Mind/Storm Build Guidance, Please


Draggynn

 

Posted

Hi folks!

So, I have this cute little Mind/Storm Controller. She's a lot of fun, partly because of the role-play, partly because Mind/Storm just rocks. I played her up to L27 and was respeccing her with Franken-Sets, but then I-19 came along and changed everything, and now I'm ready to re-respec, so I can play some more. Only problem is, more powers to choose means everything is sorta confuzzled and I no longer know what I need and want.

I usually play on a small team, 2-4, or solo and usually play at range, rather than in the mix. I'm often the only 'healer', though by no means a 'primary healer', which is one reason I have O2 and otherwise I'm 'zzz-breaker'.

Solo, I play at +2x1, though I'm getting to where I could stand to raise that. It's another reason, besides the 'I can't stand missing' factor, for the very strong accuracy that I build for.

So, here is my old 'target build' - the SO version that I aim to meet or beat when slotting sets.

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

Click this DataLink to open the build!

Kitten Dreams: Level 48 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness

Hero Profile:
Level 1: Mesmerize -- Acc(A), Acc(3), EndRdx(3), Dmg(5)
Level 1: Gale -- Acc(A), Acc(5)
Level 2: Dominate -- Acc(A), Acc(7), EndRdx(7), Hold(9)
Level 4: Levitate -- Acc(A), Acc(9), EndRdx(11), Dmg(11)
Level 6: Confuse -- Acc(A), Acc(13), EndRdx(13)
Level 8: O2 Boost -- RechRdx(A), Heal(15)
Level 10: Steamy Mist -- EndRdx(A), EndRdx(15), DefBuff(17)
Level 12: Air Superiority -- Acc(A), Acc(17)
Level 14: Fly -- Flight(A), EndRdx(19)
Level 16: Freezing Rain -- Acc(A), EndRdx(19), RechRdx(21), Range(21)
Level 18: Total Domination -- Acc(A), Acc(23), EndRdx(23), RechRdx(25), Hold(25)
Level 20: Snow Storm -- EndRdx(A), EndRdx(27)
Level 22: Hurdle -- Jump(A)
Level 24: Health -- Heal(A)
Level 26: Stamina -- EndMod(A), EndMod(27)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 0: LEGACY BUILD
Level 1: Containment
Level 4: Ninja Run



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.
This is where I'm hung up, at the moment, in my slotting, though I do have some of the missing enhancements in my recipe folder, while I work on getting the salvage to complete them. My strategy is mostly Set Pairs and Trios, to maximize effect and function.
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As for what I want to accomplish... Well, I know that Hurricane is powerful, but I've not gotten very good at using it, yet, despite Numerous other Storm toons - Kitten dreams is my highest level Stormer. This is why I've skipped it, so far, and focused more on the Control aspects of the build, rather than Debuff.

I want to add Combat Jumping to my travel mix and love Air Superiority for its answer to mobs that get in my face. Fly is not my default travel power (that's Super Jump) but very appropriate to this character, and I know that it no longer needs multiple slots to be effective, so that's a free slot.

Finally, I am not rich. I do have a couple of 50s with 3-5 hundred-million, but they are spending their money on their own builds. Kitten Dreams has about 5 million inf. If you think she should have a specific enhancement, please include a plan by which a level 27 could reasonably acquire it.

Please assist me in creating a new, improved, level 27 Mind/Storm Controller?

Be Well!
Fireheart


 

Posted

Well, let me comment on a few things -- Mind is a great ranged controller with decent single target damage (at least in low levels). Storm lets you keep those foes at range . . . with Hurricane. I suggest you learn to use Hurricane . . . start out thinking of it as a defensive power that keeps foes out of your fast and keeps them from hitting you much. Later on, you can learn to use Hurricane as an offensive/Postioning power, but use it defensively for now. I have mine set on a simple toggle button on my mouse -- for example, if you have a mouse with some extra buttons, you can set up an easy bind. That way you can turn it on and off quickly and without having to click on it. Try:

/bind button5 powexecname Hurricane

Once I have Hurricane, I almost never use Gale any more. The ToHit Debuff in Hurricane is just so good and the positioning is more precise.

You have slotted a LOT of accuracy. However, there is a 95% toHit cap and slotting some powers even as much as 2 slots of Accuracy take you well over that where the Accuracy is mostly wasted. Add some Global Accuracy bonuses (like in Thunderstrike) and you can get by with less slotting of accuracy. (However, most AoE control powers have a 20% accuracy penalty, so those need extra Accuracy.) Confuse already has a 20% accuracy buff, so you can skip the second Acc in it for now. Instead slot it up for Confuse and Recharge. Even better, frankenslot Acc/Conf/Rech. Since it doesn't draw aggro, you can use the confuse duration and recharge to allow you to stack it on bosses or confuse resistant foes. Mez and Dom also have accuracy bonuses. And some powers, like Freezing Rain, do not need accuracy at all.

A couple of other things to consider. Take Super Speed, and use a Raptor Pack whenever you need Fly. The stealth in Super Speed stacks with Steamy Mist to give you full invisibility. This lets you get in position for your Terrify cone and other uses. Also, I love Super Speed for Herdicaning. You can zip around the outside of groups pushing them into the middle. The Raptor Pack is almost as fast as the Fly speed cap, and Super Speed is much faster than Fly (or Super Jump). Slot Super Speed with an EndRdx and you're done. This will also let you take Hasten -- which is a huge help for recharging your slow recharge powers.

Obviously, drop the Fitness pool since you get it for free now. Just remember to put slots in Stamina. (My rule of thumb when doing a respec is to take the two slots after I take my travel power and put those into Stamina . . . so I don't forget.) Mind/Storm doesn't have a self heal, so you will want some slots in Health as well -- plan on earning a Numina Regen/Recov proc and a Miracle proc with Hero Merits from Tip missions. All */Storm characters are always tough on Endurance, and you will need those procs if you want to cut back on slotting for so much EndRdx. I love Air Sup on many of my controllers, but it isn't needed on a Mind/Storm. You should be at range, using your Dominate-Mezmerize-Levitate attack chain. Replace it with Hasten.

Here's a build I just threw together. It should be moderately priced, except for the Numina proc which you can earn with Hero Merits. Remember that you can use Mass Hypnosis without drawing aggro. It is also usually your best option to set up Containment for Terrify -- doubling the damage of your only AoE damage power.

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

Click this DataLink to open the build!
Level 27 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Speed

Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx(11)
Level 1: Gale -- Acc-I(A)
Level 2: Dominate -- Para-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx(25)
Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/Rchg(23)
Level 6: Confuse -- C'phny-Acc/Conf/Rchg(A), Pplx-Acc/Conf/Rchg(7), Mlais-Acc/Conf/Rchg(23)
Level 8: Mass Hypnosis -- LgcRps-Acc/Sleep/Rchg(A), IComa-Acc/Sleep/Rchg(9), CSndmn-Acc/Sleep/Rchg(9)
Level 10: Steamy Mist -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Total Domination -- NrncSD-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(19), G'Wdw-Acc/Hold/Rchg(19)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21)
Level 22: O2 Boost -- Heal-I(A)
Level 24: Snow Storm -- EndRdx-I(A), EndRdx-I(25)
Level 26: Terrify -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rng(27), Det'tn-Acc/Dmg/EndRdx(27)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
Level 4: Ninja Run
------------

Set Bonus Totals:

  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 14% Enhancement(Accuracy)
  • 15.3 HP (1.5%) HitPoints
  • MezResist(Sleep) 1.65%
  • 8.5% (0.14 End/sec) Recovery
  • 1.88% Resistance(Energy)


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LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

You should be able to drop the Accuracy out of Freezing Rain for at least one more Recharge. FR is one of the best powers in Storm, with a large defense debuff and a significant -res effect, so you're going to want it up often. The power simply ticks often enough that you shouldn't notice the lack of Accuracy slots unless you're going for procs.


 

Posted

Thanks for the replies!

Hero ID: 'Kitten Dreams'

"Hi, my name is Kitty and they say I’m a ‘Dreamer’.
"All I know is that I can make people fall asleep and have really bad dreams, and sometimes bad things happen to them in those dreams. "Sometimes, I can even make my dreams ‘manifest’ and cause real things to happen. Sometimes they are nice dreams, sometimes they are not.
"So, now I’m a hero and I go around putting bad guys to sleep and giving them nightmares, and then they wake up in the Zig - right?"



Deep background - Somewhere in Paragon City, there is a hospital and in that hospital is a sad, quiet ward, where sad, quiet children lie, each one in a coma. Once, Lucy Dreamtime spent a period there, but she woke up, eventually, and moved on.
However, while she was there, she created and manifested a 'Dream Warrior' to guard her sleep. She didn't want to create anything Scary, so she came up with Kitty. Kitty's existence might have been ephemeral, but Lucy inadvertently harnessed the sleeping dream-power of All of the children on the ward. Now, Kitty is entirely autonomous - except that she has no real 'past', before she became a hero and she still 'works out the issues' of the dreaming children who lend her power.
Amazingly, since Kitty manifested, More of the children eventually wake up and go home, but Kitty's power and her belief in herself continues to grow.

Kitty speaks simply and quietly, with all of the joy and secret wisdom of a child. She knows a great deal - perhaps as much as all of the sleeping minds in Paragon City, but it does not color her simplicity. She 'knows' evil and fights it every day, but she does not fear it.

So, the build I arrived at looks like this:

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

Click this DataLink to open the build!

Kitten Dreams: Level 48 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Flight

Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:30(3), Thundr-Acc/Dmg/EndRdx:30(3), Thundr-Dmg/EndRdx/Rchg:30(5)
Level 1: Gale -- Acc-I:30(A)
Level 2: Dominate -- EoCur-EndRdx/Hold:30(A), EoCur-Acc/Hold:30(5), Thundr-Acc/Dmg/Rchg:30(7), Thundr-Acc/Dmg/EndRdx:30(7)
Level 4: Levitate -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:30(9), Thundr-Acc/Dmg/EndRdx:30(11), Thundr-Dmg/EndRdx/Rchg:30(11)
Level 6: Confuse -- Mlais-Acc/Rchg:30(A), Mlais-EndRdx/Conf:30(13), Mlais-Acc/Conf/Rchg:30(13)
Level 8: Mass Hypnosis -- LgcRps-EndRdx/Sleep:30(A), LgcRps-Acc/Sleep/Rchg:40(15), CSndmn-Acc/EndRdx:30(15), CSndmn-Acc/Sleep/Rchg:30(17)
Level 10: Steamy Mist -- S'dpty-Def/EndRdx:30(A), S'dpty-EndRdx:30(17)
Level 12: Combat Jumping -- DefBuff-I:30(A)
Level 14: Fly -- EndRdx-I:30(A)
Level 16: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow:30(A), UndDef-DefDeb/Rchg/EndRdx:30(19), Det'tn-Acc/Dmg/EndRdx:30(19)
Level 18: Total Domination -- NrncSD-Acc/Hold/Rchg:30(A), EoCur-Acc/Hold/Rchg:30(21), G'Wdw-Acc/Hold/Rchg:30(21)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx:30(A), DarkWD-ToHitdeb/Rchg/EndRdx:30(23), DarkWD-Rchg/EndRdx:30(23), DampS-ToHitDeb/Rchg/EndRdx:40(25)
Level 22: O2 Boost -- H'zdH-Heal/EndRdx/Rchg:30(A)
Level 24: Snow Storm -- EndRdx-I:30(A), EndRdx-I:30(25)
Level 26: Terrify -- Det'tn-Acc/Dmg/EndRdx:30(A), Posi-Acc/Dmg:30(27), Posi-Acc/Dmg/EndRdx:30(27)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 2: Swift -- Run-I:40(A)
Level 2: Health -- Numna-Regen/Rcvry+:30(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Stamina -- P'Shift-EndMod:40(A), P'Shift-End%:40(9)
Level 4: Ninja Run



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Mind/Storm is certainly high Endurance-Use, if you don't slot things for EndRed. All too often, however, there are other aspects of the powers that are more critical to enhance. Like Accuracy - when the Minions are Orange and the Bosses are beyond Red, then 'extra' Accuracy is not 'wasted', believe me! Leveraging Mind Control's awesome single-target potency is a lot of fun! However, I can see how this build will have better AoE utility, so switching to +1x2 may be more effective.

Despite the Hasten/Super Speed argument, the Character really needs to Fly (in a cloud of dreams, as it were). I added Combat Jumping for the improved precision and in-combat advantages. Happily, I have 'City Traveler', so I can build this way and skip AS/Hover. For Stealthiness, I'll fit a +Stealth proc into Sprint, so I can toggle it on and off at need.

I definitely need to get more slots in Freezing Rain, Total-Dom, and Terrify soon, but I think these enhancements will work for now.

What do you folks think I should pick up for L28? Shall I take the 'Disco Flash'?

Be Well!
Fireheart


 

Posted

The only change I would suggest is to change your slotting in Freezing Rain to 3 Recharge. You really, really want this power up as much as possible. The Defense Debuff is so high that enhancing it is a very low priority -- in fact, I have given up slotting for Defense and instead go for Recharge and procs. The nature of Defense Debuff in this game is affected by the 95% ToHit cap -- the huge majority of the time, any Defense Debuff enhancement is wasted because there is never more than a 95% chance to hit a foe. With Global Accuracy buffs, Defense Debuffs by teammates and some people having Tactics or similar powers, Defense Debuff slotting more than the default amount really isn't needed. Instead, Freezing Rain also offers AoE control, Slow and Damage Resistance Debuff, and the Resistance Debuff ends up being more important. So Recharge will help those other things be available more often.

No Accuracy is needed in Freezing Rain because all of the "raindrops" -- as soon as one hits, it applies the Defense Debuff and more will hit. Since there is never less than a 5% chance to hit, you always get some hits. Slow only affects run speed, which has minimal benefit (and none if you also use Snow Storm, as there is a 90% Run Speed debuff cap). Slotting Damage is a waste, too, as all those "-1" you see are actually a small fraction of 1. The net damage is virtually nothing and you will get a LOT more damage by using the Damage Resistance Debuff more often and adding procs. (I start with the Achilles Heel Chance for Resist Debuff, then add Lady Grey and Posi Blast procs if I have room.)

As for Thunderclap, I like it on my */Storm characters who have another AoE Stun power (Earth, Fire, Grav), but I don't really recommend it on a Mind/Storm. It is a PB AoE that only hits Minions (Mag 2), and I find it most useful when you can stack it with another stun. I don't find it all that useful on a ranged AoE controller. But it looks cool and recharges fairly quickly. I sometimes fire it off just because I like the looks. Thunderclap is not a BAD choice, but it is not really needed when you have 4 ranged AoE control powers that will handle Mag 3.

Hasten would be a better choice because Mind has so many AoE controls that need Recharge -- Mass Hyp, Total Dom, Terrify and Mass Conf. And it will boost your recharge in Freezing Rain and all your other powers.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
The only change I would suggest is to change your slotting in Freezing Rain to 3 Recharge.

The Defense Debuff is so high that enhancing it is a very low priority.

No Accuracy is needed in Freezing Rain because all of the "raindrops" -- as soon as one hits, it applies the Defense Debuff and more will hit.

Slotting Damage is a waste, too, as all those "-1" you see are actually a small fraction of 1.
So, what you're saying is that the Defense Debuff is so high, particularly in accumulation, that Enhancing for that is a waste of time. Also, due to the very high native accuracy AND the Defense Debuff, more Accuracy doesn't really help. Finally, the ticks of damage are so small (0.39 at level 50), that enhancing them, even by 100%, has little or no effect on the total damage. Enhancing for Slow only has the effect of keeping runners in the rain a little bit longer.

Therefore, the most effective way to get More out of Freezing Rain is to hit them with it Again, thus enhancing for Recharge is the best answer.

Okay, that makes sense, thanks for the benefit of your experience!

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
So, what you're saying is that the Defense Debuff is so high, particularly in accumulation, that Enhancing for that is a waste of time. Also, due to the very high native accuracy AND the Defense Debuff, more Accuracy doesn't really help. Finally, the ticks of damage are so small (0.39 at level 50), that enhancing them, even by 100%, has little or no effect on the total damage. Enhancing for Slow only has the effect of keeping runners in the rain a little bit longer.

Therefore, the most effective way to get More out of Freezing Rain is to hit them with it Again, thus enhancing for Recharge is the best answer.

Okay, that makes sense, thanks for the benefit of your experience!

Be Well!
Fireheart
That pretty much sums it up. If you want to do "more" with Freezing Rain after the recharge, your best bet is to start slotting procs: The Achille's Heel proc, and damage procs are the best choices.


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 would personally not recommend skipping Thunderclap on a soloist Mind/Storm build. Knockback, rains, and damage interfere with sleep, which is your main source of AoE Containment. I would personally opt to start fights with Mass Hypnosis (later sometimes Mass Confusion), run up and Thunderclap, back off and cast Freezing Rain >> Terrify >> (and at higher levels) AoE blast. Doing that way gives you double damage on the minions on top of double resistance-debuff (because Containment damage goes up when enemies are debuffed). It is a really, really huge difference in damage and (in my mind) one of the biggest advantages /Storm has over other secondaries paired with Mind.

Also note a weird sort of exploit/synergy with Gale and Terrify. Terrify normally lets enemies fire back at you or run if they get hit by an attack. However if they are knocked down when the power hits they "lose" their chance to react. If you use Gale on Terrified enemies and blow enemies back into a wall, you can blast them while they are sprawled and get no response (they stand up cowering). This is also part of why, if you can afford it, a Chance for Knockdown proc in Terrify extends the utility of that power.