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Storm/Sonic Build Advice


Hades

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Hey All,

I've been playing around with a build to play with a friend who is running a DP/Ninjitsu Sentinel.  I basically ended up with a Storm/Sonic Defender--Storm is one of my favorite sets I've been dying to try again (last played on Live), and the synergy with Sonic seems pretty strong.  I want to know if anyone sees any big holes in my build.  I will be a hovering hurricane so positional ranged defense is soft-capped. along with a S/L Resist at 60 pre Incarnate.  I also should get pretty close to perma-hasten with force feedback in hurricane, but it will be pretty close. My current largest concerns are:

1. Endurance (only have a net 1.1 endurance gain per second with toggles).  I'm a little worried that this will make for a lot of stand around gameplay pre-incarnate
2. Power or Mu Mastery prestige - Temp Invulnerability is +10% resist S/L, but 0.04 end/s more...and charged armor will get me an extra 35% Energy resistance
3. Incarnate - Alpha and Destiny are the biggest question marks.
4. Anything I might have missed!

Thanks for taking a look:


 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Test Defender: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34)
Level 1: Shriek -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 2: Scream -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 4: Howl -- Rgn-Dmg(A), Rgn-Dmg/Rchg(21), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(23)
Level 6: Steamy Mist -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19), Ksm-ToHit+(25), StdPrt-ResDam/Def+(34)
Level 8: Freezing Rain -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(42), TchofLadG-%Dam(46), TchofLadG-Rchg/EndRdx(46), TchofLadG-DefDeb/Rchg(48)
Level 10: Hover -- LucoftheG-Def/EndRdx(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def(45)
Level 12: Snow Storm -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Shout -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(43)
Level 18: Hurricane -- SuddAcc--KB/+KD(A), DarWtcDsp-ToHitDeb/EndRdx(25), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-ToHitDeb/Rchg(27), DarWtcDsp-ToHitDeb(31), FrcFdb-Rechg%(31)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- GldArm-3defTpProc(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(48)
Level 26: Tornado -- OvrFrc-Acc/Dmg/End/Rech(A), OvrFrc-Acc/Dmg(33), OvrFrc-Dam/KB(36), OvrFrc-Acc/Dmg/End(36), OvrFrc-Dmg/End/Rech(37)
Level 28: Amplify -- RechRdx-I(A)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Lightning Storm -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(40), SprDfnBst-Acc/Dmg/EndRdx(40), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43), SprDfnBst-Rchg/Heal%(45)
Level 35: Screech -- Stp-Acc/Rchg(A)
Level 38: Dreadful Wail -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Acc/Rchg(42)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(48)
Level 44: Power Build Up -- RechRdx-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(15), Mrc-Rcvry+(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(13), PrfShf-EndMod(13)
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 1: Quick Form 
Level 50: Ion Core Final Judgement 
Level 50: Paralytic Radial Flawless Interface 
Level 50: Ageless Core Epiphany 
Level 50: Support Core Embodiment 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Edited by Hades
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Tornado: A relatively standard configuration for this would be the procs from Force Feedback, Overwhelming Force, Soulbound Allegiance and Achilles' Heel; back this up with D and D/E from Soulbound Allegiance. This gives you a maximum damage Tornado with near-automatic procs when you activate it (you also receive a fairly small chance to proc every 10 sec).

 

Lightning Storm: Similar to Tornado, this really begs for a Force Feedback proc.

 

Shout or Screech, not both: You only have room for one of these abilities in your attack chain. Screech is probably the better choice.

 

Howl/Shockwave: You can set up a fairly strong AE rotation with these two abilities. However, I'd strongly recommend investing in range for these abilities.

 

Overall, I think you might benefit from looking over the Storm Summoning thread. There's a long conversation that includes a lot of useful information about Storm Summoning Defenders/Corruptors.

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10 hours ago, Hjarki said:

Tornado: A relatively standard configuration for this would be the procs from Force Feedback, Overwhelming Force, Soulbound Allegiance and Achilles' Heel; back this up with D and D/E from Soulbound Allegiance. This gives you a maximum damage Tornado with near-automatic procs when you activate it (you also receive a fairly small chance to proc every 10 sec).

 

Lightning Storm: Similar to Tornado, this really begs for a Force Feedback proc.

Based on my previous experience with putting procs in pets (Ill/Rad and Fire/Kin), the +build up from Soulbound does proc, but the proc only seemed to effect other pets (other imps or when in Phantom Army, the PA, Spooky and Phantasm/Copies), so I had assumed that since Tornado and Lightning Storm were technically 'pets', those self-buffing procs would only affect other pets.  Am I mistaken?  I haven't played Storm since I8 on Live, so that was prior to IOs.  If I'm wrong, then I would definitely have to change those slottings...and an Achilles might be worth sticking in there as you say just for the DR proc.  I'm not married to either of those set bonuses (can move the AT one to another power)

EDIT: read the thread, found out that FF procs you on cast, but the question regarding the build up for Soulbound still stands.
 

10 hours ago, Hjarki said:

Shout or Screech, not both: You only have room for one of these abilities in your attack chain. Screech is probably the better choice.

I picked screech up as something that would be outside my normal attack chain, but there  to stack -Resist on harder targets since it's a much better debuffer than Shout, it definitely wasn't going to be part of my normal attack chain which is why it's unslotted.

 

10 hours ago, Hjarki said:

Howl/Shockwave: You can set up a fairly strong AE rotation with these two abilities. However, I'd strongly recommend investing in range for these abilities.

Shockwave and Screech were sort of in the running for that last unslotted power at 35, because I just didn't have the slots to properly get shockwave to a place where I felt good about using it as part of an attack chain, especially because I felt like the knockback in it would have to be addressed and it had a higher endurance cost.  I can probably steel a few slots from some of those defense sets but that will un-softcap me as well as cost me a few extra % points of end discount.  As for slotting for range, I feel like the best I can do for that is to go with Intuition Radial Alpha--again, I'm slot starved.

 

10 hours ago, Hjarki said:

Overall, I think you might benefit from looking over the Storm Summoning thread. There's a long conversation that includes a lot of useful information about Storm Summoning Defenders/Corruptors.

I did read a bit of it, but I'll go finish today

Thanks for taking the time to chime in.  I really appreciate you pointing out some of the things I missed, hopefully I'm not too annoying with questions!



 

Edited by Hades
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14 hours ago, Hades said:

1. Endurance (only have a net 1.1 endurance gain per second with toggles).  I'm a little worried that this will make for a lot of stand around gameplay pre-incarnate
2. Power or Mu Mastery prestige - Temp Invulnerability is +10% resist S/L, but 0.04 end/s more...and charged armor will get me an extra 35% Energy resistance
3. Incarnate - Alpha and Destiny are the biggest question marks.
4. Anything I might have missed!

1. The IOs should cover it if you get them as soon as you can. I play on a dark/dark tanker while haemorrhaged endurance until I got the performance shifter etc IOs in place. 

2. Power has Converse Energy, which is useful in prolonged fights when endurance will be an issue. 

3. Alpha: musculature will probably be your best bet - it's boring but it works and if you exemplar down then it's sort of something you won't miss too much. Ageless or Rebirth are probably your best bet - Rebirth is an excellent panic button. 

4. Take kick instead of boxing, put in the FF recharge proc and a melee damage proc and an accuracy/something enhancement in from a set with a decent 2-slot bonus. It's surprisingly good at keeping your recharge high. 

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Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
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16 minutes ago, Gulbasaur said:

2. Power has Converse Energy, which is useful in prolonged fights when endurance will be an issue. 

Mu mastery also has conserve power - the biggest difference is Charged Armor vs. Temporary Invulnerability--at least for my build.
 

18 minutes ago, Gulbasaur said:

3. Alpha: musculature will probably be your best bet - it's boring but it works and if you exemplar down then it's sort of something you won't miss too much. Ageless or Rebirth are probably your best bet - Rebirth is an excellent panic button. 

I'm sort of stuck between Musculature and Intuition.  I had leaned towards clarion because I have no real status protection except for knockback, and if I lose my toggles i get a lot squishier a lot faster.

 

23 minutes ago, Gulbasaur said:

4. Take kick instead of boxing, put in the FF recharge proc and a melee damage proc and an accuracy/something enhancement in from a set with a decent 2-slot bonus. It's surprisingly good at keeping your recharge high. 

I just don't have the slots for it, and long term i plan to try and stay out of melee as much as possible.

Thanks for the feedback, I appreciate it!

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1 hour ago, Hades said:

I had leaned towards clarion because I have no real status protection except for knockback, and if I lose my toggles i get a lot squishier a lot faster.

I constantly forget that's a thing. Yeah, good call.

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Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
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3 hours ago, Hades said:

Based on my previous experience with putting procs in pets (Ill/Rad and Fire/Kin), the +build up from Soulbound does proc, but the proc only seemed to effect other pets (other imps or when in Phantom Army, the PA, Spooky and Phantasm/Copies), so I had assumed that since Tornado and Lightning Storm were technically 'pets', those self-buffing procs would only affect other pets.  Am I mistaken?  I haven't played Storm since I8 on Live, so that was prior to IOs.  If I'm wrong, then I would definitely have to change those slottings...and an Achilles might be worth sticking in there as you say just for the DR proc.  I'm not married to either of those set bonuses (can move the AT one to another power)

When last I tested it, the Soulbound Allegiance proc in Tornado would affect the player when you first cast it but otherwise just affect pets (if it proc'd during normal operation). Also, Tornado is a pet while Lightning Storm is a pseudo-pet, so there are some subtle differences between the two. In any case, part of the value of Soulbound Allegiance is that it's a purple set (and thus compresses greater benefits into fewer enhancements) that you wouldn't otherwise be able to use.

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I took another swing taking some of the advice I got here, a second opinion would be awesome.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Test Defender V2: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34)
Level 1: Shriek -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 2: Scream -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 4: Howl -- Rgn-Dmg(A), Rgn-Dmg/Rchg(21), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(23)
Level 6: Steamy Mist -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def/Rchg+(19), LucoftheG-Def/EndRdx(19), Ksm-ToHit+(25), StdPrt-ResDam/Def+(34)
Level 8: Freezing Rain -- TchofLadG-DefDeb/Rchg/EndRdx(A), TchofLadG-DefDeb/EndRdx(17), TchofLadG-%Dam(42)
Level 10: Hover -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg+(45)
Level 12: Snow Storm -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Shout -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(43)
Level 18: Hurricane -- SuddAcc--KB/+KD(A), DarWtcDsp-ToHitDeb/EndRdx(25), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-ToHitDeb(31), FrcFdb-Rechg%(50)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(27)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(37)
Level 26: Tornado -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(29), AchHee-ResDeb%(33), SlbAll-Dmg/EndRdx(36), SlbAll-Dmg(36), SlbAll-Build%(37)
Level 28: Amplify -- RechRdx-I(A)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Lightning Storm -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(40), SprDfnBst-Acc/Dmg/EndRdx(40), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43), FrcFdb-Rechg%(45)
Level 35: Shockwave -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(36), SprVglAss-Rchg/+Absorb(45), SprVglAss-Acc/Dmg(48), FrcFdb-Rechg%(50), SuddAcc--KB/+KD(50)
Level 38: Dreadful Wail -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Acc/Rchg(42)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(48)
Level 44: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-ResDam(48)
Level 47: Power Sink -- PrfShf-EndMod/Acc/Rchg(A)
Level 49: Conserve Power -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(15), Mrc-Rcvry+(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(13), PrfShf-EndMod(13)
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 1: Quick Form 
Level 50: Ion Core Final Judgement 
Level 50: Paralytic Radial Flawless Interface 
Level 50: Ageless Core Epiphany 
Level 50: Support Core Embodiment 
------------

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  • 2 weeks later

So I hate it when people ask for help, get some, and then disappear without any sort of results.  So I thought I would update with what I'm learning as I'm playing this is as of level 33, with mostly the IO sets in place (although the slotting levels are a little different as I level.


* @Hjarki's use of Force Feedback in Lightning Storm and Tornado  are great calls.  I am having a tough choice trying to decide if I need the Force Feedback or the KB->KD proc in Lightning Storm.  I'm experimenting with taking the KB->KD proc out to see just how mess it makes things in comparison.

* KB->KD proc in Hurricane I've found to be essentially pointless because of the repel anyway--as soon as you knock someone down they're pushed away anyway...no different than knockback really.  I'm going to try moving that slot elsewhere since most melee toons don't want you flying around with that in their mobs anyway.  

* The force feedback in hurricane does seem to get me at least the 2 procs per minute as long as i've got 2 or more mobs in the hurricane field....which can be a little goofy even when you're hurricane herding.  Maybe I'm old or just bad right now, but I seem to remember using Hurricane as a tactical enemy re-positioning ability hasn't held up.  Again, I'm hoping getting School of Sharks from the leviathan mastery will help here.

* The Negative Energy Proc in Freezing Rain doesn't seem to hit enough to really make it worth the slot. Sadly without hero stats anymore I can't be certain but by feel I'm probably losing or replacing that.

* Shockwave with Force Feedback and Sudden Acceleration procs are an amazing soft crowd control and self buff power - I've got the defender ATO that procs the PBAoE absorb too which seems to add a little suitability.

* Tornado is awesome, but it is challenging to use in big groups even with the KB->KD proc in it.  The mag 10 fear when you hit a tight mob causes all sorts of issues.  It's made me seriously consider going Leviathan Mastery to get a cone immobilize to help mitigate the scatter.  With a small team or duo without a ton of AoE, I spam it...in larger teams, it's much more situational.

* Even with the  Miracle/Numina/Panacea and Performance shifter I am still running into end issues.  I've had to retire tough for the moment being and i haven't even added my Epic pool Res toggle.

* I really love hover with this toon for aesthetics and thematics, but combat jumping might end up being a more well rounded choice.  Also, since School of Sharks is a near ground cast, it might give another reason to make the switch.

I'll continue to update this and as it gets a little more refined, I'll post it in this thread!

Edited by Hades
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  • 2 weeks later

Okay, life has been a little wonky, and I've only gotten to 43 over the past few weeks.  Here's is what else I've learned:

* Hurricane, despite my deepest desires is much more of an 'oh poop' button.  It can help to herd groups, at least those that are immobilized, but for the most part it's not worth the endurance drain--at least not in the parties I've been running with.  I'm probably moving those slots elsewhere and just putting a single HamiO for End Red/To Hit Debuff and be done with it.

* Leviathan Mastery School of Sharks is a real game changer for mob control.  It especially is synergistic with Tornado (insert redundant Sharknado reference here....over and over again if you're like me).  Holding a group together so that tornado can hit multiple targets + defense debuff + Controlled knockdown + -DR proc.  And with the knockdown or Disorient and fear effects it offers a lot of extra damage mitigation.  Did i mention Sharknado?

* School of sharks can also be fired from a pretty decent hover altitude down, but can't shoot anyone who is flying---which all of a sudden makes snow storm have a sort of weird place in my power rotation which right now has me still hovering, though i do admit not having the hurricane graphic does rob from the aesthetic a little bit

* Speaking of Knockdown for soft control, i'm seriously considering respecing to take Gale on a lark with a FF and KB-KD proc.  I haven't decided for sure but there's something hilarious about bodies flying straight up and down en mass and with shockwave and a future Ragnorok proc in Howl would give me 3 knockdown cones + Knockdown from freezing rain + the knockdown from Tornado + the knockdown for LIghtning Storm + the knockdown from hurricane in a pinch.

* If  I don't take Gale, then I'm also seriously considering taking thunderclap.  I think it will stack very nastily with the disorient in dreadful wail to really give me some actual hard crowd control.

* With Hurricane and tough situational, a lot of my endurance problems have disappeared with the different +end and +recovery procs.  I still haven't taken shark skin yet (next power), and I know that will probably nudge me closer to issues.  This might be when I respec into the much cheaper combat jumping toggle. There's always incarnates, right?

It might just be my nature, but I've been seeming to have the most fun playing her as an off-controller light with some blasty ability...because i'm all cones and chaos i have to pay very close attention to angles and distance which is actually kind of fun.  I don't think this is ideal, but it's fun AND it doesn't make everyone you team with roll their eyes when they think they're getting a standard chaos spreading storm. 

I'll update again once I hit 50.

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Okay, some suggestions:

 

1: You can drop Shout, you don't really need it in a rotation, and the power and slots can be used to pick up Summon Adept. You'll get a useful RANGED pet (who, being ranged, will actually survive), and a 6-slotted set that picks up most of the lost Ranged Defense but also gives Recharge.

 

2: Does the +Build Up proc in Tornado boost its damage much? I would think that a Damage/Recharge that gets it more base damage and gets it out more would be more productive. I don't know personally since I run a Controller and I put the Soulbound proc into PA.

 

3: You don't have the Defense uniques that give +Resist. I would personally put those into Hover before I put the 2nd and 3rd LotG, since Hover has a pretty low base Defense.

 

4: I don't like O2 Boost much, but if you're going to 5-slot it with Panacea, consider switching to 6xPreventive Medicine instead. You get a minor improvement in +Recharge, but the End Discount bonus will help more with Endurance management.

 

5: Put a Gaussian proc in Amplify.

 

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  • 2 months later

Just as an update, I ended up mothballing this toon.  She was very survivable, but in all other aspects she was a bit of a swiss army knife, so lots of things she was pretty good/above average, but nothing where I felt she was strong.  Maybe that's the allure of this combination--I think I sill love Storm Summoning, but I think I'll probably end up doing it as a controller secondary if I dip into it again

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