So yeah, Elect/Storm...


BlissfulChaos

 

Posted

I have a lvl 34 Elect/Storm corruptor that I was hoping for some advice on, but there are no guides on this combo, and as far as I've seen, there aren't even any threads on it. Is it so bad that no one plays it?

I need to respect the character into inherent fitness, so I'm looking for build advice. I've never used Mids Hero builder, so I don't have a sample build from that, but here's what I'm thinking so far:

1 - Charged Bolts
1 - Gale
2 - Lightning Bolt
4 - Air Superiority
6 - Snow Storm
8 - Aim
10 - Steamy Mist
12 - Ball Lightning
14 - Short Circuit
16 - Freezing Rain
18 - Tesla Cage
20 - O2 Boost
22 - Flight
24 - Hurricane
26 - Voltaic Sentinel
28 - Thunder Clap
30 - Hover
32 - Thunderous Blast
35 - Tornado
38 - Lightning Storm
41 - Power Build Up, or Thunder Strike
44 - Temporary Invulnerability, or Charged Armor
47 - Total Focus, or Power Sink
49 - Force of Nature, or Assault

I have no idea on slotting just yet. Does it make sense to use a slot for End Mod in any of the electrical powers other than ones like Short Circuit or Power Sink?

Any other advice? I know I haven't given you much to go on, so thanks for any advice.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

The guide in my sig has the majority of what I have to say about Storm. Although the guide uses Defender numbers, there isn't that much variation between the two. Corruptor numbers are 80-100% of the Defender numbers depending on the power. The only choice in the build I might question is air superiority, especially if you have a vet attack to fill out your attack chain (Freezing Rain means you don't need to worry about the unenhanceable accuracy much)

And I would definitely op for power sink as Storm is very endurance heavy.

The bigger mistakes you might make on the build are in slotting.

1) Your instincts are correct, don't slot end mod in your attacks except for power sink.
2) In general don't slot Slows, the numbers are large enough that Snow Storm and Freezing Rain will floor most things movement and recharge(which slow doesn't enhance anyway)
3) Recharge in Freezing Rain (not slow or debuff, procs are good)
4) Damage and recharge in tornado (not stun or debuff, procs are less good)

Hope that helps to get you started.


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

Thanks Draggyn, that helps a lot. I'm also considering making an Ice/Storm corruptor or a Storm/Ice defender at some point, so I will definitely give your Storm guide a read.

Good point about Air Superiority; this character was originally made before I'd even earned the first Vet attack power, and now I have two, so I can definitely dump AS. I'll probably use the free slot to pick up Hasten at some point.

I didn't know about the Slow thing, that'll help.

Does slotting Power Sink for End Mod increase the amount of End it drains as well as the amount it transfers to you, or only the amount it drains?


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

Quote:
Originally Posted by mousedroid View Post

Does slotting Power Sink for End Mod increase the amount of End it drains as well as the amount it transfers to you, or only the amount it drains?
*edited to remove my stupidity from future readers


 

Posted

Quote:
Originally Posted by Mr_Kingkillaha View Post
Both, but the base numbers coming back to you are so small that enhanced they are still small.

*edit
I dont know about power sink specifically, but my powers that transfer end back do show enhancements working.
I have the Mu Mastery version of Power Sink on a Dom, and if I fire it off in a crowd I get a huge End boost. I would assume the APP version works similarly.

The electric blast powers that say they transfer end to you (like lightning bolt and charged bolts) don't ever seem to give me any kind of end boost though. Or if they do, it's not enough to even overcome using them.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

Quote:
Originally Posted by mousedroid View Post
I have the Mu Mastery version of Power Sink on a Dom, and if I fire it off in a crowd I get a huge End boost. I would assume the APP version works similarly.

The electric blast powers that say they transfer end to you (like lightning bolt and charged bolts) don't ever seem to give me any kind of end boost though. Or if they do, it's not enough to even overcome using them.
Yeah youre right, I was thinking of a short circuit type power. Power sink is good to slot for end mod.


 

Posted

Quote:
Originally Posted by mousedroid View Post
I have the Mu Mastery version of Power Sink on a Dom, and if I fire it off in a crowd I get a huge End boost. I would assume the APP version works similarly.

The electric blast powers that say they transfer end to you (like lightning bolt and charged bolts) don't ever seem to give me any kind of end boost though. Or if they do, it's not enough to even overcome using them.
Yes, modifying end mod in powersink will both increase the amount you drain (-35%) and the amount you gain (+25) which is certainly substantial!! Also in my earlier post I realize I said power sink when I meant short circuit (End mod is good to slot in power sink as well, but power sink isn't really an attack so to speak).

As to the end boost from electric attacks, unless you're looking for it, you're unlikely to notice. You just won't run out of endurance quite so quickly.
Slotting endurance mods in electric attacks normally isn't useful outside of short circuit because, consider charged bolts: That's -7% endurance, so it would take a long time to drain enemies with charged bolts even enhanced, and the amount of endurance you gain is a 30% chance for 2.6 endurance. So that's .7 endurance on average. Not exactly a game changer on a power that costs 5.2 endurance.


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, thanks again guys.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

OK to be honest although elec/storm has awesome thematics...the 2 sets just dont mesh well in reality. elec blast is actually very melee-intensive since you need to spam short circuit while storm wants everything away from the caster. I can highly recommend ice/storm b/c freezing rain+ice storm is a thing of beauty. Also you can use that combo as an opener for pretty much every mob and use ice blast's superior singe-target nature to pick off the boss while your DoTs devastate the minions.

It should be noted that you have to be careful about tornado/L-storm b/c they will knock things out of the effective radius of your rain attacks. To counter this you should mastery herd-icaning to get mobs in corners or at least around corners to get a facefull of electric death. then use tornado to pick off a really tough boss or buy yourself time to escape.

But if you still like elec blast its an awesome set and i love it so here's my spin on your projected plan.




1-Lightning Bolt
2-Ball Lightning
4-Snowstorm
6-Short Circuit
8-Fly
10-Steamy Mist
12-Hover
14-Hasten
16-Freezing Rain
18-Tesla Cage
20-Hurricane
22-O2 Boost
24-Boxing
26-Voltaic Sentinel
28-Thunder Clap
30-Tough
32-Thunderous Blast
35-Tornado
38-Lightning Storm
41-Thunderstrike
44-Charged Armor
47-Power Sink
49-Shocking Bolt


I Know this is very different but I have lots of experience as stormie on a defender and I learned a few things...namely you need to be able to take a hit. Since you cant heal yourself outside inspirations it's important survive long enough to get your pseudo-pets out.

Something else...steamy mist..dont bother slotting it up for defense..not worth it. But its resistances are very nice to enhance And stack well with tough/charged armor for some well-rounded resists.

It should also warn you that Thunder Clap is very flashy but lacking on its own..as a mag 2 stun it really only stuns minions on its own, thats why I liked tesla cage plus the extra hold to lock down a boss or 2 things that are making trouble for me.


@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM

 

Posted

Hmm, old thread. Just some alternative perspectives on this:

Quote:
Originally Posted by BlissfulChaos View Post
I Know this is very different but I have lots of experience as stormie on a defender and I learned a few things...namely you need to be able to take a hit. Since you cant heal yourself outside inspirations it's important survive long enough to get your pseudo-pets out.
Hey Blissful, I'm curious what level you're fighting that your having trouble staying alive past an alpha. Freezing Rain should be able to provide enough mitigation to make taking an alpha from a standard size group trivial, and buy you more than enough to time to get out Lightning Storm and Tornado if that's your strategy.

Quote:
Something else...steamy mist..dont bother slotting it up for defense..not worth it. But its resistances are very nice to enhance And stack well with tough/charged armor for some well-rounded resists.
Well, this is a matter of other powers in your build. If you have enough other defensive powers, slotting for defense could indeed be more beneficial than resistance. (a more detailed explanation of my thoughts on the matter are available in the guide in my sig under Steamy Mist and "Is Steamy Mist a defense or a resistance power? ").

Quote:
It should also warn you that Thunder Clap is very flashy but lacking on its own..as a mag 2 stun it really only stuns minions on its own, thats why I liked tesla cage plus the extra hold to lock down a boss or 2 things that are making trouble for me.
Although it's true thunderclap will only stun minions, sometimes those are the enemies that are important to get out of the way (Malta Sappers, CoT minion casters are often worse than their Lt. counterparts, etc.) so I wouldn't completely discount this contribution. That said, I tend to take thunderclap at lower levels but respec out at higher levels.


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

While it has been a while since I shelved my storm/elec defender I could generally go thru most content at +2/4 or 6(depending on foe type) without too much trouble. And yeah I used all the pseudo-pets at my disposal since this was all before defender vigilance got the dmg buff.

Typically I would open with freezing rain, drop snowstorm, run in, thunder clap, try to neutralize the boss(or most troublesome enemy) then start attacking or kick on hurricane to start moving the group into a tighter formation or a corner to unload all my pets on them.

As far as the res vs def of mist....I just found it a lot easier to build up my resistances with ranged defense if I could get it. Since my build had a tendency to be tighter on slots it was just more convenient to slot up resist powers vs try to get 6 slot in a lot of my attacks where the nice ranged defense bonuses generally are.


@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM