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A(nother) Storm/Ice.


Sovera

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I have rarely done Defenders but I have wanted a Stormie for the longest time, so now is the time.

 

Does any more veteran Defender Stormie see if I missed anything? Is my Tornado/Lightning Storm slotted correctly?

 

I considered Sorcery but I keep going back to pick Hover since the inertia of regular flight annoys me. And then the combined Storm endurance problems does not seem like a good fit to add yet more toggles with Sorcery.

 

Early Leadership up to and including Victory Rush to help myself and others during the Dark Times (tm) (AKA Synapse and Yin with the constant sapping). At 35 I alleviate the Stormie endurance woes with Power Sink.

 

It leaves my defense at merely 30% ish but good enough to chuck a purple if there is trouble. Regardless I have no intentions to solo with it.

 

Assuming I have an abundance of free time I should be able to machine gun Bitter Ice Blast, Ice Bolt, Freeze Ray, Ice Bolt. Repeat. As early as Posi 1 being able to drop Freezing Ray and Ice Storm at (nearly?) every spawn should also be of great help to the team.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(5), Pnc-Heal(5)
Level 1: Ice Bolt -- Dcm-Acc/EndRdx/Rchg(A), Dcm-Acc/Dmg(7), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg/Rchg(9), ImpSwf-Dam%(15)
Level 2: Gale -- FrcFdb-Rechg%(A)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17)
Level 8: Freezing Rain -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(19), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(21), SprDfnBst-Rchg/Heal%(21)
Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29), AdjTrg-Rchg(29)
Level 16: Freeze Ray -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/Dmg(31), Dcm-Dmg/EndRdx(31), Dcm-Dmg/Rchg(31), Dcm-Acc/EndRdx/Rchg(33), UnbCns-Dam%(33)
Level 18: Victory Rush -- EndMod-I(A)
Level 20: Ice Storm -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(33), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-+FireDmg(36)
Level 22: Fly -- BlsoftheZ-ResKB(A)
Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), StdPrt-ResDam/Def+(37), GldArm-3defTpProc(37)
Level 26: Tornado -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Rchg/+Absorb(39), SlbAll-Dmg/Rchg(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
Level 28: Bitter Ice Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), CldSns-%Dam(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Lightning Storm -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(43), SprVglAss-Dmg/Rchg(43), KntCrs-Rechg/EndRdx(43), ExpStr-Dam%(45), OvrFrc-Dam/KB(45)
Level 35: Power Sink -- EffAdp-EndMod/Rchg(A)
Level 38: Blizzard -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(48)
Level 41: Assault -- EndRdx-I(A)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(50)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(50)
Level 1: Vigilance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
------------

 

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You made some odd choices, like skipping charged armor. Ice Storm is kinda eh for defenders without scourge. Just skip Gale, one of the best things about stormie on defenders is that you aren't locked into it. Similar to my thoughts on Sonic:Shockwave, the 2+ sec cast time isnt really worth the knock down as the only effect of the cast time, it is also underslotted for accuracy vs +4 foes (you don't need to use it vs even-con). When exemping for yin/synapse just grab the +recovery sg base buff and recovery serum temp, especially for synapse a luck insp here or there mitigates most of the end drain. Aside from doing yin/synapse once for the badge it isn't something i'd run on repeat as a lateblooming defender anyways and not worth heavy build sacrifices to put them into consideration for a once through.

 

Also for going with Ice Blasting you are missing out on a huge (a very large gap) amount of proc-slotting potential. If you're set on ice blasting for your concept thats all gucci, but the gap between what you can do with ice blasting vs sonic blasting is going to weigh heavily in sonic favor when you're barely putting in more procs than sonic can equip. Sonic damage multiplier is immense with storm summoning because you have your own in-set damage to multiply, unlike other sets that you can combine sonic with, and the damage from tornado and lightning storm is passive and long duration and doesn't get in the way of your -res stacking.

 

You're welcome to take a look at my storm/sonic build and take any ideas away that are helpful and ignore whatever doesn't jive with your goals (including taking sonic). Sonic attacks are slotted for my playstyle (AV shredding on speed run team content), but there are some variations you can make, such as taking Howl instead of Scream and/or putting the apoc proc in Screech. The build makes HEAVY use of Burnout to double cast freezing rain/tornado/lightning storm/dreadful wail. 2x freezing rain = aoe -70% res. 2x Dreadful wail = aoe -60% res with fury of the gladiator. Starting at -130% before stacking up your blasts and having double nados and lightning storms out before they recharge melts hard targets like no other.

 

edit: build is also 45% range def softcapped with 36% melee def and 33% aoe def. and has 71% S/L res, 53% F/C res, 75% Energy res

edit ex duo: you will also notice i didnt put a kb-kd io in lightning storm, and as im sure you will know about me I hate all things knockback, but I don't find the knockback there to be all that disruptive, at least for the way I use it. (AVs won't be knockbacked)

edit 3: if you are interested in maximizing a proc loaded Ice blasting support, take a hard look at Ice/Kin corr. You can turbo load your procs with every single proc available and ignore slotting your attacks for things like damage and endredux because you are sexy kinetics. I can also post that build if you like.

edit 4: also it shows ageless, I just put that on mids to monitor how a 70% recharge buff would affect my powers, I only use incan 100% of the time. Also put the Hecatomb in brawl somewhere else, like in Tough.

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: O2 Boost -- Prv-Heal(A), Prv-Absorb%(15), Prv-EndRdx/Rchg(15), Prv-Heal/EndRdx(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(36)
Level 1: Shriek -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(3), SprVglAss-Acc/Dmg/EndRdx/Rchg(3)
Level 2: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(9), SprDfnBst-Rchg/Heal%(11)
Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), GldArm-3defTpProc(21), GldArm-ResDam(21), GldArm-End/Res(23)
Level 8: Freezing Rain -- Rgn-Dmg/Rchg(A), Rgn-Acc/Rchg(31), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/EndRdx(37), Rgn-Dmg(37)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(36), LucoftheG-Def(45)
Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(17), Stp-Acc/EndRdx(17), Stp-Stun/Rng(25), Stp-KB%(31), Stp-Acc/Stun/Rchg(34)
Level 18: Tough -- StdPrt-ResDam/Def+(A)
Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- GssSynFr--Build%(A)
Level 26: Tornado -- FrcFdb-Rechg%(A), ExpStr-Dam%(27), TchofLadG-%Dam(27), AchHee-ResDeb%(29), SlbAll-Dmg(29), OvrFrc-Dam/KB(31)
Level 28: Hurricane -- HO:Enzym(A)
Level 30: Burnout -- RechRdx-I(A), RechRdx-I(40)
Level 32: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/Rchg(33), Apc-Dmg/EndRdx(33), GldJvl-Dam%(33), ExpStr-Dam%(34), FrcFdb-Rechg%(34)
Level 35: Screech -- AbsAmz-Stun/Rchg(A), AbsAmz-Stun(43), AbsAmz-EndRdx/Stun(43), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-Acc/Rchg(45)
Level 38: Dreadful Wail -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Rchg/+Absorb(39), Arm-Dam%(39), Arm-Dmg(40), FuroftheG-ResDeb%(40)
Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 47: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(19)
Level 1: Quick Form 
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 -- HO:Micro(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5), RgnTss-Regen+(45), NmnCnv-Heal(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(11), PrfShf-End%(46)
Level 0: Freedom Phalanx Reserve 
Level 0: The Atlas Medallion 
Level 0: Task Force Commander 
Level 0: Portal Jockey 
Level 50: Agility Core Paragon 
Level 50: Ageless Core Epiphany 
Level 10: Shadow Recall -- Empty(A)
------------

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Edited by DreadShinobi
  • Like 1

Currently on fire.

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1 hour ago, DreadShinobi said:

You made some odd choices, like skipping charged armor. Ice Storm is kinda eh for defenders without scourge. Just skip Gale, one of the best things about stormie on defenders is that you aren't locked into it. Similar to my thoughts on Sonic:Shockwave, the 2+ sec cast time isnt really worth the knock down as the only effect of the cast time, it is also underslotted for accuracy vs +4 foes (you don't need to use it vs even-con). When exemping for yin/synapse just grab the +recovery sg base buff and recovery serum temp, especially for synapse a luck insp here or there mitigates most of the end drain. Aside from doing yin/synapse once for the badge it isn't something i'd run on repeat as a lateblooming defender anyways and not worth heavy build sacrifices to put them into consideration for a once through.

 

Also for going with Ice Blasting you are missing out on a huge (a very large gap) amount of proc-slotting potential. If you're set on ice blasting for your concept thats all gucci, but the gap between what you can do with ice blasting vs sonic blasting is going to weigh heavily in sonic favor when you're barely putting in more procs than sonic can equip. Sonic damage multiplier is immense with storm summoning because you have your own in-set damage to multiply, unlike other sets that you can combine sonic with, and the damage from tornado and lightning storm is passive and long duration and doesn't get in the way of your -res stacking.

 

You're welcome to take a look at my storm/sonic build and take any ideas away that are helpful and ignore whatever doesn't jive with your goals (including taking sonic). Sonic attacks are slotted for my playstyle (AV shredding on speed run team content), but there are some variations you can make, such as taking Howl instead of Scream and/or putting the apoc proc in Screech. The build makes HEAVY use of Burnout to double cast freezing rain/tornado/lightning storm/dreadful wail. 2x freezing rain = aoe -70% res. 2x Dreadful wail = aoe -60% res with fury of the gladiator. Starting at -130% before stacking up your blasts and having double nados and lightning storms out before they recharge melts hard targets like no other.

 

edit: build is also 45% range def softcapped with 36% melee def and 33% aoe def. and has 71% S/L res, 53% F/C res, 75% Energy res

edit ex duo: you will also notice i didnt put a kb-kd io in lightning storm, and as im sure you will know about me I hate all things knockback, but I don't find the knockback there to be all that disruptive, at least for the way I use it. (AVs won't be knockbacked)

edit 3: if you are interested in maximizing a proc loaded Ice blasting support, take a hard look at Ice/Kin corr. You can turbo load your procs with every single proc available and ignore slotting your attacks for things like damage and endredux because you are sexy kinetics. I can also post that build if you like.

edit 4: also it shows ageless, I just put that on mids to monitor how a 70% recharge buff would affect my powers, I only use incan 100% of the time. Also put the Hecatomb in brawl somewhere else, like in Tough.

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: O2 Boost -- Prv-Heal(A), Prv-Absorb%(15), Prv-EndRdx/Rchg(15), Prv-Heal/EndRdx(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(36)
Level 1: Shriek -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(3), SprVglAss-Acc/Dmg/EndRdx/Rchg(3)
Level 2: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(9), SprDfnBst-Rchg/Heal%(11)
Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), GldArm-3defTpProc(21), GldArm-ResDam(21), GldArm-End/Res(23)
Level 8: Freezing Rain -- Rgn-Dmg/Rchg(A), Rgn-Acc/Rchg(31), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/EndRdx(37), Rgn-Dmg(37)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(36), LucoftheG-Def(45)
Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(17), Stp-Acc/EndRdx(17), Stp-Stun/Rng(25), Stp-KB%(31), Stp-Acc/Stun/Rchg(34)
Level 18: Tough -- StdPrt-ResDam/Def+(A)
Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- GssSynFr--Build%(A)
Level 26: Tornado -- FrcFdb-Rechg%(A), ExpStr-Dam%(27), TchofLadG-%Dam(27), AchHee-ResDeb%(29), SlbAll-Dmg(29), OvrFrc-Dam/KB(31)
Level 28: Hurricane -- HO:Enzym(A)
Level 30: Burnout -- RechRdx-I(A), RechRdx-I(40)
Level 32: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/Rchg(33), Apc-Dmg/EndRdx(33), GldJvl-Dam%(33), ExpStr-Dam%(34), FrcFdb-Rechg%(34)
Level 35: Screech -- AbsAmz-Stun/Rchg(A), AbsAmz-Stun(43), AbsAmz-EndRdx/Stun(43), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-Acc/Rchg(45)
Level 38: Dreadful Wail -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Rchg/+Absorb(39), Arm-Dam%(39), Arm-Dmg(40), FuroftheG-ResDeb%(40)
Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 47: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(19)
Level 1: Quick Form 
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 -- HO:Micro(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5), RgnTss-Regen+(45), NmnCnv-Heal(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(11), PrfShf-End%(46)
Level 0: Freedom Phalanx Reserve 
Level 0: The Atlas Medallion 
Level 0: Task Force Commander 
Level 0: Portal Jockey 
Level 50: Agility Core Paragon 
Level 50: Ageless Core Epiphany 
Level 10: Shadow Recall -- Empty(A)
------------


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I only want Defender for a single reason: early access to Storm. It's why I didn't pick MM or Corruptor (Tornado at 26 instead of 35 plsboss). I also looked hard at skipping Gale but could not. It was Gale or Snow Storm, or Ice Blast. I have no desire or use for Snow Storm and I don't have the slots for Ice Blast so Gale it is, woo. There is no plan in using it other than in very early leveling where Tactics lets it hit reliably. I'd rather not have either but it is what it is. Ice Storm is my sole AoE until 26 (hard no on Frost Breath), so despite being meh it is, once again, what it is. I can either skip it and not have any AoE or take it and at least have -something-.

 

Taking Ice is mostly the super fast animations, and Ice Storm coinciding with Freezing Rain which is nice, but being all ranged without PbAoE nukes isn't bad either. It's sparse on AoE but that's what Storm is strong in. I'm not sure what I could really take that would replace Ice. Sonic is super slow in animating and still bugged, I think, in that taking the animations that aren't shouting slows the animating?

 

I confess I'm not sure about the intrincacies of Defender and Storm, but the advice is usually to pump as much recharge to throw as many Tornadoes and Lightning Storms. Proccing is nice, but heavy on the endurance, kills the smooth attack rotation, and neuters 20.5% off the build. Overall I have no idea which is better but it seems to run counter to Storm? I'm a Storm and Defender newbie though so willing to listen.

 

I agree on the base buffs, but Victory Rush also helps the team which is why I take all the Leadership powers.

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Oh I wasn't advocating Storm for corruptors, it is absolutely a better choice for defenders.

 

Also now I remember why my Storm/Sonic runs Scream over Howl lol. It is better for ST dps, but also because you can't take Howl in that awkward level 2 slot when you want to skip both snow storm and gale.

 

I'm not sure what you're referring to about Sonic animation time bugs. I just spam Shriek. 

Shriek>Screech>Shriek

Shriek>Scream>Shriek

Shriek>Stormie Cooldown>Shriek

Best t1 attack in the game. 

Skip the long animating attacks with Sonic Blasting -> Shockwave and Sirens Song do not apply -res. Shout animation time damage is lower than Shriek.

 

Playing Storm/Sonic is a minigame of how fast and how hard you can amp up the damage from the scrappers/blasters/stalkers on your team. Played correctly you won't feel a fallout from personal damage output, but it is something to keep in mind and it does require a very different playstyle and mindset from playing just about anything else.

 

My biggest suggestion is looking at fitting in Charged Armor, Conserve Power, and Burnout. 

 

Currently on fire.

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Sonic has (had?) a bug where using the alterna animations is slower than what it should be.

 

I definitely would prefer Charged Armor to Tough, but then I want Weave as well. I will have to juggle things. But first to actually make it and give it a go since I am not feeling the Grav/Psi Dom, or the SoA, oo the Grav/Sonic Controller.

 

Making alts is easy but sticking to them past 30 is not.

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Here is a fire / storm / electric build I've been running. Hopefully there are some useful ideas about how to slot storm, pools, and the epic / patron in here. 

 

Gale is very useful proc'd up as it is here. It provides a recharge buff for crowds, which means the nuke is available noticeably more often. It would knock mobs down and keep them in rain patches after casting blizzard and ice storm. It synergizes very well with all the slows you'll be inflicting on mobs. If you're not comfortable opening with AOE damage then it makes a good alpha move if you find yourself taking alpha on a team. Also, if you're concerned mobs will defeat you while you're using power sink if your distance from the ground is a bit too low or if mobs are on a hill, then cast gale first and move in for power sink. 

 

Storm tends to be most enjoyable and effective when played in an aggressive way, which makes storm characters quite an aggro magnet sometimes. Like storm itself, it is not always easy to predict when all your tornadoes, lightning storms, etc will annoy mobs enough to have many of them decide to converge on you all at once. Not having an epic armor would make your character noticeably more fragile, so carefully consider that choice. 

 

For epic / patron, a single target immobilize is sometimes useful when using storm powers. A single target immobilize is not essential, though, and mu is a very reasonable pick. 

 

Definitely snag power sink; it makes storm so much easier and more enjoyable to play.

 

Slotting for ice blast is fairly straightforward and unlikely to cause any problems for you. 

 

Perhaps the most important part of your build is your "F10" phrase. Create one with attitude and you'll enjoy your stormie more. Mine is "This storm is headed for you ...".* 

 

Good luck with your stormie!

 

* Copyright pending!

 

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!

Witchstorm: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Fire Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: O2 Boost -- Prv-Absorb%(A)
Level 1: Flares -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/Dmg/Rchg(3), Dcm-Dmg/Rchg(5), Dcm-Build%(5), EndRdx-I(23)
Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(34)
Level 4: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(11), JvlVll-Dam%(11)
Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), ShlWal-Def(7), ShlWal-Def/EndRdx(13), GldArm-3defTpProc(13), GldArm-ResDam(15), GldArm-End/Res(15)
Level 8: Freezing Rain -- PcnoftheT-EndRdx/Rchg/Slow(A), EndRdx-I(23)
Level 10: Rain of Fire -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg/EndRdx/Rchg(36)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(19), ShlWal-ResDam/Re TP(19), WntGif-ResSlow(21)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 16: Boxing -- Empty(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 20: Aim -- HO:Cyto(A)
Level 22: Tough -- StdPrt-ResDam/Def+(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(50), RedFrt-Def/EndRdx/Rchg(25), RedFrt-Def(34), RedFrt-EndRdx(34)
Level 26: Tornado -- SlbAll-Build%(A), SlbAll-Dmg/Rchg(27), SlbAll-Dmg/EndRdx(27), AchHee-ResDeb%(29), FrcFdb-Rechg%(29), SuddAcc--KB/+KD(31)
Level 28: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(31), Apc-Dmg/EndRdx(33), Apc-Dam%(33), SprDfnBst-Rchg/Heal%(33)
Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(37), GssSynFr--Build%(37)
Level 32: Lightning Storm -- GldJvl-Dam/Rech(A), GldJvl-Dam/End/Rech(39), GldJvl-Dam%(39), ExpStr-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40)
Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dam%(42), SprVglAss-Rchg/+Absorb(43)
Level 38: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/EndRdx(45), Arm-Dam%(45), FuroftheG-ResDeb%(45)
Level 41: Electric Fence -- Thn-Acc/Dmg/EndRdx(A)
Level 44: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46)
Level 47: Power Sink -- PrfShf-EndMod/Rchg(A), PrfShf-Acc/Rchg(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 -- Clr-Stlth(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(48), PwrTrns-+Heal(50)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Intuition Radial Paragon 
Level 50: Pyronic Core Final Judgement 
Level 50: Phantom Radial Superior Ally 
Level 50: Ageless Radial Epiphany 
Level 50: Assault Radial Embodiment 
Level 50: Reactive Radial Flawless Interface 
------------

 

Edited by EnjoyTheJourney
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Version two between the advice and the posted builds.

 

Highlights:

 

- Procced with the exception of Bitter Ice Blast. This is because BiB is the linchpin and I would like minimal gaps. I'm already trusting FF in Tornado to shore up the gap Freeze Ray has when doing BiB, Ice Bolt, Freeze Ray, Ice Bolt (about 1.3 gap which is more than I consider tolerable, but I TRUST in the FF proc in Tornado (don't let me down, boy!)).

- 75% resistances to S/L/E

- (Near) 45% defense to range.

- 126 second Hasten so easily perma at the first Tornado out.

- I feel like it will have enough endurance between Victory Rush and Power Sink (with a sprinkling of Recovery Serum where needed) that frees Alpha and Destiny. I have no particular intention to use Clarion since it is a team build and I'm not wasting an Incarnate on what inspirations I can /ah and buy between missions can accomplish. Perhaps if intending to solo.

 

 

This is not a leveling build but I can whip one up if someone has a need for it.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23)
Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/EndRdx(7), GldJvl-Dam%(9), ImpSwf-Dam%(15)
Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 8: Freezing Rain -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(19), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(21), SprDfnBst-Rchg/Heal%(21)
Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(48)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29)
Level 16: Freeze Ray -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(31), Thn-Dmg/EndRdx(31), UnbCns-Dam%(31), GldJvl-Dam%(33), GhsWdwEmb-Dam%(33)
Level 18: Victory Rush -- EndMod-I(A)
Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(36)
Level 22: Fly -- BlsoftheZ-ResKB(A)
Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(37)
Level 26: Tornado -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Dmg/Rchg(39), TchofLadG-%Dam(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
Level 28: Bitter Ice Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), CldSns-%Dam(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Lightning Storm -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(43), SprVglAss-Rchg/+Absorb(43), KntCrs-Rechg/EndRdx(43), SuddAcc--KB/+KD(45), OvrFrc-Dam/KB(45)
Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(50)
Level 38: Blizzard -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(45), Artl-Dam/End(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48)
Level 41: Boxing -- Empty(A)
Level 44: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(47), TtnCtn-ResDam/EndRdx/Rchg(48)
Level 47: Tough -- StdPrt-ResDam/Def+(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49), LucoftheG-Def(49)
Level 1: Vigilance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 50: Musculature Core Paragon
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------

 

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"no use for snowstorm"

 

First, I agree it takes a lot of commitment to try to use all the storm powers, but I usually do.

 

Snowstorm does more than slows movement. It is -recharge. Between freezing rain and snowstorm you can reduce incoming damage significantly just with the slow aspect. It grounds fliers. It interrupts kamikaze vahz and CoT, interrupts skyraider engineers, interrupts Rikti communication officers, and other mobs not coming to mind.

 

So it isn't as usable as tornado is 100% of the time, but it does do something.

 

You can put a FF -recharge in gale. It's an aoe. You almost always get the -recharge proc from knocking a spawn group off their feet.

 

To me, knockback functions the same as a short term hold and so many storm kb abilities are AoE. Your foes cannot attack you while they pick themselves back up.

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3 hours ago, Sovera said:

Version two between the advice and the posted builds.

Hi there Sovera! I've played about a bajillion iterations of Storm, and a few /Ice, so hopefully my insight here is useful.

 

From a power choice perspective:

  • I know it's not always choice #1 for today's team, but it is a real shame to miss out on hurricane. If anything, it is a super powerful tool to have as a fallback in chaotic situations. Worth noting that target caps don't really matter for Hurricane, as you can kiss every mob in the room.
  • I don't typically take Snow Storm myself - I agree with your choice here! Your ice blasts slow plenty anyhow. The only utility I would nod to would be grounding fliers, which can be nice.
  • I'm actually totally onboard with Gale. I really love gale, especially at lower levels. It is especially useful when you are actively "herdicaning" as well, although for that use, you would want it to knockback instead of KD. Typically I use it as a super hard shove into the corner so I can pile everything in one place. This is a bit more useful on Defenders than controllers, as we lack an aoe immob.
  • I think your blast power choices look good overall. Personally, I would pick up Ice blast and proc it as well. This gives you a tighter attack chain. I would sacrifice victory rush, which is just a bit fiddly to use and not really needed, especially with Power Sink as a refill. I understand you have your own reasons for taking VR, and may just enjoy it.

 

Slotting:

  • Lightning storm has two KB to KD procs in it. Only one is needed. I really recommend putting the purple damage proc here - it works incredibly well in LS. 
    • It is also a bit of a waste to put the ATO +absorb proc in LS. I would rather see the Vigilant ATO's stay in threes, but split between two blast powers, with procs on top. This ATO procs a whole bunch, and will add a lot to your (and team's) survivability if you have it in your attack chain. It will only proc on summon for LS.
    • If you are flying, I would really recommend using LS a bit as is before slotting a KB-KD. As long as you cast it high, you don't really need to convert it to KD, and can enhance the power further (ranged damage procs are great) or use a slot elsewhere.
  • Speaking of purple ranged IOs, I know you are intentionally focused on baseline enhancement of BiB, but you could really crank the totals and buff your chain further with something like this instead:
    • S. Winter's Bite Acc/Dam and Acc/Dam/End
    • Decimation build-up proc
    • Imp Swift smash proc
    • Glad javelin tox proc
    • Cloud senses Neg proc
  • I would consider switching the lady gray for an Achilles proc in Tornado. With nados tick rate, it applies very consistently even to single targets.
  • It's really weird to slot out Freezing rain with the full defender ATO set. Personally I would find a way to take Frost breath and put it there instead, but that may not be practical in this build. I'm not sure what I would do instead here, but I don't like it. The enhancement values are almost completely wasted (except recharge), and you are not getting any good use out of the very powerful ATO heal proc.

 

My own personal style on a stormy is not to worry about hitting defense softcaps in any direction. I just get a modest amount of defense where I can, and let hurricane make up the difference (if it's even needed, depending on the team). I would encourage you to try to fly without the softcap seatbelt and give it a shot! Your build will be much more free to proc out and grab other powers if so. Hurricane is just such a super-powerful debuff that it seems sad to let it die on the vine. I totally get that it's not everyone's speed.

 

I know these aren't exactly solutions or a total build, but perhaps this will give you some interesting ideas that may inform further iteration! If I feel inspired, I may put together a build of my own later and post it.

 

 

Edited by Onlyasandwich
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One final note - you mentioned some concern about minimal gaps in your chain. Storm is a super busy set, and even in AV fights you will want to be throwing LS, freezing rain,  and tornado on cooldown. You don't really need a 100% tight attack chain, as you will absolutely be spending frequent animation time on these powers.

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1 hour ago, Psylenz0511 said:

"no use for snowstorm"

 

First, I agree it takes a lot of commitment to try to use all the storm powers, but I usually do.

 

Snowstorm does more than slows movement. It is -recharge. Between freezing rain and snowstorm you can reduce incoming damage significantly just with the slow aspect. It grounds fliers. It interrupts kamikaze vahz and CoT, interrupts skyraider engineers, interrupts Rikti communication officers, and other mobs not coming to mind.

 

So it isn't as usable as tornado is 100% of the time, but it does do something.

 

You can put a FF -recharge in gale. It's an aoe. You almost always get the -recharge proc from knocking a spawn group off their feet.

 

To me, knockback functions the same as a short term hold and so many storm kb abilities are AoE. Your foes cannot attack you while they pick themselves back up.

 

Yes, I agree. Plus Gale is also good pre-level 26 when we lack another attack and don't have much recharge. Ice Bolt, Freeze Ray, Ice Bolt... gap... GALE TIME!

 

I've been taking this character through both Posis and I'm loving it. The team is safe. Abusing Gale helps with recharge so even in the low levels I can do Freezing Rain + Ice Storm for every spawn. Mobs don't even fight back as they flop and the team descends on them 😄

 

42 minutes ago, Onlyasandwich said:

Hi there Sovera! I've played about a bajillion iterations of Storm, and a few /Ice, so hopefully my insight here is useful.


 

Spoiler

 

From a power choice perspective:

  • I know it's not always choice #1 for today's team, but it is a real shame to miss out on hurricane. If anything, it is a super powerful tool to have as a fallback in chaotic situations. Worth noting that target caps don't really matter for Hurricane, as you can kiss every mob in the room.
  • I don't typically take Snow Storm myself - I agree with your choice here! Your ice blasts slow plenty anyhow. The only utility I would nod to would be grounding fliers, which can be nice.
  • I'm actually totally onboard with Gale. I really love gale, especially at lower levels. It is especially useful when you are actively "herdicaning" as well, although for that use, you would want it to knockback instead of KD. Typically I use it as a super hard shove into the corner so I can pile everything in one place. This is a bit more useful on Defenders than controllers, as we lack an aoe immob.
  • I think your blast power choices look good overall. Personally, I would pick up Ice blast and proc it as well. This gives you a tighter attack chain. I would sacrifice victory rush, which is just a bit fiddly to use and not really needed, especially with Power Sink as a refill.

 

Slotting:

  • Lightning storm has two KB to KD procs in it. Only one is needed. I really recommend putting the purple damage proc here - it works incredibly well in LS. 
    • It is also a bit of a waste to put the ATO +absorb proc in LS. I would rather see the ATO's stay in threes, but split between two blast powers, with procs on top. This ATO procs a whole bunch, and will add a lot to your (and team's) survivability if you have it in your attack chain. It will only proc on summon for LS.
    • If you are flying, I would really recommend using LS a bit as is before slotting a KB-KD. As long as you cast it high, you don't really need to convert it to KD, and can enhance the power further (ranged damage procs are great) or use a slot elsewhere.
  • Speaking of purple ranged IOs, I know you are intentionally focused on baseline enhancement of BiB, but you could really crank the totals and buff your chain further with something like this instead:
    • S. Winter's Bite Acc/Dam and Acc/Dam/End
    • Decimation build-up proc
    • Imp Swift smash proc
    • Glad javelin tox proc
    • Cloud senses Neg proc
  • I would consider switching the lady gray for an Achilles proc in Tornado. With nados tick rate, it applies very consistently even to single targets.
  • It's really weird to slot out Freezing rain with the full defender ATO set. Personally I would find a way to take Frost breath and put it there instead, but that may not be practical in this build. I'm not sure what I would do instead here, but I don't like it. The enhancement values are almost completely wasted (except recharge), and you are not getting any good use out of the very powerful ATO heal proc.

 

My own personal style on a stormy is not to worry about hitting defense softcaps in any direction. I just get a modest amount of defense where I can, and let hurricane make up the difference (if its even needed, depending on the team). I would encourage you to try to fly without the softcap seatbelt and give it a shot! Your build will be much more free to proc out and grab other powers if so. Hurricane is just such a super-powerful debuff that it seems sad to let it die on the vine. I totally get that it's not everyone's speed.

 

I know these aren't exactly solutions or a total build, but perhaps this will give you some interesting ideas that may inform further iteration! If I feel inspired, I may put together a build of my own later and post it.

 

 

 

There are a lot of good points here. Good catch on the double KD! I meant to put a damage proc there and missed my mark.

 

Unfortunately we will have to agree to disagree on Hurricane. It absolutely is an amazing power, but I neither like it nor like having it used when I'm tanking. More power to those who manage it but even as it is things are locked flopping and being dead without the occupational hazards of maybe licking them a bit too much and push them out of the rains kill zone.

 

Victory Rush I'm (personally) not having a problem with despite being my first time picking it. Check endurance. If it's half way down check if VR is up, look for a boss, use. I even use if I see others who have endurance bars at half. Perhaps I'll change my mind later as ennui and jadedness settles in but for now I'm feeling it makes a difference. A bit less so taking Leadership. Even with defender boosted numbers a mere 5% defense isn't going to sway things much, though I suppose it will stack with Steamy Mist's 7% to make a more noticeable number.

 

I have stopped using -res procs in my builds after some testing with my Tankers and seeing how little influence they have in actual gameplay against +3. Though they still shave something like 5-7% (who is then multiplied by every team member) when facing AVs the whole thing about normal mobs dying too fast and the -res procs not stacking on top of being popular has made me abandon their use. Personal opinion though, I don't advocate others to do the same.

 

I completely agree on Freezing Rain. Ice Bolt does so little damage I could six slot the ATO there to make use of the heal (plus it's my most spammed attack) and then on Freezing Rain replace it with another Artillary who will give me defense. I would have to scrounge a slot from somewhere but with the extra defense that should not be a problem.

 

I'm not sure about proccing BiB too much. You are correct that Storm is a busy set, but at most there will be 10 seconds between Storm powers and that's two whole rotations in-between. Furthermore I don't see the point of churning more than one Tornado and one Lightning Storm per spawn. Once both rains are down, one Tornado, one Lightning Storm, then it's time to kill the hard targets before moving to the next spawn. Maybe in a solo situation, but in a team I think that things move at a fast enough clip and once all Storm powers are down it's ST time. It's only at AVs (but that's 1% of our game time) that I see churning Tornadoes and Storms non stop.

 

And finally you are also correct about the defense. But, welp, what am I to get next? All attacks border ED, Hasten is down to 126 which I -could- push a bit more but seems gratuitous, attacks are procced out, recovery is maxed out. I might as well grab defense and resists because otherwise then what?

 

Besides, softcapping defense and hardcapping resistance while having good numbers for the rest of the build was a nice tour de force, eh? Eh? 😄

 

 

You make good points all around so don't take me doing devil's advocate as rejecting your much higher experience with Defenders and Storm in particular

Edited by Sovera
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Hmm, changing the ATO to Ice Bolt makes it lose about 35 damage. It's maybe not as bad as all that since it was only a 29% chance for each proc of going off and Stormies have no self heal. Storm side of things ought to compensate for damage. I think it might be a good change. Good catch again, @Onlyasandwich.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23)
Level 1: Ice Bolt -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg(9), SprDfnBst-Dmg/Rchg(15)
Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 8: Freezing Rain -- Artl-Acc/Dam(A), Artl-Dam/End(17), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(19), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(21)
Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(48)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29)
Level 16: Freeze Ray -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(31), Thn-Dmg/EndRdx(31), UnbCns-Dam%(31), GldJvl-Dam%(33), GhsWdwEmb-Dam%(33)
Level 18: Victory Rush -- EndMod-I(A)
Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(36)
Level 22: Fly -- BlsoftheZ-ResKB(A)
Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(37)
Level 26: Tornado -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Dmg/Rchg(39), TchofLadG-%Dam(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
Level 28: Bitter Ice Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(40), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), CldSns-%Dam(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Lightning Storm -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(43), SprVglAss-Rchg/+Absorb(43), KntCrs-Rechg/EndRdx(43), ExpStr-Dam%(45), OvrFrc-Dam/KB(45)
Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(50)
Level 38: Blizzard -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(45), Artl-Dam/End(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48)
Level 41: Boxing -- Empty(A)
Level 44: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(47), TtnCtn-ResDam/EndRdx/Rchg(48)
Level 47: Tough -- StdPrt-ResDam/Def+(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49)
Level 1: Vigilance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 50: Musculature Core Paragon
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------

 

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2 hours ago, Sovera said:

what am I to get next?

 

That's a really good question! Honestly, the answer here is less about what you can get within the context of the current build, and more about where you could invest elsewhere if you examined some power choices, though I will highlight some pertinent elements that may inform your current build in some way.

 

I did put together a build based on a few of my past storm builds. 

 

I preserved ranged softcap, and kept overall resistance numbers essentially the same, although I have appreciably more Fire/cold resist. S/L resist is just a hair lower (73.6). I'm sure this could be fixed with further tweaking if desired.

 

There are a few overall philosophical differences here that are worth pointing out:

  • I like Hurricane and you don't. You could easily sub it for any number of powers (Power Sink and Tactics stand out here). If you ever think to revisit it, remember that the debuff is fairly sticky! You don't have to hug and keep pushing things back. A kiss will do, and a good stormy can round it up without disrupting melee.
  • I am not as invested in leadership. Tactics is less useful overall for storm, as FR is readily available even at low levels, and pretty much solved your team's ability to hit.
  • I'm okay with some extra end management. You have gone for some proactive tools like Victory Rush. I personally prefer Conserve power over power sink, even though power sink is more of a total end solution. The reason here is that CP doesn't require you to hop in the middle of the mob with a long animation timer, and is easier to fit into your normal rotation when needed.

Some slotting that may be worth examining and importing even if you don't like the build itself in its total form:

  • The Soulbound allegiance buildup proc is really strong in Tornado.
  • I have done something a bit different with BiB. Rather than just proccing it for damage, I have invested all of the Defender ATO procs here. In practice, this turns BiB into not only a strong DPA power (though a little lower damage than your slotting), but a very powerful heal and defensive power that you are constantly using. Both Defender ATO procs go off pretty much every single time you use it (Every ~4 seconds!)
  • Hybrid slotting in Steamy mist to take advantage of additional exotic resists.

I added in Ice blast as a later power in order to give you a busier attack chain. This is focused on pure procability, while Ice bolt is relegated to a bit of a mule, but a very usably slotted mule. Kismet is thrown in to help a bit with lower level accuracy blues, although it isn't super needed with Freezing Rain.

 

I'm sure there is further iteration to do here! You'll have great fun with your Storm Defender either way.

 

Here is the build:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Storm Ice: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(43)
Level 1: Ice Bolt -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(3), SprVglAss-Dmg/Rchg(3)
Level 2: O2 Boost -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(5), BlsoftheZ-Travel/EndRdx(5), Rct-ResDam%(13), Ksm-ToHit+(48)
Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(7), Rct-Def/EndRdx(7), RctArm-ResDam/EndRdx(9), RctArm-ResDam(11), RctArm-ResDam/EndRdx/Rchg(11)
Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(9)
Level 10: Aim -- GssSynFr--Build%(A), RechRdx-I(50)
Level 12: Hurricane -- HO:Enzym(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Acc/Dmg/EndRdx(17), UnbCns-Dam%(19), GhsWdwEmb-Dam%(19), GldJvl-Dam%(42)
Level 18: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(45), ExpStr-Dam%(45)
Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(21), Artl-Dam/Rech(21), Artl-Acc/Dam/Rech(23), Artl-Acc/Rech/Rng(25), Artl-End/Rech/Rng(40)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(25)
Level 26: Tornado -- SlbAll-Dmg/Rchg(A), SlbAll-Dmg/EndRdx(27), SlbAll-Build%(27), FrcFdb-Rechg%(37), OvrFrc-Dam/KB(37), AchHee-ResDeb%(40)
Level 28: Bitter Ice Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(29), SprVglAss-Acc/Dmg/EndRdx(29), SprDfnBst-Rchg/Heal%(34), Apc-Dmg(36), GldJvl-Dam%(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def/EndRdx(31), ShlWal-Def(31)
Level 32: Lightning Storm -- Thn-Dmg/EndRdx(A), Thn-Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(33), Apc-Dmg/Rchg(33), Apc-Dam%(34), GldJvl-Dam%(34)
Level 35: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(36), RctArm-ResDam(36)
Level 38: Blizzard -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 47: Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), Dcm-Build%(48), GldJvl-Dam%(50), ImpSwf-Dam%(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 10: Shadow Recall -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 50: Musculature Core Paragon 
------------

 

 

 

 

Edited by Onlyasandwich
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5 hours ago, Onlyasandwich said:

 

That's a really good question! Honestly, the answer here is less about what you can get within the context of the current build, and more about where you could invest elsewhere if you examined some power choices, though I will highlight some pertinent elements that may inform your current build in some way.

 

I did put together a build based on a few of my past storm builds. 

 

I preserved ranged softcap, and kept overall resistance numbers essentially the same, although I have appreciably more Fire/cold resist. S/L resist is just a hair lower (73.6). I'm sure this could be fixed with further tweaking if desired.

 

There are a few overall philosophical differences here that are worth pointing out:

  • I like Hurricane and you don't. You could easily sub it for any number of powers (Power Sink and Tactics stand out here). If you ever think to revisit it, remember that the debuff is fairly sticky! You don't have to hug and keep pushing things back. A kiss will do, and a good stormy can round it up without disrupting melee.
  • I am not as invested in leadership. Tactics is less useful overall for storm, as FR is readily available even at low levels, and pretty much solved your team's ability to hit.
  • I'm okay with some extra end management. You have gone for some proactive tools like Victory Rush. I personally prefer Conserve power over power sink, even though power sink is more of a total end solution. The reason here is that CP doesn't require you to hop in the middle of the mob with a long animation timer, and is easier to fit into your normal rotation when needed.

Some slotting that may be worth examining and importing even if you don't like the build itself in its total form:

  • The Soulbound allegiance buildup proc is really strong in Tornado.
  • I have done something a bit different with BiB. Rather than just proccing it for damage, I have invested all of the Defender ATO procs here. In practice, this turns BiB into not only a strong DPA power (though a little lower damage than your slotting), but a very powerful heal and defensive power that you are constantly using. Both Defender ATO procs go off pretty much every single time you use it (Every ~4 seconds!)
  • Hybrid slotting in Steamy mist to take advantage of additional exotic resists.

I added in Ice blast as a later power in order to give you a busier attack chain. This is focused on pure procability, while Ice bolt is relegated to a bit of a mule, but a very usably slotted mule. Kismet is thrown in to help a bit with lower level accuracy blues, although it isn't super needed with Freezing Rain.

 

I'm sure there is further iteration to do here! You'll have great fun with your Storm Defender either way.

 

Here is the build:

  Hide contents

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Storm Ice: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(43)
Level 1: Ice Bolt -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(3), SprVglAss-Dmg/Rchg(3)
Level 2: O2 Boost -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(13), Prv-Heal(15), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(5), BlsoftheZ-Travel/EndRdx(5), Rct-ResDam%(13), Ksm-ToHit+(48)
Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(7), Rct-Def/EndRdx(7), RctArm-ResDam/EndRdx(9), RctArm-ResDam(11), RctArm-ResDam/EndRdx/Rchg(11)
Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(9)
Level 10: Aim -- GssSynFr--Build%(A), RechRdx-I(50)
Level 12: Hurricane -- HO:Enzym(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Acc/Dmg/EndRdx(17), UnbCns-Dam%(19), GhsWdwEmb-Dam%(19), GldJvl-Dam%(42)
Level 18: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(45), ExpStr-Dam%(45)
Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(21), Artl-Dam/Rech(21), Artl-Acc/Dam/Rech(23), Artl-Acc/Rech/Rng(25), Artl-End/Rech/Rng(40)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(25)
Level 26: Tornado -- SlbAll-Dmg/Rchg(A), SlbAll-Dmg/EndRdx(27), SlbAll-Build%(27), FrcFdb-Rechg%(37), OvrFrc-Dam/KB(37), AchHee-ResDeb%(40)
Level 28: Bitter Ice Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(29), SprVglAss-Acc/Dmg/EndRdx(29), SprDfnBst-Rchg/Heal%(34), Apc-Dmg(36), GldJvl-Dam%(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def/EndRdx(31), ShlWal-Def(31)
Level 32: Lightning Storm -- Thn-Dmg/EndRdx(A), Thn-Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(33), Apc-Dmg/Rchg(33), Apc-Dam%(34), GldJvl-Dam%(34)
Level 35: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(36), RctArm-ResDam(36)
Level 38: Blizzard -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 47: Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), Dcm-Build%(48), GldJvl-Dam%(50), ImpSwf-Dam%(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 10: Shadow Recall -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 50: Musculature Core Paragon 
------------

 

 

Time to delve in and get more ideas! Just a few pointers though. No point in +3 damage procs, and it's probably by accident but +3 Preventive Medecine and LotG means their bonuses aren't available if exemplaring.

 

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Alright, another iteration of the build. I took some ideas and (stubbornly) stuck to others. It is not that the advice was bad (it is not, when needing advice contact a pro, but once having the advice make an informed decision) but the build is tailored to my playstyle.

 

As such I placed both procs on my first attacks (thanks, @Onlyasandwich!) so that they will be spammed even as low as Posi 1 (unlike another poster remarked I did not feel late blooming in the slightest. Making Controllers envious with how spawns can be locked with Freezing Rain + Ice Storm, spot healing baby tanks with O2, not having a third attack so using Gale as a filler which in turn makes everything recharge faster. And this without fancy IO slotting yet. So I intend to exemplar for fun and even use the character to duo with a friend for lowbie arcs).

Freeze Ray takes recharge since it is available much earlier and needs it baked in for early exemplaring, while letting BiB go the proc route since it comes after Tornado anyway and then rely on that one constantly thumping FF procs to help bridge the gap this introduces.

 

Hasten worsened a bit to 130 seconds but the FF proccing will bridge this, softcapped defense remains, capped resistances remains, early Leadership is still on.

 

I'm liking it so much that after a Grav/Sonic and Grav/Psi attempt I have settled as Storm/Ice being the RP powerset 'main' of the character. Little Glow is a go!

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23)
Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/EndRdx(7), GldJvl-Dam%(9), SprDfnBst-Rchg/Heal%(9), ImpSwf-Dam%(15)
Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15)
Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 8: Freezing Rain -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(19), SprDfnBst-Acc/Dmg/EndRdx(19), SprDfnBst-Acc/Dmg/EndRdx/Rchg(21)
Level 10: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(48)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29)
Level 16: Freeze Ray -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(31), SprVglAss-Dmg/Rchg(31), GhsWdwEmb-Dam%(31), GldJvl-Dam%(33), UnbCns-Dam%(33)
Level 18: Victory Rush -- EndMod-I(A)
Level 20: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(36)
Level 22: Fly -- BlsoftheZ-ResKB(A)
Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(37)
Level 26: Tornado -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(37), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), SlbAll-Build%(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
Level 28: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/EndRdx(40), GldJvl-Dam%(42), CldSns-%Dam(42), ImpSwf-Dam%(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Lightning Storm -- Apc-Acc/Rchg(A), Apc-Acc/Dmg/Rchg(43), Apc-Dmg/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45), SuddAcc--KB/+KD(45)
Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(50)
Level 38: Blizzard -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(45), Artl-Dam/End(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48)
Level 41: Boxing -- Empty(A)
Level 44: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(47), TtnCtn-ResDam/EndRdx/Rchg(48)
Level 47: Tough -- StdPrt-ResDam/Def+(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49), LucoftheG-Def(49)
Level 1: Vigilance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 50: Musculature Core Paragon
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------

 

Edited by Sovera
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4 hours ago, Sovera said:

+3 damage procs

I have a dumb setting in mids that makes this happen and I still haven't examined why.

 

I think your choices in the final build are very reasonable! I know everyone will always have their preferences. I think you'll be really pleased with the impact of the ato procs in your attack chain.

 

Go out there and blow it all down!

Edited by Onlyasandwich
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Reached level 38 after a marathon of TFs. My thoughts so far:

 

The good:

 

- Really good at locking down packs for my team. It may not be a Controller but for all effects and purposes it does a Controller's job just fine via Freezing Rain + Ice Storm all the way since Posi 1. What is not flopping is -slowly- trying to run away because of the fear effect of the rains. And then Tornado comes into play. It is easy pickings.

- Noticeable meltage effect from Freezing Rain. Sure, it only shaves a few seconds, but that -30% res couples well with the power also acting as CC.

- Snappy and pretty decent ST damage with the procced out attacks. I'm taking chunks out of the enemies even if it's not Blaster damage. A leftover Tornado and Lightning Storm that was dropped at the start also helps with the ST once its down to the harder targets.

- The endurance is well in place with all three uniques in Health and the two slots in Stamina. By the time Victory Rush is nearly recharged I am usually in need of it again depending on how many Lightning Storms I threw. I have Power Sink for those last moments before Victory Rush is back up. I have still two toggles to get that will add to the drain of my endurance but so far things are self contained. I may have popped one single Recovery Serum so far.

 

 

The not so good:

 

- The vaunted AoE damage of Stormies is eh. Aim + Gaussian, Freezing Rain, Ice Storm and Tornado does not even kill grey mobs. They will just slowly run off the kill zone and then scatter without even half their HP off. I found it faster to kill grey mobs with ST attacks while doing the hunts for Citadel and Manticore. Seriously though, being unable to kill grey mobs is a bit eh...

- Tornado is a bit of a disappointment. It's just a dot ticking for 8 damage (at my current level) which is gently tickling a mob's HP instead of helping to kill it. Mids says it has a 20y radius but it is difficult to say with all the numbers on the screen. City of Data to the rescue. The fear effect is indeed 20y wide, but the 'attack' is 7y radius which seems like the behavior I have seen.

- Lightning Storm is another so. The cooldown of a nuke but the gentle caress shaving 1/10th of a even level minion HP every 4 seconds. Does this hit in AoE or purely ST? Delved into City of Data again. It has a tiny 5y radius that can hit five mobs. It does CC with the KD and the fear but things die too fast to warrant using it. Perhaps once at max level and running at +4. But by the time Freezing Rain + Ice Storm + Tornado is down I might as well continue hitting with my ST attacks that hit triple as hard as a single Lightning Storm bolt. It truly is a power for long fights as such I find I rarely bother putting it down during leveling. The purple proc may be a waste there since I use BiB far more often. It's upside is a stupendous 100y range for its attack, so it can be put down somewhere and it will keep on ticking as long as there is LoS.

 

 

Veredict: Still enjoying the build. It is definitely not a solo character because even being able to survive with maxed resists and ranged defense it's AoE capacity is very very low. That said it feels safe. The Defender ATO heal proc happens often, the mobs scattering gives us time to pick them off and we can reapply while standing in the kill zone so mobs running back to hit us return to reapplied rains and a waiting Lightning Storm. The final slotting (BU proc in Tornado, purple damage proc in Lightning Storm) may further help. Of course I haven't used Blizzard yet since I just reached 38 but having it only every 50 seconds (less with FF procs) means I can't really 'rely' on it.

 

But overall between a Controller and this I find this more entertaining with a blend of helping the team but still able to blast enemies with the super fast attack animations (a big annoyance with the Gravity Controllers/Doms was how the damage did feel ok/good with Impact, but dem slow animations meant things died before my hits would land).

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If I had to choose between frost breath and ice storm, then I'd pick frost breath. Even though DPA is much lower for frost breath than for ice storm, the quicker recharge for frost breath helps to substantially increase AOE damage done to mobs. I'd prefer to take both, though, if possible; ice storm only needs 2 slots with a damage alpha and can optionally take a 3rd slot with a knockdown proc or to chase a desirable set bonus. So, it's not a resource intensive pick.

 

You can shift slots out of freezing rain in case you're wondering about how to slot up an extra damaging power if you make room for frost breath and ice storm. You could put only an end red IO in freezing rain and be just fine. Personally, I like to add at least one more slot in FR for some recharge because it is one of the "big 3" storm powers that make the set shine, and so having it up more often is a good thing. It's not crucial, though, and a single end red IO would suffice. 

 

The value of tornado and lightning storm lies in their excellent DPA, in how you can boost recharge with FF procs in them (helps the entire build), in the -res debuffing that nado can do, and in having more than one of them up at a time. When you have 2 tornados and 2 lightning storms out, for example, your ST DPS will noticeably climb. 

 

Storm defenders lean heavily on their blast secondary and/or epic/patron for AOE, which is a bit easier to manage because nado and LS will noticeably boost ST damage. 

 

As a bonus, the soft CC from the 3 cornerstone storm powers (FR, nado, LS) keeps your stormie much safer in most circumstances. 

 

Once you're a bit more used to storm, start watching for how you can use fear effects to contain mobs. It takes a while to notice how mobs react to LS positioning, to your positioning, and so on. And, you'll probably get it wrong a fair amount of the time, at least at first. But, it helps noticeably once you learn to predict how mobs are likely to respond to the different fear effects you're using and you can then adjust what you do and how you move on the fly.  

 

Below is a possible revision to your build that would encompass a number of elements. There are losses you may not want, such as not having fly and afterburner, and that's understandable. But, if you're OK with that change, then adding in frost breath and vengeance would change how the build plays; team wipes are noticeably more rare with vengeance along and frost breath on a 6 second cooldown would take AOE damage to a noticeably better place. 

 

There are a lot of reasonable slotting options, so what's below is just a "rough draft." Still, with both ranged and melee defense at 32%+ a single small purple would softcap both of them. Plus, Mids is still showing 4 slots available that you can put wherever you like (as long as Mids isn't bugging out, I can't currently place the 4 slots it says are available). 

 

Incidentally, the range in Posi blast IO and intuition radial paragon work together to make frost breath quite a bit more effective. The extra slowing effects of intuition radial paragon are likely to be noticeable, as well, keeping mobs in rain patches longer and making them spend more of their time getting up after falling down, and vainly trying to run away from whatever is making them afraid (rather than hitting teammates). The loss of DPS from taking intuition radial paragon, compared to musculature core paragon, is not that significant and it's mostly a "paper loss" when the value to DPS of less mob scatter is considered. 

 

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!

Level 50 Natural Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23)
Level 1: Ice Bolt -- Apc-Dmg(A), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9)
Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17)
Level 4: Frost Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dam%(19), ImpSwf-Dam%(21)
Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 8: Freezing Rain -- TchofLadG-Rchg/EndRdx(A), AchHee-ResDeb%(17)
Level 10: Aim -- GssSynFr--Build%(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29)
Level 16: Freeze Ray -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(31), SprVglAss-Acc/Dmg/EndRdx(31), GhsWdwEmb-Dam%(31), GldJvl-Dam%(33), UnbCns-Dam%(33)
Level 18: Victory Rush -- EffAdp-EndMod(A)
Level 20: Ice Storm -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(21), SprVglAss-Acc/Dmg/EndRdx/Rchg(23)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29)
Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(36)
Level 26: Tornado -- SlbAll-Dmg/Rchg(A), SlbAll-Dmg/EndRdx(37), SlbAll-Build%(39), AchHee-ResDeb%(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40)
Level 28: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/EndRdx(40), GldJvl-Dam%(42), Apc-Dam%(42), SprDfnBst-Rchg/Heal%(42)
Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 32: Lightning Storm -- GldJvl-Dam/End/Rech(A), GldJvl-Dam%(43), ExpStr-Dam%(43), FrcFdb-Rechg%(43), OvrFrc-End/Rech(45), OvrFrc-Dam/KB(33)
Level 35: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(47), UnbGrd-ResDam/EndRdx(47), UnbGrd-Rchg/ResDam(48)
Level 38: Blizzard -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46), ImpSwf-Dam%(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 44: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(48), ExpStr-Dam%(50)
Level 47: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(48)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(49), ShlWal-Def/EndRdx(49), ShlWal-Def(50)
Level 1: Vigilance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 1: Quick Form 
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 4: Ninja Run 
Level 50: Intuition Radial Paragon 
------------

Edited by EnjoyTheJourney
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3 hours ago, EnjoyTheJourney said:

The value of tornado and lightning storm lies in their excellent DPA, in how you can boost recharge with FF procs in them (helps the entire build), in the -res debuffing that nado can do, and in having more than one of them up at a time. When you have 2 tornados and 2 lightning storms out, for example, your ST DPS will noticeably climb.

 

When does this ever happen though? It's spreadsheet talk. This situation only happens when fighting an AV which is 1% of our game time. Doing a T1 damage worth every 4 seconds means it takes a godly amount of uptime to make up for the cast time and endurance cost. Something like 30 seconds? Anything less and just keep on pumping the ST rotation instead. Heck, fighting AVs usually TAKES 30 seconds.  There is a reason why Stormies shine on Pylon tests and that's because they take 1-2 minutes worth of taking stacked LS attacks to the face (plus Pylon tests loving -res procs which are of dubious gain in regular playing).

 

No, this feels a lot like old design where the fights took longer and players spent more time on a pack of mobs before moving to the next. Like other game designs it has become obsolete. Shifting meta and all that.

 

Sacrilegious as it may be I am thinking that dumping Lightning Storm is the better choice (for me). It does not see enough use and is one of the reasons Stormies have a rep of eating through their endurance bar. It would free a power pick and five slots to spread around. Certainly it looks amazing, very gorgeous, very much a pleasure to watch it throw lightning around, but it needs one of those changes the other servers made where the LS became mobile and follows the caster.

 

Freezing Rain, Steamy Mist and Tornado are enough of the emblematic Storm experience to still warrant rolling a Stormie. Tornado gets cast on cooldown and helps with damage while doing soft CC and being a monster FF proccer , Freezing Rain boosts damage -and- keeps a team safe, Steamy Mist boosts a team's defense -and- resistance.

 

 

With all this said I'm going to try a Storm/Water next. It keeps the capped resistances and softcapped defenses, ST seems roughly the same with proccage, better AoE, bit of self healing. I lost Victory Rush which makes me a sad goat. I liked giving myself and the team endurance, but strictly speaking a Recovery Serums costs 10k per charge and without Lightning Storm my endurance ought to be fine.

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46 minutes ago, VV said:

I thought Tornado and Lightning Storm did not properly proc the FF procs because they are pseudo pets. Is that not true?

 

..that's actually a good point. Despite the overwhelming general advice to slot Tornado with FF I went and tested this and FF only procs on the initial cast and then never again in several attempts.

 

... with all the advice to slot FF in Tornado had this image of it proccing FF a few times more while it lasted. There were very few hits from the damage proc but at least they were there.

 

Tested Lightning Storm. Same deal. Procced once on casting and then it did not proc again despite several attempts. It also brings how underwhelming LS is when it is unable to kill a few grey mobs before its substantial 60 second duration expires 🙂

 

 

 

Alright, I'm at a loss here or perhaps missing something. So all the advice on slotting FF procs on Tornado/LS is just to get the proc once every 20 seconds or so?

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It's been my understanding for quite a while that FF only procs when summoning LS and nado. So, it's not surprising to hear that. The estimate of extra recharge I've heard repeated is +20% global recharge from having those FF procs in both LS and nado. That would make it a better source of recharge than the ubiquitous LoTG def / global recharge IOs, considering the "per slot" investment. The possibility of casting them up to 5 or 6 times per minute was probably a factor in the math behind that statement. It's always possible that information being passed around on the forums was wrong, though. 

 

Sovera: My own experience with LS is that it has very good DPA and that it reliably knocks mobs down. It's true that I don't bother with it every spawn because, as you say, the game moves pretty fast. And, if you only do speed runs then it's not a great pick. For other content, though, I've found it worth the slots it takes. Different strokes, though. 

 

Storm / water is also a very good pick. Hopefully you have a great time with your stormie, with or without LS. 

 

 

Edited by EnjoyTheJourney
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16 minutes ago, EnjoyTheJourney said:

It's been my understanding for quite a while that FF only procs when summoning LS and nado. So, it's not surprising to hear that. The estimate of extra recharge I've heard repeated is +20% global recharge from having those FF procs in both LS and nado. That would make it a better source of recharge than the ubiquitous LoTG def / global recharge IOs, considering the "per slot" investment. The possibility of casting them up to 5 or 6 times per minute was probably a factor in the math behind that statement. It's always possible that information being passed around on the forums was wrong, though. 

 

Sovera: My own experience with LS is that it has very good DPA and that it reliably knocks mobs down. It's true that I don't bother with it every spawn because, as you say, the game moves pretty fast. And, if you only do speed runs then it's not a great pick. For other content, though, I've found it worth the slots it takes. Different strokes, though. 

 

Storm / water is also a very good pick. Hopefully you have a great time with your stormie, with or without LS.

 

This bit of news does seem to make Water even more palatable then. Water Burst is another source of FF procs a lot more spammable than Tornado is. I may even consider removing the FF proc from it and placing a damage proc instead, though I suppose Water Burst would not be used for ST scenarios and Tornado would.

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6 minutes ago, Sovera said:

 

This bit of news does seem to make Water even more palatable then. Water Burst is another source of FF procs a lot more spammable than Tornado is. I may even consider removing the FF proc from it and placing a damage proc instead, though I suppose Water Burst would not be used for ST scenarios and Tornado would.

I have a Water/Cold Corruptor, but a Storm/Water Defender seems intriguing. How have you liked leveling it?

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