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Bubbles232

/Storm help

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Making a new controller and I am not sure what primary I should stack with it. I am leaning towards grav/storm or stone/storm.....any suggestions?>

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Anything works amazing with /Storm because /Storm is amazing. 

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The only reason I wouldn't suggest Grav/Storm is because there is a strong chance it will ruin all other controller combos for you. 

 

It can be a bit of a drag until you hit the mid-20s and start getting the Good Stuff, and then it'll suck having no endurance for a while, but, BUT, eventually it all comes together and it's awesome.

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Indom 50s: Burner Account (Fire/FF Ctrl) | Dr. Unconventional (Ill/Dark Ctrl) | Lawn Boy (Plant/Nat Ctrl) | Magma Lad (Fire/Kin Ctrl) | Metcalf (Grav/Kin Ctrl) | IcyBM (Ice/Trap Ctrl) | Jim With The Weather (Ice/Storm Ctrl) | Dr. Jonas (Mind/Poison Ctrl) | Coldwire (Elec/Cold Ctrl) | Pyrotoxin (Fire/Poison Ctrl) | Barry Mantle-o (Earth/Poison Ctrl) | Voltswagen (Dark/EA Ctrl) | Time Vampire (Grav/Time Ctrl) | Tootboy (Fire/FF Ctrl) | Polarrhoid (Ice/TA Ctrl) | LoLEnEn (En/En Blast) | Draw (Rad/Rad Def) | Destroyo (Bots/Trap MM) | Con Carne (Rad/Bio Brute) | Senor Smoke (Rad/Fire Brute) | Something Else (TW/Bio Scrap) | Thermador (Rad/Fire Brute) | Electrovox (EA/Son Def) Danzigawatt (Demons/EA MM) | Galvanized Fool (Fire/EA Ctrl) | Obscured Face Guy (Dark/Storm Ctrl) | Ohm Gott (EA/Dark Def) | Overspray (Fire/Storm Ctrl) Spacegrass (Fire/Nat Ctrl) Embarrassing Wetness (Water/EA Corr) Weather Permitting (Ill/Storm Ctrl) Herr Fryer (Fire/Traps Ctrl) Rainiac (Grav/Storm Ctrl) Stokes (Fire/TA Ctrl) Dismembrandt (DB/Bio Scrap) Multidudes (Ill/Traps Ctrl) more on the way....

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I agree with roleki, Storm is Endurance heavy. But fun set at 50..  I can see Gravity helping out with all the holds..  But I have seen held mobs move back as well.  I don't know that is a bug or working as intended.  Seen that with Stone cages at least.

 

If you can put a knock back to Knock down IO in Tornado. Hurricane can take one but all it does is knocks down the mob and then repels them back, but hurricane is good during AV fights..  Hurricane is great because it gives you a lot of defenses via -To Hit debuff.. So you can get defense capped with it running.  

 

 

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Grav/Storm is awesome. Earth/Storm is also a good option. Electric/Storm isn't as great in some ways, but helps with the Endurance costs of Storm.

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55 minutes ago, plainguy said:

I agree with roleki, Storm is Endurance heavy. But fun set at 50..  I can see Gravity helping out with all the holds..  But I have seen held mobs move back as well.  I don't know that is a bug or working as intended.  Seen that with Stone cages at least.

 

If you can put a knock back to Knock down IO in Tornado. Hurricane can take one but all it does is knocks down the mob and then repels them back, but hurricane is good during AV fights..  Hurricane is great because it gives you a lot of defenses via -To Hit debuff.. So you can get defense capped with it running.  

 

 

I had noticed this before I had slotted Gale for KB:KD; held mobs would slowly move backwards in a kind of Repel-like fashion along the same vector as the cone from Gale.  I mitigated this behavior by slotting KB:KD in Gale, then also in Wormhole, Tornado, and Lightning Storm; now everything pretty much stays were I put it.  Well, not entirely - Propel will still send non-GD'ed mobs scattering, but honestly, by the time I am using Propel, I'm in mop-up mode anyway, so no big deal.

37 minutes ago, Coyote said:

Grav/Storm is awesome. Earth/Storm is also a good option. Electric/Storm isn't as great in some ways, but helps with the Endurance costs of Storm.

I really wanted to try Elec/Storm, but I'm kind of soured by the unmitigated knockback in Gremlins... go through all this work to get things just where I want them, then this idiot decides to send a dude flying 10 feet out of my AoE.  Tried an Overwhelming Force KB:KD and... it got worse.  The KB only shows up on even/lower-con mobs, but I'm of the mind that I don't want KB that I cannot plan for.

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Indom 50s: Burner Account (Fire/FF Ctrl) | Dr. Unconventional (Ill/Dark Ctrl) | Lawn Boy (Plant/Nat Ctrl) | Magma Lad (Fire/Kin Ctrl) | Metcalf (Grav/Kin Ctrl) | IcyBM (Ice/Trap Ctrl) | Jim With The Weather (Ice/Storm Ctrl) | Dr. Jonas (Mind/Poison Ctrl) | Coldwire (Elec/Cold Ctrl) | Pyrotoxin (Fire/Poison Ctrl) | Barry Mantle-o (Earth/Poison Ctrl) | Voltswagen (Dark/EA Ctrl) | Time Vampire (Grav/Time Ctrl) | Tootboy (Fire/FF Ctrl) | Polarrhoid (Ice/TA Ctrl) | LoLEnEn (En/En Blast) | Draw (Rad/Rad Def) | Destroyo (Bots/Trap MM) | Con Carne (Rad/Bio Brute) | Senor Smoke (Rad/Fire Brute) | Something Else (TW/Bio Scrap) | Thermador (Rad/Fire Brute) | Electrovox (EA/Son Def) Danzigawatt (Demons/EA MM) | Galvanized Fool (Fire/EA Ctrl) | Obscured Face Guy (Dark/Storm Ctrl) | Ohm Gott (EA/Dark Def) | Overspray (Fire/Storm Ctrl) Spacegrass (Fire/Nat Ctrl) Embarrassing Wetness (Water/EA Corr) Weather Permitting (Ill/Storm Ctrl) Herr Fryer (Fire/Traps Ctrl) Rainiac (Grav/Storm Ctrl) Stokes (Fire/TA Ctrl) Dismembrandt (DB/Bio Scrap) Multidudes (Ill/Traps Ctrl) more on the way....

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I feel like Fire, Plant, Earth or Gravity each have their advantages.

 

I have an Elec/Storm that I'm not as fond of. Mainly it's the Gremlin pets as mentioned above. 

 

IMO the developers need to fix the Knockback in Jolting Chain. The amount of knockback should be lower than it is so it stays a knockdown against blue and green enemies.  

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Posted (edited)

/Storm goes well with everything but can favor certain sets. Nothing wrong with the pairing you selected.

Grav/Storm would have some serious mob repositioning potential. Earth/Storm would be great area of denial/zone control.

 

/Storm is a hybrid set comprised mostly of KD/KB with Debuffs (-ToHit, Slows, RES, DEF) and Disorients. It also brings some damage to the table in the form of Tornado and Lightning Storm. For me the main draws of /Storm are its "zone defense"/"area of denial" capabilities and its mob repositioning capabilities (especially with Hurricane). Overall there are lots of dimensions along which to pair up /Storm with, each offering a unique strength or synergy. Endurance management may be an issue early on but you can mitigate this with some End Redux in your AoE Immob, Tornado, and Lightning Storm; this strategy can help you sustain Recovery until you get your hands on key Recovery IOs.

Edited by 5099y_74c05

 


-Main Controllers-

Dark/Time/Primal   Earth/Thermal/Ice   Electric/Poison/Mu   Fire/Dark/Fire   Gravity/Kin/Mace   Ice/Rad/Ice   Illusion/Traps/Mace   Mind/TA/Psionic   Plant/Storm/Ice


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Really enjoyed my fire/storm troller. Fantastic damage, enough control and great fun. Insane endurance consumption, but oh well.

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