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Mercs/Storm - Playing with the new Physics


khy

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I'm putting together a Mercs/Storm build to play with the fun new physics we get as of the latest patch. I ran this a decade ago just to pick up and throw around thousands and thousands of bullet shells. I'm just looking for some thoughts regarding slotting.

 

The build seems very end heavy while my toggles are on; With Hurricane, Mist, CJ, the 3 leadership toggles, and Snow Storm on an enemy I'm draining 2.05 End and only recovering 2.65. I'm wondering what I could do with that. I'm considering dropping Maneuvers, because even with two level 50 defense IOs it's not quite even 4% defense, but I don't know what else to put in its place so it might be worthwhile?

 

Also I'm not sure which IO sets work best with the different Merc pets. Thoughts?

 

It does have some 'less than ideal' powers, such as Tornado, but that's just there to have fun flinging physics stuff around everywhere. Normally I don't rely on my character's attacks much, since I'm mainly babysitting my idiot minions with O2 and debuffing enemies, so I don't take the actual attacks until later in the build.

 

 

 

Villain Plan by Pine's Villain Designer 2.21

 

Downburst: Level 50 Technology Mastermind

Primary Power Set: Mercenaries

Secondary Power Set: Storm Summoning

Power Pool: Leaping

Power Pool: Leadership

Power Pool: Speed

Ancillary Pool: Mace Mastery

 

Villain Profile:

Level 1: Soldiers -- Empty(A), Empty(5), Empty(5), Empty(7), Empty(7), Empty(9)

Level 1: Gale -- Acc-I(A), KBDist-I(36)

Level 2: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(19), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(21), Pnc-Heal(23), Pnc-Heal/+End(33)

Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(9), Slow-I(11), Slow-I(11), RechRdx-I(17)

Level 6: Equip Mercenary -- EndRdx-I(A)

Level 8: Super Jump -- Jump-I(A)

Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(34), LucoftheG-Def/Rchg(43), LucoftheG-EndRdx/Rchg(43), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46)

Level 12: Spec Ops -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(17)

Level 14: Combat Jumping -- Jump-I(A)

Level 16: Freezing Rain -- TchofLadG-DefDeb(A), TchofLadG-DefDeb/Rchg(36), TchofLadG-DefDeb/Rchg/EndRdx(36), TchofLadG-Rchg/EndRdx(37), TchofLadG-DefDeb/EndRdx(37), TchofLadG-%Dam(37)

Level 18: Serum -- RechRdx-I(A), RechRdx-I(19), ResDam-I(46), ResDam-I(50), ToHit-I(50)

Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(33), ToHitDeb-I(33), ToHitDeb-I(34)

Level 22: Assault -- EndRdx-I(A), EndRdx-I(23)

Level 24: Tactics -- EndRdx-I(A), EndRdx-I(25), ToHit-I(25), ToHit-I(31)

Level 26: Commando -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)

Level 28: Burst -- Dmg-I(A), Acc-I(34), EndRdx-I(40), EndRdx-I(43)

Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)

Level 32: Tactical Upgrade -- EndRdx-I(A)

Level 35: Tornado -- RechRdx-I(A)

Level 38: Lightning Storm -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Rchg/SlowProc(40)

Level 41: Scorpion Shield -- EndRdx-I(A), EndRdx-I(42), DefBuff-I(42), DefBuff-I(42)

Level 44: Slug -- Dmg-I(A), Acc-I(45), EndRdx-I(45), EndRdx-I(46)

Level 47: Maneuvers -- EndRdx-I(A), EndRdx-I(48), DefBuff-I(48), DefBuff-I(48)

Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(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: Supremacy

Level 2: Rest -- Empty(A)

Level 1: Health -- Empty(A)

Level 1: Hurdle -- Empty(A)

Level 1: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)

Level 1: Swift -- Empty(A)

------------

 

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I'm currently working on that Mercs/Storm too. Can you post your data chunk by going to Import/Export - Long forum Export, tick off "Only export Data Chunk," and "Export Data Chunk as well as a Datalink."

 

Makes it so much easier to see. Thanks.

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  • 2 weeks later

I'm also building a Mercs/Storm.  Once I have a legit build put together I'll post it up.

Goals should be what?

Accuracy and ToHit

Hurricane will keep baddies off of your guys and at max enhancement the Medic no longer runs into melee and dies immediately.

Try for Defense, but it's going to difficult with the sets available.

As far as IO's go, Lots of Defense means we'd need to be 6 slotting(That's where the best Def bonuses are)  so we are going to run out of slots really fast.

Not sure how high I can make it while still making the Mercs the rockstars they deserve to be.

 

If you go Mercs it's almost mandatory to slot an Achilles Heel Proc for -20% RES into the Soldiers Power. All of the soldiers attacks can proc it.

Low effort to make all of the Merc Pets a bit more viable in the damage department.

 

You could also slot the Universal Damage Proc (Knockback to Knockdown) into the commando, so that he doesn't scatter all the mobs.

Many Merc attacks are cones and it's better to keep the Mobs tightly packed.

 

Another thing to consider, mercs resist smash AND lethal, bots only resist smash. with the 35% res-all special ios you can get about 60% s/l res on mercs, where bots only get it on smash.

 

Recharge enough so you can drop 2 Lightning Storms on top of each other.

Not to concerned with Resist as much as Defense.

 

Regarding Tornado and KB - Overwhelming Force IO (get this from the Summer Event) - Put the KB/KD IO into the last slot of Tornado and quoted from a reddit post of mine

"Tornado was like a bully on a playground running every kid to ground, tripping them and giving them a wedgie as they hunted down the next one. Glorious!

No more flying around, steady solid KD and damage."

 

Even though we got the "KB>KD conversion on our Immob's - Storm doesn't have an AOE Immob so Mercs/Storm has to use IO's to deal with it.

Sudden Acceleration is a new KB>KD IO that has no "Unique" restrictions so you can put it in every KB power you have if you want to build it in.  Found in the Reward Merit vendor for, I think, 50 Merits each.

I did test with a full set on Lightning Storm, Tornado, and Gale - It's lackluster at best.  Better to slot for damage and frankenslot the Sudden Acceleration into the end by itself.

 

OK That's enough for now.

For the rest of you, Homework!

 

Merc's / Storm is sadly under represented because Bots, Demons, and Thugs are just so great in all they do.

But our boys can do something with Storm the others can't - Full Ranged DPS while hiding in our hurricane.  If only I could get Wormhole from the Gravity set that would make positioning groups so much easier... (wishful thinking)

 

We need some builds, aka More Then One - Legit, time taken and thoughtful consideration of how this will play out in endgame.

I challenge you to put some on here.  In order to hone in on the best that we can be, we need some deliberation and discussion.

I'll put one up today or tomorrow depending on my daughter's disposition towards Daddy/Daughter Time.  Tea Parties are a struggle... I never know what to wear. :P

 

Tamorand

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OK Here's the build.

This is preliminary and needs to be discussed, but I pulled data from old and new builders, and a couple builders that are old AND new (Redlynne o/ )

 

This build is all about the Mercs and making sure they shine as brightly as possible.

This is STORM - we don't get hit that often so defense and resists are not going to be a huge priority.  We rely on our control.

 

That being said.... This build has SHIT for Defense / Resist.  (Thoughts: appeal to the group's sense of .. frak I don't know the word for it, but convince the monkey's to figure out how to get more defense/resist)

 

Regarding SERUM - I skipped it.  Base recharge is 1000 Seconds (16.67 Minutes)

I was, through lots of recharge and nearly perma hasten, able to get it to 5 minutes.

That's about 1 usage every 3-5 pulls in a standard full team mission.

But I feel like the recharge would make the majority of us just not use it until the boss, and it lasts 1 minute, and honestly I'd rather have Assault for my guys and not to mention the group as a whole will do more damage combined for ALL fights vs 1 min of boosting my Commando.

 

Quoting Seril from his Mercs guide back in the day, he says it best about SERUM.

Personal Thoughts: Something that for its recharge time should turn your henchman into Superboy Prime - sadly, he punched reality so hard it retconned the ability into being nothing more than a can of Red Bull. The damage boost is hardly noticeable, and he'll still be very squishy after Serum application. I recommend skipping it. Maybe consider it again if they reduce the recharge time to a fourth of what it is now, but as it stands there are far better powers to be taken.

SUDDEN ACCELERATION!! 

You will notice that there are 2 slots missing an IO in both Hurricane and Bonfire.  These spots are for the new Sudden Acceleration IO that has a Knockback to Knockdown conversion.

So don't freak out - PINE's has yet to add them and I've not figured out how to do it myself.

 

6a0c729beb1e23f943d81ace2a1091da.png

 

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OK so having a personal server affords me the ability to build this out not only in MID's but also on my server, boost a toon to 50 and put whatever I want on them.  (yes I'm aware of the beta server now allowing this, but I used a personal server when it was cool so :-P  )

 

I've taken the below build and set it up to test.  Now I'm not going to edit this part as I want the UP's and the DOWN's recorded for future discussion.  I'm honestly curious if the low resists and defenses of the Mastermind are outweighed by the sheer awesomeness of the Mercs and the MM's ability to keep the badguys from doing much more than flop around - though without an AOE Immob to keep them flopping in the Rain or Bonfire I'm not sure how well this will work.

 

I am going to play this tonight and will record, (if I can figure out how, as I've never streamed a game before) some footage of this build doing things like Council, Ritki, and maybe try others if i am given any requests.   

 

Off I go, let me know what you think, what you like and don't like.  I am NOT a master builder like some of the guys on here, but I'm learning, and letting me know what I'm doing right and wrong will help me grow as a builder.

 

e0b66417deea3c76820a05e18efa60a5.png

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Sandstorm: Level 50 Magic Mastermind

Primary Power Set: Mercenaries

Secondary Power Set: Storm Summoning

Power Pool: Speed

Power Pool: Leadership

Power Pool: Presence

Power Pool: Teleportation

Ancillary Pool: Heat Mastery

 

Villain Profile:

Level 1: Soldiers -- ExpRnf-+Res(Pets)(A), CaltoArm-+Def(Pets)(3), MarofSpr-Acc/Dmg/EndRdx(3), MarofSpr-Acc/Dmg(5), SlbAll-Build%(5), AchHee-ResDeb%(7)

Level 1: Gale -- Acc-I(A)

Level 2: O2 Boost -- Heal-I(A)

Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)

Level 6: Equip Mercenary -- RechRdx-I(A)

Level 8: Snow Storm -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(9), EndRdx-I(9)

Level 10: Steamy Mist -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(11), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def(13), RedFrt-EndRdx(15)

Level 12: Spec Ops -- MarofSpr-Dmg(A), MarofSpr-Dmg/EndRdx(15), MarofSpr-Acc/EndRdx(17), MarofSpr-EndRdx/+Resist/+Regen(17), CmmoftheM-Acc/Dmg(19), CmmoftheM-Dmg/EndRdx(19)

Level 14: Provoke -- Taunt-I(A)

Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(23), PstBls-Dam%(23), AchHee-ResDeb%(25), ImpSwf-Dam%(25), TchofLadG-%Dam(27)

Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)

Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-Rchg/EndRdx(29), DarWtcDsp-ToHitDeb/EndRdx(29), Empty(31)

Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)

Level 24: Recall Friend -- Range-I(A)

Level 26: Commando -- CmmoftheM-Acc/Dmg/Rchg(A), CmmoftheM-Dmg/EndRdx/Rchg(31), CmmoftheM-Acc/Dmg/EndRdx/Rchg(31), CmmoftheM-Rchg/PetAoEDef(33), EdcoftheM-PetDef(33), SvrRgh-PetResDam(33)

Level 28: Assault -- EndRdx-I(A), EndRdx-I(37)

Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(37)

Level 32: Tactical Upgrade -- RechRdx-I(A)

Level 35: Tornado -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), OvrFrc-Dam/KB(37)

Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40), FrcFdb-Rechg%(40)

Level 41: Bonfire -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(42), ExpStr-Dmg/KB(42), ExpStr-Acc/KB(42), ExpStr-Dam%(43), Empty(43)

Level 44: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46)

Level 47: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48)

Level 49: Rise of the Phoenix -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50)

Level 1: Brawl -- Acc-I(A)

Level 1: Prestige Power Dash -- Run-I(A)

Level 1: Prestige Power Slide -- Run-I(A)

Level 1: Prestige Power Quick -- Run-I(A)

Level 1: Prestige Power Rush -- Run-I(A)

Level 1: Prestige Power Surge -- Run-I(A)

Level 1: Sprint -- Clr-Stlth(A)

Level 1: Supremacy

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(7), PrfShf-End%(40)

------------

 

 

 

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OK, First tests were for Sustain and, more specifically, longevity.

 

I went to RWZ and in the bunker is a set of Target Dummies

 

Toggles running are:

Steamy Mist

Maneuvers

Tactics

Assault

Snowstorm (Personally I don't use this skill on my Stormy's as it's kind of a waste, but thought I might need it to keep bad guys in my rain zone)

 

All pets on passive

 

Cast Hasten > Snowstorm > Freezing Rain > Bonfire > Tornado > Lightning Storm > Fireball

Took me to 1/4 Endurance

 

My high recharge allowed me to drop another Freezing Rain > Tornado > Fireball and a second Lightning Storm before I ran out of End dropping a single toggle (Tactics)

 

That's a lot of Damage coming down the pipe without my guys doing a thing.

 

This is without Hurricane running though....

I turned on Hurricane and the following happened in my combat log.

 

You reduce the range and chance to hit of all nearby foes with your Hurricane.

You are healed by the Panacea effect for 78.93 points of healing.

Your Panacea effect triggers and heals Mummy for 78.93 points of healing.

Tamorand grants you 10.41 points of endurance with his Performance Shifter: Chance for +Endurance!

You grant Tamorand an infusion of 10.41 endurance!

Tamorand grants you 7.8 points of endurance with their Panacea: Chance for +Hit Points/Endurance!

You grant Tamorand an infusion of 7.8 endurance!

You are healed by the Panacea effect for 78.93 points of healing.

 

With Hurricane running, I was able to complete the opening cast list of:

Hasten > Snowstorm > Freezing Rain > Bonfire > Tornado > Lightning Storm > Fireball

My natural +Recovery allowed me to cast Freezing Rain > Tornado > Fireball and a second Lightning Storm before I ran out of End but I waited about a second to 2 seconds between each cast to not drop my toggles.

 

Killing Monsters: Part 1 > +0 / +8

 

Went to Peregrine island and started a Radio Mission.

Radio Mission 1 : +0 / +8 - Selected a Council Mission - since I have no Hold, Immob, or Stun resist I should get my butt kicked or at least patted a little.

Findings:

No big surprise, I was Held, Stunned, and/or Immobilized about every pull, but it really didn't matter.  I steamrolled them but I opened with Bonfire instead of Freezing Rain and that seemed to keep most of them busy while I waited for whatever effect I had on me to wear off.

 

Radio Mission 2 :   Malta - This one sucked super bad.  My low resist and defense and practically no hold/stun resist made me Malta's punching bag.  Was I victorious?  Hell yeah.  Did it take 3 dirt naps to clear the entire building of Malta?  Yes that also happened.  One of those deaths was an Ambush I was not looking out for.

 

Radio Mission 3 :  Carnival - First thing is I changed, within the SOLDIER slots, the Soulbound Allegiance IO to the Overwhelming Force KB > KD + Chance to Knockdown IO and fit the skipped Expediant Reinforcement ACC/Rech IO into Tornado - Tornado was not nearly as helpful as it was with the KD IO in it.  It very regularly blew groups out of the FR or Bonfire causing complete chaos.  That all being said, I wiped the floor with these guys.  Only lost 1 soldier and was held a single time and this was a big warehouse map and I cleared it with Zero issues.

 

Note 1: Need to find some Hold and Stun resist that doesn't include eating inspirations.

Note 2: Overwhelming Force KB > KD + Chance to Knockdown IO is being wasted in Tornado...  @KellyRocket pointed this out to me in another thread and I failed to realize the significance of how many attacks the Soldiers throw out and each one has a chance to proc the Chance to Knockdown.  The Overwhelming Force IO is the only KB > KD Io that will fit in Tornado, so if I remove it, Tornado will go back to being chaotic in groups but still wonderful for single target.

 

EDIT: I have since realized a mistake I made regarding where Sudden Acceleration's KB > KD Conversion IO can fit.  Previously I had thought it would not fit into Tornado, but lo and behold it does.  I now have it in Tornado and it is back to being infinitely more useful than without it.

 

Note 2.2: Fireball is wasted on +0 / +8 - I'm sure it will get some mileage on the higher difficulties.

Note: 2.3:  Final note - Being a career Stormy, I have to say it SUCKS not having an AOE Immob to lock down groups so they stay in the fire/rain....super sucks.

 

Before I move on to Killing Monster's Part 2 > +1 / +8  I'll post this and see if anyone is interested in more testing or if anyone is interested in making some suggestions and improvements.

 

 

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Note 1: Need to find some Hold and Stun resist that doesn't include eating inspirations.

Note 2: Overwhelming Force KB > KD + Chance to Knockdown IO is being wasted in Tornado...  @KellyRocket pointed this out to me in another thread and I failed to realize the significance of how many attacks the Soldiers throw out and each one has a chance to proc the Chance to Knockdown.  The Overwhelming Force IO is the only KB > KD Io that will fit in Tornado, so if I remove it, Tornado will go back to being chaotic in groups but still wonderful for single target.

Note 2.2: Fireball is wasted on +0 / +8 - I'm sure it will get some mileage on the higher difficulties.

 

Note 1: If you're doing incarnates, it's possible to get 100% resist to hold, stuns, fear and immobilize. Get T4 Control Hybrid and slot something similar to the following:

 

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Note 2: Just slot Sudden Acceleration KB to KD into Tornado. It's not a unique. I have it slotted in Gale, Tornado, Hurricane and Lightning Storm. That one IO is a game changer for Storm.

 

Note 2.3: Superior Frozen Blast proc has a chance to immob. Slot it in Freezing Rain. But I would slot Gale and focus on keeping enemies KD'd in your AoEs.

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Note 1: If you're doing incarnates, it's possible to get 100% resist to hold, stuns, fear and immobilize. Get T4 Control Hybrid and slot something similar to the following:

Tamorand: I usually don't build incarnates into my MID's designs simply because it's the End of End Game and most people wont get to see the same results as those dedicated to a single toon.

 

Note 2: Just slot Sudden Acceleration KB to KD into Tornado. It's not a unique. I have it slotted in Gale, Tornado, Hurricane and Lightning Storm. That one IO is a game changer for Storm.

Tamorand:  I SWEAR I tested a while back and SA would not fit in Tornado.....UGH - I just jumped on the server and sure enough - SA fits in Tornado.  THANK YOU!!

 

Note 2.3: Superior Frozen Blast proc has a chance to immob. Slot it in Freezing Rain. But I would slot Gale and focus on keeping enemies KD'd in your AoEs.

Tamorand: I'll slot the Regular Frozen Blast as again, people don't have immediate access to the Superior version.

 

Excellent advice!

Regarding your build suggestions - I like every one of them - except that they are all superior - I'll make some changes to the build based on these recommendations and post up later today after work.

Thank you!

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Before(LEFT) and After(RIGHT)  Proposed changes to add more status resistances (Using Regular Controller sets and NOT the Superior versions)

 

f44ea78c898e70ce439a4165ce388280.png

 

with a loss of about 14% Haste & 1% damage

 

abf84ef0e8fe3921519f0a5a8de8aecf.png

 

and a loss of 4% in a few Defenses but a 10% gain to damage resists in Fire and Cold

 

4d54f25a9769487a9f46dee71e9f2e71.png

 

Really not a significant loss in exchange for 40% Status resistances.

 

AND When you convert UP to the superior versions of the controller sets you get the following - I am satisfied.  Does anyone else have anything to add?

 

6dacff259463556a1bdb5d8c10551f10.png

 

 

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The newly revised build is now - Please note as before, if there is an empty slot it is reserved for Sudden Acceleration's KB>KD Conversion IO

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Sandstorm: Level 50 Magic Mastermind

Primary Power Set: Mercenaries

Secondary Power Set: Storm Summoning

Power Pool: Speed

Power Pool: Presence

Power Pool: Leadership

Power Pool: Teleportation

Ancillary Pool: Heat Mastery

 

Villain Profile:

Level 1: Soldiers -- ExpRnf-+Res(Pets)(A), CaltoArm-+Def(Pets)(3), MarofSpr-Acc/Dmg/EndRdx(3), MarofSpr-Acc/Dmg(5), OvrFrc-Dam/KB(5), AchHee-ResDeb%(7)

Level 1: Gale -- Empty(A)

Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(37)

Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50)

Level 6: Equip Mercenary -- RechRdx-I(A)

Level 8: Snow Storm -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(9), EndRdx-I(9)

Level 10: Steamy Mist -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(11), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def(13), RedFrt-EndRdx(15)

Level 12: Spec Ops -- MarofSpr-Dmg(A), MarofSpr-Dmg/EndRdx(15), MarofSpr-Acc/EndRdx(17), MarofSpr-EndRdx/+Resist/+Regen(17), CmmoftheM-Acc/Dmg(19), CmmoftheM-Dmg/EndRdx(19)

Level 14: Provoke -- Taunt-I(A)

Level 16: Freezing Rain -- FrzBls-Acc/Dmg/Rchg(A), FrzBls-Rchg/ImmobProc(23), FrzBls-Acc/Dmg(23), AchHee-ResDeb%(25), ImpSwf-Dam%(25), TchofLadG-%Dam(27)

Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)

Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-Rchg/EndRdx(29), DarWtcDsp-ToHitDeb/EndRdx(29), Empty(31)

Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)

Level 24: Recall Friend -- Range-I(A)

Level 26: Commando -- CmmoftheM-Acc/Dmg/Rchg(A), CmmoftheM-Dmg/EndRdx/Rchg(31), CmmoftheM-Acc/Dmg/EndRdx/Rchg(31), CmmoftheM-Rchg/PetAoEDef(33), EdcoftheM-PetDef(33), SvrRgh-PetResDam(33)

Level 28: Assault -- EndRdx-I(A)

Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(37)

Level 32: Tactical Upgrade -- RechRdx-I(A)

Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), Empty(37)

Level 38: Lightning Storm -- WntBit-Acc/Dmg(A), WntBit-Rchg/SlowProc(39), Dcm-Acc/Dmg(39), Dcm-Dmg/Rchg(39), Dcm-Acc/Dmg/Rchg(40), Empty(40)

Level 41: Bonfire -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(42), FrzBls-Dmg/EndRdx(42), FrzBls-Acc/Dmg/EndRdx(42), FrzBls-Dmg/EndRdx/Acc/Rchg(43), Empty(43)

Level 44: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46)

Level 47: Char -- WntBit-Acc/Dmg/EndRdx(A), WntBit-Acc/Dmg/Rchg(48), WntBit-Dmg/EndRdx/Acc/Rchg(48), WntBit-Dmg/Rchg(48)

Level 49: Rise of the Phoenix -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50)

Level 1: Brawl -- Acc-I(A)

Level 1: Prestige Power Dash -- Run-I(A)

Level 1: Prestige Power Slide -- Run-I(A)

Level 1: Prestige Power Quick -- Run-I(A)

Level 1: Prestige Power Rush -- Run-I(A)

Level 1: Prestige Power Surge -- Run-I(A)

Level 1: Sprint -- Clr-Stlth(A)

Level 1: Supremacy

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(7), PrfShf-End%(40)

------------

 

 

 

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Would KB to KD also eliminate the repel effect that Hurricane has?

 

Right now when I jump into a big group with Hurricane in order to debuff them, they all scatter due to the repel. I'm wondering if there's any way to use Hurricane without pushing all the mobs around.

 

I've tried sort of, running around the mob perimeter to push them towards a center point but they like to scatter and oftentimes I can't do that without aggroing an additional pack or whatever. If mobs are nice enough to rush me and my ranged pets, they get pushed away but if they're ranged pets that stay in place then they're annoying.

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Would KB to KD also eliminate the repel effect that Hurricane has?

 

Right now when I jump into a big group with Hurricane in order to debuff them, they all scatter due to the repel. I'm wondering if there's any way to use Hurricane without pushing all the mobs around.

 

I've tried sort of, running around the mob perimeter to push them towards a center point but they like to scatter and oftentimes I can't do that without aggroing an additional pack or whatever. If mobs are nice enough to rush me and my ranged pets, they get pushed away but if they're ranged pets that stay in place then they're annoying.

No way to negate the repel effect.

 

You can however gale them all into a corner, and then hold them there with Hurricane.

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I did some very specific testing of the KB > KD IO in Hurricane today.

Sudden Acceleration KD>KD IO

Level 10 Hellions

Without the KB IO Slotted > Hellions would be pushed back and after a moment or 2 would be launched a dozen feet into the air and backwards.

 

With the KB IO Slotted > Hellions would be pushed back (Repel still in effect) and after a moment or 2 would be knocked down on their butts, completely eliminating the launch.

 

The Repel is not responsible for the launch. There is a separate KB component to Hurricane and that is affected by the KB IO.

I have found using the KB IO I have tons more control using Hurricane, as before, the "Launch" was random and could happen at any moment.  With the KB IO, the knockdown doesn't cause any undue stress.  They fall down and you keep pushing them off to whatever corner you were headed to in the first place.

 

For added testing, I took the slotted Hurricane into the Summer Event and a few other TFs and regardless of the level (AV's not included) the results were the same.

 

 

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If you do get OF KB->KD you won't need any SA KB->KD since it affects all your powers.  I tested this on Justin with Bots, slotted in the T1, all KB from AS was converted to KD too.

 

I don’t think that’s accurate.  - EDIT: After some other commentors pointed out to me that "Testing on Justin" was not his character name but the name of the BETA SERVER - doh!  I understand now that what Justisaur tested might still be something a future update may bring.  As it stands now on Homecoming - Torchbearer - The below is still true.  Who knows what the future will bring.

 

Thank you @Justisaur for testing this on the Beta Server.

 

Original Post:

 

If I understand what you’re saying is that if you slot the overwhelming force KB>KD IO  it should affect all powers in the set .

I’ve attached a video of adding only the overwhelming force IO to Tornado.  And casting an unmodified Gale.  It clearly knocks the crap out of them but does not knock them down.

 

Sadly I was very excited and hoped that I could remove these sudden acceleration IOs. From my build.

 

If there is more to what you’re saying please let us know.

 

 

 

giphy.gif

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That's frustrating. Much as I love hurricane for the havoc it wreaks with physics objects, the repel scatters enemies in a really, really obnoxious way.

My take on Hurricane is that it's always been a "you'll never get within melee range of me, stay away!" power, the repel was always the point (and the KB just an annoying side effect).

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
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If you do get OF KB->KD you won't need any SA KB->KD since it affects all your powers.  I tested this on Justin with Bots, slotted in the T1, all KB from AS was converted to KD too.

 

I don’t think that’s accurate.  -

If I understand what you’re saying is that if you slot the overwhelming force KB>KD IO  it should affect all powers in the set .

I’ve attached a video of adding only the overwhelming force IO to Tornado.  And casting an unmodified Gale.  It clearly knocks the crap out of them but does not knock them down.

 

Sadly I was very excited and hoped that I could remove these sudden acceleration IOs. From my build.

 

If there is more to what you’re saying please let us know.

 

giphy.gif

 

it doesn't work this way on the live homecoming servers. if it works this way on Justin it's a bug. overwhelming force will only affect the power it's in.

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I tried out your build Tamorand, and I had a few questions/concerns/comments.

 

First, I feel you're missing out on a lot of damage by not adding in Lady Grey and Shield Breaker Procs to the Soldiers.

 

Second, I feel you're wasting enhancement slots by adding in the Auras to the Soldiers. You can place the auras on the Tornado and make the pets stronger with Lady Grey/Shield Breakers.

 

Third, why do you have provoke? The range on provoke is smaller than the Hurricane, which constantly repels. It seems the only chance you'll get to provoke is when the enemy is locked in a corner, which is when you won't need it.

 

Fourth, The KB to KD on the Gust feels like a bad idea, it's a very expensive enhancement and Gust is great for the knockback to push monsters into the corner or back on the Freezing Rain.

 

Fifth, The build seems way too focused on recharge, when there isn't really much that needs recharge. Freezing Rain is on a low enough cooldown with just 3 recharge IOs. Leaving Tornado/Lightning Storm really the only two powers that benefit from lower cooldown, but because of how endurance heavy the build is you can't afford to use them off cooldown, especially Lightning Storm. Personally, I wouldn't even use Hasten in this build because the Endurance crash is devastating if it causes you to lose a Hurricane.

 

Sixth, Do you ever even use Snow Storm or use it enough to justify taking it?

 

Seventh, Is Super Speed just your travel power of choice or is there a reason for it?

 

Eighth, I'd recommend going for Acrobatics if you can fit it as really the major weakness of this build are things that can stop Hurricane.

 

Overall, while I feel the build works I think that's more because of the strong synergy between Mercs ranged attacks and Hurricane/Tornado/Freezing Rain and not so much because of the enhancement selection.

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I initialy took a merc/storm, though it has its synergy with the range of merc, the retarted AI still makes them run at random to the mob to do a brawl or weapon-slap, having to stam follow/stay nonstop to keep them inside the hurricane.

 

Then i decided to roll a ninja/storm, you can use your stuff slightly less (or edge-hugging so you still get the -hit debuff), the damage is simply day and night.

 

So yeah, hurricane became kinda obsolete, but the increase of damage ninja ditches out is just scary, dispite they both stick to SL damage.

 

As for provoke, having mobs comming straight for me (though i cant figure out provoke has -range too, like taunt has) into my hurricane, give my pets enough space to attack. Specialy mobs that have no ranged CC (warriors for example) keep trying to run into the hurricane but fail all the time it works very good against. And the odd wall-pull helps incase my mercs decide to run into a group of mobs again.

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Thank you Fichenchips for your questions, I appreciate you taking the time to ask them.

 

Before I answer them though I want to make sure it's clear to all.  I'm a novice builder, hopefully that's not too obvious.  I don't say that for self deprecation, it's just true.  I only recently started down the road to learn how to build in the past few weeks, and the task is a bit daunting.  But I'm enthusiastic and Love the Storm power set, so I'm willing to go the extra mile to see this to the end.

 

Secondly, regarding the choices I made in the build.  There is very little representation of quality Mercs/Storm builds out there so, in my opinion, someone had to step up and try to put a working build together.  My hope was that if I built it, they would come, and help me fix it.  That's what you're doing and I super appreciate it.

 

On to your questions.

 

 

I tried out your build Tamorand, and I had a few questions/concerns/comments.

Excellent!

 

First, I feel you're missing out on a lot of damage by not adding in Lady Grey and Shield Breaker Procs to the Soldiers.

 

If I follow your advice, from question #2, to move the Resist aura's from soldiers, that opens up slots for Lady Grey and Shield Breaker.  That would work just fine, I agree.  I will update the build shortly with this. 

 

 

Second, I feel you're wasting enhancement slots by adding in the Auras to the Soldiers. You can place the auras on the Tornado and make the pets stronger with Lady Grey/Shield Breakers.

 

That is excellent advice.  Tornado is on such a short cooldown, and it lasts for 30 seconds, I should be able to keep the resist aura's up on the pets 100%.  EDIT - I was educated by KellyRocket (Again, thank you for keeping me in line)  regarding Auras and how they work.

"kelly Rocket" As globals (As opposed to procs), they are always on, whether the power is activated or not. Simply by having them slotted in a power, you have the benefits, whether you have summoned those pets or not. And to be clear, the auras emanate from you, not the summon.

I still intend to keep the KB>KD IO in Tornado, so I'll have to find a slot somewhere.  Later, some of your questions have sparked a few major changes to the build and I think the slots will open up for us without even trying that hard.

 

 

Third, why do you have provoke? The range on provoke is smaller than the Hurricane, which constantly repels. It seems the only chance you'll get to provoke is when the enemy is locked in a corner, which is when you won't need it.

 

When provoked, melee mobs will continue to dive face first into hurricane, get pushed back, and eventually get knocked down.  I discussed this pretty heavily on the various discord servers, the advice was sound enough, and there were enough voices that I wanted to make an effort to include it in the build. 

 

In Provoke's defense, provoke is a 15 foot radius sphere centered on a target up to 60 feet away - Hurricane's tooltip says it's radius is 25.  Provoke's range is much further than the radius of Hurricane.  I've never had a problem with hitting mobs outside of Hurricane range.

 

 

Fourth, The KB to KD on the Gust feels like a bad idea, it's a very expensive enhancement and Gust is great for the knockback to push monsters into the corner or back on the Freezing Rain.

 

Gale is one of those, slot how you like it abilities.  Local Man, if you remember him back in the day, hated Gale due to it's inherent -20 Accuracy and small cone so would only ever put an Accuracy IO and forget about it.  I used to follow his advice like it was gospel, as many of us did.  This build focuses on Freezing Rain and Bonfire to keep everyone flopping but lacks hard control.  In my own practice I've found that with the KB>KD I can use it as soft control vs a herding tool.  Being able to herd into a corner is not always viable and to be honest, there are not as many chances to corner herd as their are open areas where the mobs are spread out.  I work Gale into my damage rotation just to keep those that are standing on their butts.  Blowing them around usually results in less than desired results when out in the open or in say that part of the office map with all the stairs, there are corners but they are so far away that it's useless to even try to herd.

 

Gale should be slotted by the individual based on their play style.  I prefer to use it as soft control, but being able to blast them away or into a corner has it's merits too.

 

 

Fifth, The build seems way too focused on recharge, when there isn't really much that needs recharge. Freezing Rain is on a low enough cooldown with just 3 recharge IOs. Leaving Tornado/Lightning Storm really the only two powers that benefit from lower cooldown, but because of how endurance heavy the build is you can't afford to use them off cooldown, especially Lightning Storm. Personally, I wouldn't even use Hasten in this build because the Endurance crash is devastating if it causes you to lose a Hurricane.

 

I admit that this build is very endurance heavy and I have been trying to find a way to reduce that.  What you're suggesting is to remove Hasten to eliminate the End crash, and to change IO bonuses to focus on End Recovery/Reduction instead of recharge.  In the build's current state, if Hasten is removed Lightning Storm is still perma, just not stackable.  I'm willing to consider removing this.  I will try the build with it simply unused and see how it plays out.

 

3 Recharge IO's in FR defeats the slotting that is already happening in there.  We're currently using Frozen Blast in place of the Recharge IO's to stack more status resists as this build does not rely on Incarnates.  It's great to say that Incarnates will be used, but in practice that takes a lot more commitment to the build and gimps it greatly until that goal is achieved.

I'm not opposed to adding Recharge IO's as you've helped with status defense by the advice in your Eighth question.  You advise to use Combat Jumping(indirectly) and Acrobatics, that will take care of Immob, KB, and Hold

 

 

Sixth, Do you ever even use Snow Storm or use it enough to justify taking it?

 

Back to my earlier statement that this build lacks a certain amount of control, Snow Storm allows a soft control to keep mobs in Rain/Bonfire as well as easier herding.

It's a HUGE End Hog and if I didn't have to use it, I wouldn't.  I don't use it on any of my Stormy's.

 

Seventh, Is Super Speed just your travel power of choice or is there a reason for it?

 

The main reason I went with Super Speed is because Super Speed + Steamy Mist = full invis.  You could change SS to Fly and throw in a Stealth IO to accomplish the same thing, or go the Ninja Run route and put a Stealth IO into Sprint.    In the build I placed a Stealth IO into Sprint because sometimes I just don't want to run that fast on a map even if it gives me Invis, but it is 100% OPTIONAL 

 

 

Eighth, I'd recommend going for Acrobatics if you can fit it as really the major weakness of this build are things that can stop Hurricane.

 

I was looking forward to this question.  And I have a question for you.  What would you replace? 

Options are:

Provoke

Super Speed and Hasten (just stick with Ninja Run+Sprint and Jetpacks)

Rise of the Phoenix

Char

 

Just looking at the above I think SS and Hasten would be the smart pick.  IMHO

 

Overall, while I feel the build works I think that's more because of the strong synergy between Mercs ranged attacks and Hurricane/Tornado/Freezing Rain and not so much because of the enhancement selection.

 

Fichenchips, thank you so much for your input and advice.  I appreciate you taking the time to help us make a better Mercs/Storm build.  I have taken some good notes on what you've said and will implement some of them into a new build later this evening as well as do some testing to see what can go and what has to stay.

Please feel free to respond to the above.  I'm excited for more discussion.

 

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My take on Hurricane is that it's always been a "you'll never get within melee range of me, stay away!" power, the repel was always the point (and the KB just an annoying side effect).

 

IMO the major point of Hurricane is the ridiculous amount of -tohit it has (a whopping -22.5%). The other effects are just 'nice but not the point'. But maybe I'm wrong about that...

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Do not take acrobatics. That’s three powerslots you lose when you could just softcap some defenses and carry a break free or three

 

Thank you for the suggestion, do you have some examples of how we can achieve that?

 

During play testing, I've found that even keeping an entire tray, I was going through a lot of them as I was held, immob, stunned, and slept in one form nearly every engagement.  Looking at earlier suggestions we tried to add some soft capped resists but, again, I don't want to use Superior versions of the Archetype sets as they are not as readily available as just slotting them into MID's makes it seem.  I'd like this build to be accessible to as many people as possible, not just the rich.

 

We are also having an issue with END - I may have to go back to the drawing board and, that END in mind, rebuild this from the ground up using the suggestions that have been given.

 

Combat Jumping and Acrobatics, as good as they are, are still 2 more toggles that has to be dealt with.

 

I'm going to implement the suggested changes that everyone has given me late tonight or tomorrow morning.  Depends on if my daughter has a tea party planned for 6am or not.  :-)

 

If Beta testing is to be believed, Overwhelming Force might have been tweaked to give the KB>KD conversion to all abilities when it's slotted.  That would open up a lot of slots for other things.

 

Tamorand

 

 

 

 

 

 

 

 

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That is excellent advice.  Tornado is on such a short cooldown, and it lasts for 30 seconds, I should be able to keep the resist aura's up on the pets 100%.

I still intend to keep the KB>KD IO in Tornado, so I'll have to find a slot somewhere.  Later, some of your questions have sparked a few major changes to the build and I think the slots will open up for us without even trying that hard.

 

I just have to point out that you may have a misconception about the Aura IOs. As globals (As opposed to procs), they are always on, whether the power is activated or not. Simply by having them slotted in a power, you have the benefits, whether you have summoned those pets or not. And to be clear, the auras emanate from you, not the summon.

 

Fifth, The build seems way too focused on recharge, when there isn't really much that needs recharge. Freezing Rain is on a low enough cooldown with just 3 recharge IOs. Leaving Tornado/Lightning Storm really the only two powers that benefit from lower cooldown, but because of how endurance heavy the build is you can't afford to use them off cooldown, especially Lightning Storm. Personally, I wouldn't even use Hasten in this build because the Endurance crash is devastating if it causes you to lose a Hurricane.

 

I also have to point out that there's a misconception here: You don't just want Perma Freezing Rain. You want DOUBLE or TRIPLE Freezing Rain. It's a pseudo-pet (As are all ground targeted AoE powers) and as such it does stack with itself, even though the power is flagged as "Effect does not stack from same caster", because each Freezing Rain instance is technically being cast by a different pseudo-pet.

 

So there is no "too much" recharge for Freezing Rain. At the recharge cap the Duration:Recharge ratio is 2.5:1, and if you can reasonably get this, you very much want it.

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Do not take acrobatics. That’s three powerslots you lose when you could just softcap some defenses and carry a break free or three

 

Thank you for the suggestion, do you have some examples of how we can achieve that?

 

During play testing, I've found that even keeping an entire tray, I was going through a lot of them as I was held, immob, stunned, and slept in one form nearly every engagement.  Looking at earlier suggestions we tried to add some soft capped resists but, again, I don't want to use Superior versions of the Archetype sets as they are not as readily available as just slotting them into MID's makes it seem.  I'd like this build to be accessible to as many people as possible, not just the rich.

 

We are also having an issue with END - I may have to go back to the drawing board and, that END in mind, rebuild this from the ground up using the suggestions that have been given.

 

Combat Jumping and Acrobatics, as good as they are, are still 2 more toggles that has to be dealt with.

 

I'm going to implement the suggested changes that everyone has given me late tonight or tomorrow morning.  Depends on if my daughter has a tea party planned for 6am or not.  :-)

 

If Beta testing is to be believed, Overwhelming Force might have been tweaked to give the KB>KD conversion to all abilities when it's slotted.  That would open up a lot of slots for other things.

 

Tamorand

 

ageless solves mm endurance issues. until then yes, all mm secondaries are extremely end heavy. all of them.

 

check the kb on the powers you think overwhelming force is affecting. if the kb amount is only 0.67 then it's a power that will only actually knock back if you slot knock back in it. many powers were changed to this years ago. 0.67 knockback = knockdown.

 

there are only three secondaries that dont have to deal with cc. acrobatics will only help against knockback (you can fix that with one io) and hold. it does nothing for stuns which are far more prevalent.

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