Storm Summoning
Disagree. The Repel can be useful to bunch up foe even when they are immobilized. Hurricane can also repel foes who have knockback protection. It is possible to use Hurricane to apply the ToHit Debuff without applying the Repel. It just takes some practice to learn the exact range.
Hurricane is a situational power that is only used once in a while. The Repel effect is a signature part of the power and should not be changed.
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Yeah, I enjoy the repel effect more than the knockback effect. I mostly use repel to position enemies or to stop melee coming at me. On my Merc/Storm Mastermind, I mostly just stand on the back with hurrican running. So enemies that want to come at us will get pushed back.
The -kb can be useful because you can keep them repelled while debuffing their tohit.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
actually that is in correct. what you are forgetting about is the -to hit on Hurricane.. Trick I do is run in to just quick tap the foes to reduce tohit also herdicanning is great way to utilize the kb for hurricane
Strongly disagree. I love the repel portion of it. Just don't stand in the middle of the mob when running hurricane. Instead use it to" touch" the edges of the mob. The- toHit extends just past the graphical effects of the hurricane.
I cannot disagree more. The repel is only very slightly less important than the tohit debuff on that power. AoE tohit debuff is nice. However, the ability to position mobs wherever you want them is also very nice. I actually think it has a great *synergy* with immobs in that they prevent the enemies from trying to escape your herdicaning.
To give just one example, last night my mid-20s plant/storm was soloing a mission with arachnos, and I ran into an objective spawn that had 4 different LTs that were resistant to my controls (silly arachnos... ). After tossing seeds and promptly faceplanting, I came back and destroyed them by rounding them up and pinning them into a corner with hurricane, keeping them from escaping with spammed immobs and snow storm. Since they were ranged attackers that felt no need to clump up around me, if hurricane didn't have any repel (or it was negated by roots) it would have been much, much more difficult to debuff them properly.
@MuonNeutrino
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I do find myself sometimes wishing Hurricane and its repel was seperate from the -ToHit portion. I doubt they'd ever do it for balance reasons but if they did my vote would be to axe Gale and split Hurricane into two different toggles, one -tohit the other repel.
I do find myself sometimes wishing Hurricane and its repel was seperate from the -ToHit portion. I doubt they'd ever do it for balance reasons but if they did my vote would be to axe Gale and split Hurricane into two different toggles, one -tohit the other repel.
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Roots, the aoe immobilise, does a group -kb which counters most of the pitfalls of KB = SIN in storm summoning, however it doesn't beat the repel. This makes hurricane nearly functionless in standard groups, only effective on repel resistant AV's and the like. |
I would go so far as to say that Roots removes what is often the only annoying factor when trying to position a mob with Hurricane: that the power sometimes will launch a mob over the spot you're trying to move it to. It seems to have a particular love for doing this when moving any mob upward at an angle.
For the purposes of control, I love my plant/storm controller, however my one grievance is hurricane. Roots, the aoe immobilise, does a group -kb which counters most of the pitfalls of KB = SIN in storm summoning, however it doesn't beat the repel. This makes hurricane nearly functionless in standard groups, only effective on repel resistant AV's and the like. I'd like to start a request that either hurricane's repel gets converted to MORE knockback against PVE and the repel is kept active for PVP, or that the aoe immobilise that do -kb also add -repel.
Preferably I'd like the later, as thematically and functionally it makes sense, you immobilise someone to keep them in place no matter what, thus nothing should be able to move them, that and it means you can keep the repel, for situations such as Sutters TF with the exploding ghoulies, but it also means what you immobilise STAYS immobile.
Thoughts?