| |

| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
UP |
| Freedom |
DOWN |
| Justice |
DOWN |
| Pinnacle |
DOWN |
| Virtue |
DOWN |
| Liberty |
DOWN |
| Guardian |
DOWN |
| Infinity |
DOWN |
| Protector |
DOWN |
| Victory |
DOWN |
| Champion |
DOWN |
| Triumph |
DOWN |
| Training Room |
DOWN |
Last Updated: 2010-09-03 08:00:02 UTC
|
| |
|
|
Hero of a Thousand Roles: A Storm/Dark guide v1.1 |
|
Written by Daibanchou
|
INTRODUCTION
After several posts about my respec and APPs on the Defender board,
I received several PMs from low-level Storm/Darks looking for specific
build advice on Storm/Dark defenders. While I couldn't answer them
because I was busy at work, I'm currently between projects, and so I've
decided to write a guide to Storm/Dark power choices, slotting, and
strategy.
ZealotOnAStick's excellent Storm guide
is required reading for any prospective Stormie, and I'll try not to
repeat what he said too much. Instead, this guide will focus on Storm
powers as they interact with the Dark Blast secondary.
In my opinion, Storm/Dark is one of the most synergistic
primary/secondary combos in the game. There is multiple redundancy for
almost every power, with Dark and Storm both providing controls and
debuffs that stack with each other, partially making up for the lack of
a self-heal. Storm/Darks can take the role of Controller, Offender, and
even Tanker as needed, based on the situation. The result is a very
versatile toon, able to contribute to any group without giving up any
ability to solo.
Oh, who am I kidding? The real reason to be a Storm/Dark is because
Tenebrous Tentacles is one of the few ways available for Stormies to
keep mobs inside of Freezing Rain for the entire duration. The rest is
gravy. A lot of gravy.
PART 1: POWERS
Numbers are taken from Agent_Unknown's guide to Dark Blast at 40+.
Some of the numbers are incomplete, meaning that I'll hop on to the
live and test servers to check them out and fill them in for later
versions of this guide (or, if an intrepid hero can give me those
numbers, that would work too)
Gale (Level 1)
End Cost: ??
Recharge: ??
Use: One of many control tools available to the Stormie, Gale is a
wide cone knockback. Unfortunately, and there's no way to mince words
about this, it's a waste of a power. Knockback is available to the
Storm/Dark in spades, with Hurricane, Tornado, Lightning Storm and
Torrent available at varying points in your career, and all of them do
much more than just a point or two of damage in addition to their
knockback aspects. I don't recommend taking this--just listen to our
Storm controller cousins complain about being forced to take this, if
you don't believe me.
O2 Boost (Level 1)
End Cost: ??
Recharge: ??
Use: The token heal of the Storm set, O2 Boost is an essential tool
for teaming, and I recommend it even to those who plan on soloing most
of the way. You'll still get more use out of it than you'll get out of
Gale, whether on teams or just helping a toon in need. In the early
game, before most scrappers get their status resists, O2 Boost will
help others avoid Sleep and Disorient effects, and if nothing else,
will reduce downtime. As a bonus, O2 Boost can be used on newly
Awakened heroes, allowing them to get back into the fray without having
to stagger drunkenly away from the battlefield.
Slotting: O2 Boost has a relatively quick recharge, but a low heal,
meaning that you should probably stick one or two Heal enhancements in
there. Solo-heavy builds can ignore O2 Boost without a problem, as it's
useful out of the box, but team-oriented builds should probably stick a
few more slots in it for the times when they're primary healer, and a
mob manages to get a lucky hit on a teammate. Personally, I don't have
O2 Boost slotted, as the other Storm and Dark powers are slot-hungry
demons.
My current slotting: Heal
Slotting for teams: End Reduc, Heal x5
Dark Blast (Level 1)
End cost: 6
Recharge: 4
Use: Your one-two single target punch along with Gloom.
My pre-respec slotting: Acc, Damage x5
My post-respec slotting: Damage x4
Snow Storm (Level 2)
End cost: -0.76/sec
Recharge: ??
Use: In the low-level game, Snow Storm is an extremely effective
damage mitigator, slowing mobs to a crawl. The mobs will attack less
often, and runners will be hindered. After picking up Freezing Rain,
Snow Storm will be your interim method of keeping the mobs from
scattering, but after level 16, you'll stop using it very often.
In the high-level game, Snow Storm stays useful against the many
monsters and archvillains you'll be facing, since every little bit
counts against them. I personally recommend taking this power, since I
didn't take Moonbeam, and this is a fine power to take at level 4.
Slotting: Another power that's pretty much as good as it's going to
get out of the box, Snow Storm is an end hog that should probably get
an End Reduc. Since Slow enhancements only enhance the run speed
debuff, and mobs are going to have a run speed of 0 when you're around
anyway, don't bother putting anything else in here.
My current slotting: End Reduc
Slotting for teams: End Reduc
Gloom (Level 2)
End cost: 10
Recharge: 8
Use: A very respectable single-target blast, Gloom's main drawback
is that it is DoT, and on teams, its damage will often be wasted when a
mob dies before taking many ticks.
My pre-respec slotting: Acc, Damage x5
My post-respec slotting: Damage x4
Moonbeam (Level 4)
End cost: 17
Recharge: 12
Use: In exchange for not getting Aim, Dark gets its snipe at a very
low level. Personally, I never found a need for Moonbeam, since I'm
happy with the Dark Blast-Moonbeam cycle for single targets, and with
Tentacles-Nightfall on groups. The aggro a Storm/Dark tends to draw can
keep this power from being useful, and you just don't have many slots
to spare. If you do work this into your build, be sure to stick
accuracies and damage in it, like any other blast.
Steamy Mist (Level 6)
End cost: -0.76/sec
Recharge: ??
Use: The first of several must-have powers in the Storm set, Steamy
Mist provides team Stealth, a 7.5% defense buff, and 20% resistance to
Fire/Cold/Energy damage. You will always have this power on, both for
the stealth aspect and for the defenses it provides.
Slotting: There is a constant debate on whether to slot Mist for
defense or for resistance, and I take the middle road on the debate,
slotting it for both. In my current setup, it provides a respectable
28% resistance and and 12% defense, but your mileage may vary. Just
remember to six-slot it--This may not be a flashy power, but it will
save your life and the lives of teammates a thousand times over.
My current slotting: End Reduc, Dam Res x2, Def Buff x3
Freezing Rain (Level 8)
End cost: ??
Recharge: ??
Use: The second gotta-have-it in Storm, Freezing Rain is what makes
you a viable solo Offender, as well as a valuable addition to any
group. A resistance debuff, defense debuff, slow, and knockdown power
all in one, Freezing Rain's main drawback is that enemies treat it as
they would any other AoE damage power, and flee the area as quickly as
possible. In lower levels, Snow Storm will help keep them inside the
debuff range, and at level 16, Tenebrous Tentacles will make sure that
they sit still for the duration.
Slotting: Rain is your best power, and you'll want it up for every
fight, if possible. As such, stick as many recharges in it as you can.
Those worried about accuracy should put some Defense Debuff
enhancements in there, especially on the higher mission difficulty
levels. If you feel you have the space, you should put an Endurance
Reduction in here, due to the end-hungry
nature of all your other powers.
My current slotting: Recharge x3, Def Debuff x2, End Reduc
Dark Pit (Level 10)
End cost: ??
Recharge: ??
Use: Also known as the smoke grenade, Dark Pit is a ranged AoE
disorient with an extremely short activation time, making it great
against groups of minions. In later levels, combo it with Thunder Clap
to keep bosses and lieutenants dizzy, but take this power as soon as is
feasible to keep minions under control. I actually delayed taking
Hurricane because of this power, and I didn't regret it for a second.
Slotting: Dark Pit's main drawback is a hefty -33% accuracy
penalty, so you'll need two Accuracy SOs to make it accurate. Fill the
rest with Disorient Durations. If you're wanting to go full Controller
mode, six-slot it, but four is just fine.
My current slotting: Acc x2, Disorient Duration x2
Optimal slotting: Acc x2, Disorient Duration x4
Hurricane (Level 12)
End cost: -0.94/sec
Recharge: ??
Use: Hailed as the Zone of Squishy Safety, Hurricane debuffs range
and accuracy, pushes back mobs, and knocks them down. In the low-level
game, the range debuff will be sufficient that mobs will be unable to
attack from range, instead running straight into Hurricane's loving
embrace, only to be knocked back again and again. Hurricane is another
must-have power, though it won't always be on like Steamy Mist and
Freezing Rain, due to endurance and team concerns.
Slotting: Hurricane is a power that I wish I could slot more--with
three slots, it's still very, very good, but against monsters and
Archvillains, I want another three slots to put their accuracy as low
as possible. However, I don't have that many slots, and unfortunately,
this power feels the crunch. Thankfully, the Dark secondary picks up
the slack when it comes to debuffing accuracy, so don't feel too bad
about those last few slots.
My current slotting: End reduc, Acc Debuff x2
Optimal slotting: End Reduc x2, Acc Debuff x4
Tenebrous Tentacles (Level 16)
End cost: 12
Recharge: 10
Use: This is the reason that you won't be getting Stamina until
level 22. Tenebrous Tentacles is your only attack that deals
non-Negative Energy damage, but most importantly, is a cone immobilize
power. Unlike Controller immobilizes, Tentacles does not have a
-knockback component, making it even better for your herding purposes.
Slotting: An excellent power that can be taken in a few different
directions, I use Tentacles for the damage in addition to the
immobilize. However, you can also enhance its immobilize duration or
accuracy debuff, to make it more controlling.
My slotting: Acc, Dam x5
Thunder Clap (Level 18)
End Cost: ??
Recharge: ??
Use: A fairly straightforward PBAoE disorient, Thunder Clap combos
extremely well with Dark Pit to keep LTs and bosses out of the fight.
And as a bonus, Tenebrous Tentacles keeps the mobs from wandering
around after they've been stunned. For pure silliness, you can change
costumes in the middle of a Thunder Clap, shouting "Shazam!" or other
magic words as appropriate.
(Please note: Hurricane and Thunder Clap are not a combo)
(Note the second: Thunder Clap as of I3 appears to be bugged, in
that it has not missed once for me since Issue 3 came out. I went to
the test server, where my character is still level 43 or so, and tried
it on L50 possessed scientists. It hit all of them, though it didn't
actually do it very long. So, while it's bugged, take out all
Accuracies and put in DO durations. You'll still be using Dark Pit more
often, thanks to the range and speed)
Slotting: Since you'll mostly be using the faster, ranged Dark Pit
anyway, don't spend too many slots on Thunder Clap. It's your secondary
disorient, so you can get away with just sticking a Disorient Duration
in it and forgetting about it. However, if you want to go into true
Deftroller mode, add Disorient Duration and Recharge slots to taste, so
that you can keep bosses and lieutenants chain stunned.
My current slotting: Disorient Duration
Optimal slotting: Disorient Duration x6 (until you need accuracies again)
Night Fall (Level 20)
End cost: 16
Recharge: 10
Use: Your other source of cone damage, Nightfall is a long, narrow
cone, meaning that to affect the same group your Tentacles just hit,
you'll often have to step back a few feet, then fire. Nightfall is said
to have the largest accuracy debuff of the Dark Blast powers, but this
is mostly anecdotal evidence, due to the difficulty of finding enough
mobs to get a sufficient sample size (for some reason, Night Fall tends
to kill the mobs after they attack three or four times).
Slotting: Since Night Fall attacks in almost a straight line, I
recommend sticking a Cone Range in there to widen the cone a bit,
reducing the distance you have to step back to affect mobs. The rest
should be damage, since a well-slotted Tentacles -> Nightfall ->
Tentacles -> Nightfall is enough to kill most yellow minions, and
oranges require an extra Tentacles.
My slotting: Cone Range, Dam x5
Tornado (Level 26)
End cost: ??
Recharge: ??
Use: Tornado is one of those powers that looks good on paper, since
it disorients, deals damage, knocks back, and debuffs defense.
Unfortunately, it just doesn't make the cut in most builds, due to iffy
AI (said to be fixed soon) and the fact that uncontrolled knockback is
not a combo with Storm's ability to position mobs.
If you do take it, it's useful to keep any cornered mobs flat on
their backs, but other than that, I can't recommend taking this power.
Torrent (Level 28)
End cost: 17
Recharge: 15
Use: Just in case you needed more knockback, Torrent gives you
another cone knockback power. I don't recommend taking this, since you
have a lot of better choices for knockback, and this just costs too
much end.
Lightning Storm (Level 32)
End cost: 45(??)
Recharge: 90
Use: An excellent power, Lightning Storm is a stationary pseudo-pet
that fires lightning bolts every 5 seconds or so, spread over 60
seconds. The bolt deals excellent damage, drains endurance, and knocks
back. The lightning bolts have a small AoE, and any mobs standing near
a targeted mob will also be hit. The endurance cost is hefty, but like
many powers that hit multiple targets multiple times, it's actually
pretty efficient. To keep mobs in the cloud's range, make sure there's
either a handy corner nearby, or simply run to the other side of the
cloud and turn on Hurricane as an instant wall. Be VERY CAREFUL with
this power in teams--the knockback is much more haphazard than any of
your other powers, which can make this a pain for any AT that requires
good mob positioning.
Slotting: With the hefty endurance cost on this, stick an End
Reduction in here as soon as possible. Hasten lets you keep this power
on permanently if needed, and even gives you some overlap. So, do what
ZealotOnAStick says, and fill this power with Damage.
My current slotting: End Reduc, Damage x5
Life Drain (Level 35)
End cost: 18
Recharge: 15
Use: The only way Storm/Darks have to heal themselves outside of
inspirations and the Medicine pool, Life Drain is a viable option for
those who are desperate to see green numbers over their heads. However,
given how rarely a Storm/Dark gets hit, the endurance cost, and the
large inspiration tray available at the same time as this power, I
don't recommend taking this power. If you do, slot it up with Accuracy
and some Heals.
Blackstar (Level 38)
End cost: All of it (13 to activate)
Recharge: 360
Use: Blackstar blows things up good. Real good. Unfortunately, it
also drops all of your toggles, so you should make sure you're going to
hit everything before you activate it. Six damage slots can take down
yellow mobs, and orange mobs go down if you Rain first (something I
recommend anyway, for accuracy's sake). Take Blackstar--it's a very
good panic button and a nice room clearing attack. The hefty acc debuff
makes it one of the safer nukes to use, since any survivors will miss
more often than not.
(Note: If you have REALLY good timing, you can have Blackstar go
off right before an endurance recovery tick, allowing you to have all
your toggles up by the time you can pop a Catch a Breath again.)
My current slotting: Dam x6
PART 2: POOL POWERS
There are only a few pools I recommend for Storm/Darks, listed in order of how essential I think they are:
Fitness
Absolutely required. With the sheer number of toggles in the Storm
set, along with the end-hungry powers like Freezing Rain and Tentacles,
Stamina is a must, so that you can keep blasting at the same time
you're debuffing. Swift also helps compensate for Steamy Mist's run
speed debuff if you're not taking Super Speed.
(Note for those who think Health will help make up for the lack of
a self-heal: don't six-slot Health. Trust me. Instead of healing as
slow as molasses, you'll heal at a snail's pace instead. Health is
mostly for reducing downtime, so don't treat it as if it'll make you a
Regen scrapper.)
Leaping
Combat Jumping is an extremely end-efficient way of getting 5%
defense (6% with an SO), and the immobilize protection it gives you can
save your life from time to time.
But the main reason to take Leaping is Acrobatics. As Storm/Darks
have no natural way of resisting status effects, Acrobatics is the best
they can get against holds, aside from keeping around Discipline, Break
Free and Resolve inspirations (which you should do anyway). Even though
Acrobatics only provides resistance to one hold at a time, that can be
the difference between life and a toggle drop-induced death against the
Rikti, Circle of Thorns and Carnival of Shadows. The knockdown
resistance is even more important than the hold resist in the late
game, as Nemesis and Malta are more than happy to keep you flat on your
back when fighting against them. I wouldn't recommend taking Acrobatics
before level 35 or so, but it's an important concern in the late game.
Speed
Hasten. Everyone takes it, and it's hard to find a build that
wouldn't get better with it. I didn't take Hasten until the Issue 3
respec, and while life is easier with it, it isn't essential--be very,
very careful with Hasten, as the endurance drain at the end can drop
your toggles and make you very vulnerable at an inopportune time. Super
Speed and Steamy Mist is a well-documented way of granting yourself
invisibility, but I recommend taking Superleap instead, thanks to
Acrobatics. Plus, you won't be a liability in Faultline, Terra Volta,
and Dark Astoria if you have good vertical mobility.
Leadership
I had Maneuvers and Tactics for a while, especially when I was
still regularly teaming with an Empath and a Rad defender. Tactics lets
you skimp on Acc SOs, while Maneuvers is another layer of defense you
can provide. However, I respecced out of it when I took Hasten, since
the last thing I needed was more toggles to drain my end, and I use
Freezing Rain instead of Tactics to boost my accuracy now.
Flight
Some Storms use Flight to limit Lightning Storm's knockback
component, flying above groups and making it so that Lightning Storm
shoots straight down, knocking mobs into the floor instead of off the
walls. Me, I just find a corner, or create my own with Hurricane.
2.1: Your Ancillary Power Pool
Your real choice as a Storm/Dark is whether you want Power or Dark
Mastery. Power is attractive for Conserve Power's end savings, and
Power Build Up to make up for the Dark secondary's lack of Aim.
Temporary Invulnerability gives some nice resistances to the two most
common forms of damage in the game, and Total Focus is a nice area
attack.
However, my personal recommendation is for Dark Mastery, and not
just for thematic reasons. Dark Consumption, in addition to being end
recovery, is another area attack to add to your arsenal, and two mobs
is enough to refill almost an entire end bar if you slot it for end
recovery. Oppressive Gloom is an impressive control power that can
stack with Thunder Clap and Dark Pit to keep groups controlled (it
costs health, though, which can be a concern), Dark Embrace offers some
extra resists... and after that comes the crown jewel of Dark Mastery,
Soul Drain.
Soul Drain is a respectable AoE attack on its own, and for every
mob it hits, your accuracy and damage go up by 12.5% for every mob you
hit. I hear from my DM scrapper SG-mates that it maxes out at around
100%, so don't expect to be breaking the damage cap without some
inspirations and buffing, but still--doubled damage is nothing to
sneeze at at all.
So, while I won't try to talk anyone out of taking Power Mastery, here is my recommended power choice and slotting:
Dark Consumption (Level 41)
Recharge x4, End Recovery x2
Dark Embrace (Level 44)
End Red, Dam Resist x5
Soul Drain (Level 47)
Recharge x4
Oppressive Gloom (Level 49, if you want it)
Disorient Duration
PART 3: STRATEGIES
I've already covered many of these in the powers section, so I'm
going to skim over how to use your powers effectively in concert.
3.1: How to be a fill-in Controller
Essential Powers: Dark Pit, Thunderclap, Tenebrous Tentacles, Hasten
Okay, so it takes three powers for you to emulate a Controller's
AoE hold. Dark Pit and Thunder Clap to make the lieutenants and bosses
dizzy, then Tenebrous Tentacles to get everyone but the bosses to stand
still. On the plus side, Tenebrous Tentacles on its own outdamages
Controller holds, and you can blast quite well once everything's dizzy
and tentacled. The Controller role is great for groups full of
damage-dealing ATs, or for the vaunted All-Defender team.
3.2: How to be a fill-in Blaster
Essential Powers: Hasten, Tenebrous Tentacles, Night Fall, Freezing Rain
As an AoE defender, you're outshined by Rad/Rads, since they have
Aim to play with. On the plus side, you don't have to get in melee
range to blast, and it only takes you two cycles of your cones to take
out orange minions, which isn't shabby at all. This role is for when
you already have a controller, and is just fine for soloing purposes,
too, though when soloing, you can usually just throw out Dark Pit and
get to blasting without worrying.
3.3: How to be a fill-in tank
Essential Powers: Hurricane, Steamy Mist, pool defenses
In the middle levels, Storms can play tank mage, using Hurricane to
herd mobs who can't shoot back due to the range debuff and can't hit
thanks to the accuracy debuff. While Storms don't have any taunts and
don't have room to take Provoke, the sheer amount of aggro provided by
Hurricane, Rain, Dark Pit, Snow Storm and other AoE powers tends to
keep the mobs' attention focused on you.
In the late game, an increasing number of status effects and much
longer range on mob attacks reduces the Storm Tank's effectiveness, but
in certain situations, a Storm can still herd just as well as an
Invuln.
3.4: Soloing
Storm/Darks can easily take out red and purple bosses on their own
once they have the trio of rain, 'cane, and cloud. Between the three
knockback/down powers, Storms can go through boss fights without the
boss ever shooting back.
The easy way: Find a corner, and use Hurricane to push the boss
into it. Drop Rain on the corner, put up cloud, and shoot Gloom when it
recharges, and watch the boss fall down. If you have Tornado, this is
the situation where it's useful.
The harder way: Put up cloud, then run to the opposite side of the
boss, playing ping-pong with it to keep it within the cloud's range and
inside the rain.
Many bosses can also be chain stunned with stacked Dark Pit and
Thunder Clap, so the boss HP increase just means that you should watch
your endurance and make sure your toggles never drop while Lightning
Storm does the work for you. Anything that can doesn't resist both
knockdown and disorient should be cake for you.
3.5: Teaming
Hurricane and Lighting Cloud are used less often in team
situations, since scrappers and tankers aren't too fond of knockback.
However, don't be discouraged by people saying that Storms aren't good
partners for the melee archetypes. Scrappers and Tankers appreciate
Freezing Rain as much as any other AT that can deal any damage
whatsoever, and the Freezing Rain scatter is eliminated entirely by
Tenebrous Tentacles, giving the melee and AoE characters no reason to
complain about the rain. Lightning Storm can still be used in
emergencies, or for the boss juggling strategy sketched above.
In closing, I'll share my current, L46 build for other peoples'
reference. I don't claim that this is an ideal build--there are a lot
of slots you can shuffle around, but it provides a solid base to work
with. My recommendation would be for most people to take Dark Pit
earlier than my respec puts it--delay either Steamy Mist or Hurricane
for it, and take the one you missed at 24. It'll hurt a bit, but you
don't need defense if a mob is dizzy.
Level 1: O2 Boost (Heal)
Level 1: Dark Blast (Damage x4)
Level 2: Gloom (Damage x4)
Level 4: Snow Storm (End Reduc)
Level 6: Combat Jumping (Def Buff)
Level 8: Freezing Rain (Recharge x3, Def Debuff x2, End Reduc)
Level 10: Steamy Mist (End Reduc, Def Buff x3, Dam Res x2)
Level 12: Hurricane (End Reduc, Acc Debuff x2)
Level 14: Super Jump (Jump)
Level 16: Tenebrous Tentacles (Damage x5, Acc)
Level 18: Swift (Run)
Level 20: Health (Heal)
Level 22: Stamina (End recovery x6)
Level 24: Hasten (Recharge x6)
Level 26: Night Fall (Cone Range, Damage x5)
Level 28: Dark Pit (Acc x2, Disorient Dur x2)
Level 30: Thunder Clap (Disorient Duration)
Level 32: Lightning Storm (Recharge, End Reduc, Damage x4)
Level 35: Acrobatics (End Reduc)
Level 38: Blackstar (Damage x6)
Level 41: Dark Consumption (Recharge x5, End Recovery)
Level 44: Dark Embrace (End Reduc, Dam Res x5)
Revision history:
1.1 - fixed some spelling and data errors, added note about Thunder Clap. First posting on the Player Guides forum.
To be added in later versions: Confirmed end and recharge numbers
for Storm powers, numbers borrowed from the Brawl Index for damage.
|
|
|