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anyone done a water/storm


I-Dirty

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Yes, just for stacking rains and such.  Because /storm can be a low attention set it leaves plenty of room for Water blasting

Skip Hurricane, dont use gale.  take 02 boost if you want but i didnt have room for it.

Slap Overwhelming Force KB to KD into Tornado, and a regular knockback to knockdown in lightning storm.  Why?  Turns Tornado into a Smashing DoT.  for AV and such the damage really adds up.  And Lightning Storm can hit up to 3 targets with 100% knockback which can get annoying

Whirlpool + Freezing Rain is funfunfun from Posi to itrials.  Steam Spray just adds more dots.

I got pretty far with a neon white male character named Balle Harry until someone else had the same idea when I changed servers.

 

Steamy Mist is up to you, I ended up frankenslotting it with 3 Ribos, 1 LOTG +rech.  other two slots are optional and up to you.

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2 hours ago, kelika2 said:

Skip Hurricane, dont use gale.

 

I use hurricane and gale. both are passive holds (They can't attack when they are knocked down/back). Hurricane is a AoE debuff so why use it.

I did put the KB to KD in the hurricane, but it still will repel enemies.

 

The character is very fun to play, but I have so many characters that are fun to play that it becomes a bi random when I get around to playing them.

I guess there is still a little bit of Hurricane Season left, so I should bring at least one of them out for some playtime.

 

Won't be too long before I get to break my spooky characters out for some Halloween fun!

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

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I have.  I don't have a strong opinion on it, but I enjoy it!  I don't know how it plays for corruptors specifically compared to other archetypes, however my Water/Storm character is a corruptor.

 

Water and storm don't seem to have much direct synergy (aside from whirlpool + freezing rain and shoving enemies into it with hurricane, maybe!) but both are strong their own right, however both can are fairly active powersets so they can sometimes clash depending on your choices, though most storm abilities are toggles and long recharge powers at least which won't disrupt water blast's active playstyle.  It's more that Storm Summoning might require more of your attention than some other powersets.  Oh, and storm is very endurance thirsty... beware.  I will mention this again and again, but I don't think I can emphasize it enough.

 

I will just talk about storm summoning here.  Water blast is a bit more straightforward and most of its abilities are strong.  Storm summoning isn't quite as clear cut.

 

To an extent you can mostly utilize the cooldowns (Tornado, lightning storm, freezing rain) and be very effective with just those, but a well-utilized hurricane will make a huge difference and helps a lot!  Just make sure that you don't use hurricane to spread out enemies and instead use it to nudge groups close together to make AOEing better and give them massive debuffs (the debuff range on hurricane is slightly bigger than its push range, so you can nudge enemies to give them a debuff).  On top of this, steamy mist is an amazing team buff and is very powerful.

 

A lot of the powers on storm are skippable.  I'll go over the powers briefly

 

You are forced to take gale, but gale isn't bad.  You can use it as an emergency knockback ability if you ever need it, or as an ability you can spam with knockdown to trip enemies indefinitely if slotted for knockdown.  It is worth mentioning that gale is not very accurate but... this won't matter too much if you are using it for knockdown.  I would single slot it, probably either for accuracy (as a knockback tool) or for knockdown (as a tool to knockdown enemies), but you can do both.  A lot of storm summoners just never use gale at all but it has its uses.  (Defenders can skip it entirely, though.)

 

O2 Boost is a power a lot of players skip but I find it useful.  Having a heal in general is very nice to have even if O2 boost is not the strongest (a mere 17.74% base, but it does scale to be acceptably decent, sadly its cast time is not as short as it could be)  It doubles as a sleep/disorient resistance buff, and even gives endurance drain protection which many people would definitely appreciate.  Like most heals it is a bit expensive, and if you take it and are the only support in your party you might find yourself stuck using it a lot but... that's better than your party dying, right?  Hopefully?  ^^;  I don't skip it, but it is technically skippable (and many storm summoners seem to do this).

 

Snow storm isn't bad, but it's an extra endurance toggle--and an expensive one at that--and what you get from it is not really worth it.  Furthermore since it is targetted on an enemy, it can be very annoying to keep up, and it only debuffs speed and recharge, making it not a big priority especially since freezing rain does the same (though they do stack of course).  If you have spare power slots, really like stacking debuffs, or really want a -fly ability, this is worth taking but is highly skippable. 

 

Steamy Mist is an absolute must have, and if you can, slot both its resistance and defense for best results.  The only time this isn't useful is when you are escorting npcs since this does stealth you.  Steamy mist gives you defensive buffs to everything (including psionic) and significant resistance buffs to energy, fire, and cold for you and your entire team.  It also offers confusion protection but it is highly unlikely you will ever need it (I've only ever been confused one time ever in City of Heroes, by a circle of thorns succubus).  Just be aware that steamy mist is a relatively expensive toggle for endurance.  It also stacks very nicely with maneuvers in leadership but... these endurance toggle costs all add up, so be careful.

 

Freezing Rain likewise is an absolute must have.  It gives tremendous -resistance to enemies which translates to +damage for you and your entire team which stacks with +damage buffs.  It also gives -defense, -recharge, -speed, and can be enhanced to be up 100% of the time.  It is extremely good.  It also has extremely high accuracy (96% accuracy against +3 enemies by default) so you won't need to bother slotting for that.  Like many other powers in storm summoning, it has a significant endurance cost, however, so be aware.  I recommend slotting it with achille's heel's -resistance debuff and Annihilation's -resistance debuff as well for even better results, but be aware they will only trigger initially and won't stack if someone else using the enhancements to debuff the same enemies... but on the plus side will go up nearly 100% of the time when you first use it.  (Don't waste your time with other procs, they will most likely only trigger once initially which is not great.)

 

Hurricane can be either one of the best or worst abilities in storm summoning.  A bad storm summoner will use this ability and run in the middle of enemies spreading them out and sending them flying and irritate their entire team.  A great storm summoner, on the other hand, will use this ability to nudge enemies tightly together to help with AoE damage and to apply a massive -tohit debuff.  Keep in mind that the range of applying the -tohit debuff is greater than the range to push, and the debuff lingers for 10 seconds so you can nudge them then back away if needed.  Unfortunately this is a very expensive endurance toggle and combined with the other endurance thirsty powers of storm summoning it can be tricky to use well.  I do recommend it however, but if your endurance can't work with it being up at all times, you might want to not keep it up at all times and just when needed.  Oh, and slot this power for knockback to knockdown.  This is absolutely critical.  You can't remove the push (and don't want to) but the knockbacks are not great and are way too much.  Knockdown on the other hand works great with hurricane!  It's skippable if this power is too confusing or expensive, but I recommend learning it; it has the potential to help teams tremendously.

 

Thunder clap is a magnitude 2 disorient which will only effect minions.  If that's not bad enough by itself, it has a long recharge, a short duration, low accuracy and the endurance cost is a bit high.  The only place where this ability shines at all is when it can be stacked with another AOE disorient and even then it's not really worth it.  Water blast has nothing like that.  Do yourself a favor and pretend this ability doesn't exist.  It's terrible.. 😞

 

Tornado is another must-have power for storm summoners as it's great for damage and for control both.  in addition it reduces their defense and can be up 100% of the time with minimal enhancements.  I do recommend slotting for knockback to knockdown, I cannot recall if tornado does knockback directly (I believe it does) but it definitely causes a lot more problems without it.  Just make it a knockdown and then it will be absolutely perfect. 🙂 Unfortunately it is a very expensive power in terms of endurance (20.8 endurance), but it's worth it.  Try to reduce its cost if you can.

 

Lightning storm is an exceptionally powerful ability for storm summoners as well.  Simply put, you take this ability for damage and it will not disappoint.  It comes built in with high accuracy so you should not need to give it any extra accuracy (against +3 enemies, it has 96% accuracy by default).  This is an extremely powerful ability and you will easily be able to keep it up 100% of the time.  The drawback of course is its massive endurance cost (31.2!!!), so definitely make sure you enhance that down.  Definitely take this, it's a must-have of course.  If you skip lightning storm you perhaps should ask why you are even playing a storm summoner. ^^;

 

Overall I consider storm summoning an excellent support set that truly shines as a secondary support in particular.  It doesn't have strong buffs or healing and synergizes well if you have anyone in your party that can.  Just be aware that Storm summoning is one of the most endurance thirsty powersets in the game.  There are a few powers in water blast that are also expensive so you should be careful to reduce your endurance through enhancement sets, powers, etc, or make friends with someone who provides you with some nice recovery!  A skilled storm summoner really stands out and I've gotten more compliments for playing Storm summoner well than most of my other support characters (many of which have more directly beneficial powers, even), so I think this is a great choice!

 

I've managed to make it work well and the endurance costs are not insurmountable for me.  I don't really have advice in the incarnates for this, for the most part which you choose will depend on how you set up your character and what you want from it.  Maybe even thematic.  And I don't really have much of an opinion on pool power sets either (except that steamy mist stacks very well with maneuvers, and that hasten is just amazing by default).  Likewise, since all ancillary powers give armor toggles, you are free to pick whichever you like the most!

 

I hope this helps!

Edited by Ethereal Star
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I think in most cases a /storm corruptor is weaker than a storm/* defender. That said, I agree with much of what @Ethereal Starwrote but I would suggest some slotting in your kb powers for the force feedback -recharge proc, especially in water burst and gale. These can boost your recharge so that you cn easily have multiple storms and tornadoes at one time.

 

For the proc alone, you gain recharge and knockdown which make gale very useful. Storm does have strong synergy with knock down if slotted.  As was stated in this thread knock down is like a short hold, where the foe cannot attack you when it's on its back. Repeated knock DOWN with gale is an effective tactic with simple elegant mitigation.

 

I always take  O2 boost for the spot heal. It can bring allies back from the brink of defeat. I consider the endurance drain protection a major buff and will buff blasters controllers and other defenders for problematic groups. I am looking at you super stunners and sappers.

 

Steamy mist could really use eight slots, but that's only a dream. It's indispensable. 

 

Snow storm is much maligned. It does cost a lot of endurance, but it really does a lot. The -recharge and -movement speed should not be poo poo'd. There is much mitigation in slows and this stacks with the effects in Freezing Rain and the knock down features. Incoming damage is mitigated before the foe even has a chance to shoot or strike again. What many posters overlook is the interrupt mitigation in snow storm. Many of the foes most annoying features are interrupted by hurricane. Embalmed zombies in hurricane are interrupted from exploding. Snow storm interrupts force/energy mages from self-destructing. Sky raider engineers cannot setup a forcefield generator  in a snowstorm. Rikti communication officers cannot summon allies in a snowstorm. The list goes on. Snow storm grounds fliers: clockwork, sky raider, circle of thorns, etc. My suggestion if you are not getting enough out of snow storm, you don't have it slotted enough or you are not using it enough. 

 

Hurricane is a power I always take on stormies. It does NOT have to run all the time. You are NOT precluded from using it on teams. Good storm users know you do not blow foes out of the kill zones set up by tar patch, ally rains, static field or even your own freezing rain. Running hurricane at eye level on yourself and allies is bothersome. I choose short storm summoners and stay low to the ground.

 

I frequently take hover, almost every time, on my storm summoners just so I can place lightning storm in the most desirable places. Even without a knockback to knock down proc, you can angle the strikes so the power does not scatter groups.

 

Most storm users go cardiac for their incarnate alpha ability. Everything else is pretty much matter of taste.

 

Go out and have fun with your chaos creating abilities!

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  • 2 weeks later
On 9/25/2021 at 3:49 AM, UltraAlt said:

 

I use hurricane and gale. both are passive holds (They can't attack when they are knocked down/back). Hurricane is a AoE debuff so why use it.

I did put the KB to KD in the hurricane, but it still will repel enemies.

 

The character is very fun to play, but I have so many characters that are fun to play that it becomes a bi random when I get around to playing them.

I guess there is still a little bit of Hurricane Season left, so I should bring at least one of them out for some playtime.

 

Won't be too long before I get to break my spooky characters out for some Halloween fun!



I use hurricane and I know how to use it. 

For the OP -- check it out.  Water/Storm in full action. 
It's an amazing combo 
 

 

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12 hours ago, StriderIV said:

Look up @Darkir’s Water/Cold Corruptor here on the forums. “Shivering Bite” I believe it is called. Extremely strong combo and tons of fun. Definitely great for bringing down AV’s.

Hmm I cant find that post..i found some other posts but not sure if the builds they have are still effective

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