Lots of good info here. I’d like to add my two cents. I played a Storm / Electric on live until I7, now I play a Storm / Dark. I find that the tentacles and self heal really shore up the Storm summoning set. My playstyle is a heavy debuffing, soft controling, moderate damage dealing spot healer. I really enjoy having such an active role in groups, I’m always busy and setting up the atmosphere of extreme elements is very dynamic. There is so many different ways that I can approach groups of enemies that I never get bored.
In praise of snow storm, I find it a very useful particle heavy power that can do some different things for me, and when I lay down to sleep, I always drift off thinking about turning the toggle on and watch mobs crawl. It’s gorgeous, and it functions well as an excellent debuff for incoming mobs. Things tend to look a lot less scary when they are snared. How bout them caves?! Snowstorm works well in setting up a secondary area of destruction when your group comes to a T intersection and your tank goes right and there is a second group on the left. I try to split up the debuffs to create effects on both groups. Using Freezing Rain on the right group, snow storm and tentacles on the left. Lightning storm in the middle. Tornado to the right, and start pushing the left group with hurricane to the center where I’m about to lay down a new freezing rain.
The biggest reason I chose dark is for the tentacles, because each Defender set does something quite special. People often can overlook Storm Summoning, or call it the jack of all trades set, but I believe our best asset is positioning. Being able to throw tentacles and then push mobs anywhere with hurricane while actively debuffing them, or other areas of the mobs at the same time really gives me a feeling of putting in work. I did change the colors of the tentacles to be green to sort of resemble vines.
The self heal is strong damage ability, and does a good job. It recharges about as fast as o2 boost.
If I’m being honest, it gives me great pleasure seeing mobs flat on their backs being pummeled by lightning storm and tornado, not being able to hit group members from the -to hit debuffs from tentacles and or hurricane, their recharge shot to sh*t from snowstorm. I imagine that the ranged damage dealers are happy they are hitting harder from freezing rain’s resistance debuff.
I would advise not taking tornado until you are ready to slot KB > KD either through overwhelming Force or sudden acceleration. I also use KB > KD in lightning storm and hurricane. I find that the introduction of sudden acceleration is a huge quality of life boost to Storm Summoning.
It’s hard to say one way or another about how to play Storm Summoning, as some people love stacking the stuns from thunder clap with other secondary powers or epic power pools. It is so versatile on how you can achieve victory using different play styles. You can sit at the back of the group with hurricane always on, keeping o2 boost on everyone. You can focus on damage, you can really play this power set as actively or passively as you want with great effect. Though scattering mobs to the winds is frowned upon in group content and sometimes you’ll be passed over for invites because people don’t spend the time to ask you about your playstyle. I think anyone could have fun with the power set after they learn how the different mechanics synergize.
I think thematic Storm Summoners are fun, and if you want to choose a secondary that fits a design, you should go for it. Regardless of the number crunching, there is fun and excitement to be found.
I would like to point out that Storm Summoning is probably not the best secondary for Corrupters. As your lightning storm and tornado do not benefit from the scourge bonus. It’s probably great fun, but I figure there are better options that use the corrupters innate abilities better.