and went with a defense build. Now with the help of Clarion, +3x8 even Malta and Carnies are straightforward(they used to require several purples for emergencies). Granted, my defense build has more resistance than your resistance build does, but I'm fairly certain I could not manage that with resistance alone.

The real tradeoff in slotting is generally between defense and recharge, not defense and resistance, and there play style matters a lot as does pricing. Since high recharge builds get pricey very quickly.

And just to be clear, I don't think defense is needed on a Storm Defender, but its not a bad way to go, especially if one doesn't want to spend the influence on a high recharge build.
I never said defense is a bad way to go, but it's not worth gimping a build as some of the builds in this post have done to try to achieve soft capped defense. And to make a correction, I am running 75% resist I forgot I added the +3 resist PvP Io a while back. But again, I'm only running 18% defense to all and again, I don't find myself being hit much at all. Hell I tank better than some of the defense tanks and scrappers out there

Yeah, defense would definitely help, I won't deny that, by why over slot for defense when I really won't see a difference with my Hurricane running. I feel its not needed. The only time I can see the defense being real useful is if you're not running Hurricane.

But again, everyone has their own play style and not everyone is a good of a player as the next. I know what my stormer can handle and the extra defense isn't needed for me. But if people feel more comfortable gimping their end recovery or resistance to pick up defense with low hit points and think thats the way to go, then by all means do what you want. I'm only voicing my opinion and giving advise from my experience.


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Posted

Quote:
Originally Posted by Beef_Cake View Post
I never said defense is a bad way to go, but it's not worth gimping a build as some of the builds in this post have done to try to achieve soft capped defense.
I aqree with not gimping builds for defense (slotting 6 Pacing of the Turtle being the most common offender), but these builds aren't gimped. If you are calling a build that doesn't maximize resistance "gimped" then you have a very loose definition of gimped. These build will be very survivable in solo situations and perform well on teams. More recharge would be beneficial, but then the price point starts to rise.

Quote:
But again, everyone has their own play style and not everyone is a good of a player as the next. I know what my stormer can handle and the extra defense isn't needed for me. But if people feel more comfortable gimping their end recovery or resistance to pick up defense with low hit points and think thats the way to go, then by all means do what you want. I'm only voicing my opinion and giving advise from my experience.
**chuckles** well, you're doing a bit more than voicing your opinion, by calling builds that differ from yours "gimped", but to each his ego, myself included.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
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Originally Posted by Draggynn View Post
**chuckles** well, you're doing a bit more than voicing your opinion, by calling builds that differ from yours "gimped", but to each his ego, myself included.
Yes, I am saying some of these builds are gimped.

For example, you can't sit here and tell me this build's end recovery of .85 is very good and doesn't gimp the build. Even turning off Snow Storm yields a 1.21 end recovery which still is very very low and that is if you have the four main accolades to give you more end recovery, otherwise its only at .89

http://boards.cityofheroes.com/showp...9&postcount=15

He will be sucking down blues every few seconds when in battle. Like I said, sacrificing way too much for defense, I see it happening a helluva lot here on these boards. Call me what you want, I'm just stating the facts. But if you think otherwise then I have nothing else to say. Enjoy the defense.

Just make sure you stock up on T3 or T4 blues, you will need them.


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Originally Posted by Beef_Cake View Post
For example, you can't sit here and tell me this build's end recovery of .85 is very good and doesn't gimp the build. Even turning off Snow Storm yields a 1.21 end recovery which still is very very low and that is if you have the four main accolades to give you more end recovery, otherwise its only at .89
Yay! Now you're starting to provide helpful feedback! This is the first time you have mentioned that the problem you see with the builds is endurance management. Now perhaps this is what you meant when you said, "middle defense build", ("I would slot more endurance in the toggles instead of defense or drop the defense toggles altogether because you won't have the endurance to run them all the time") but that was certainly not at all obvious to me, and I suspect not to other readers as well.

But back to your main point. This build will also have an additional .2 end/sec from the performance shifter proc and if powersink can hit 2 targets: (47*2-16)/ 64.8 = 1.2 endurance/sec (this number obviously may be lower, as you may not need all the endurance). So things aren't quite as dire as you make them out to be.

In addition with this build I would not recommend running hurricane all the time. You can pretty much keep enemies at range using Lightning Storm and Freezing Rain, and Hurricane can be used more as a panic button. (that provides an extra .37 end/sec) Snow Storm is another power I would probably only use if I thought a fight was going to get out of hand since you already have such a massive slow in Freezing Rain. In small size fights, I find mobs are usually dead so quickly Snow Storm is of limited use (that's another .37 end/sec).

Could the build benefit from some more endurance in charged armor, weave, and tough? certainly. If the user found endurance management to be a problem, I would probably drop the stun/Range from tornado and put an endurance reducer in weave, and drop a slot from aim to put an endurance reducer in tough. And probably consider going cardiac for my alpha slot if I was going to incarnate the build.

But do I think this build is gimped? No

If Hurricane was left on all the time, yes, this build would have serious endurance trouble, but an important part of Storm Summoning is knowing when to use each of your powers. (For the record, Steamy Mist should always be on except for screenshots and certain escort situations)


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