mind/storm for kb and giggles


Mirage_Mage

 

Posted

so i have this mind/storm from the free 50s days lying around and the other day i get a decent pvpo drop and now have about a half billion inf so i want to build it for some team action. i came up with this having only played a fire/storm corr before and only up to mid 30s/sirens.
is it a waste of time or do you think it could have some use as disruption? i slotted gale instead of levitate because ive seen it break through 41 -kb before. will i miss not having tornado or Lstorm super slotted? any storm pvp experience is appreciated.
keep in mind my budget was a deciding factor for some of the enhancement/power choices. i tried to avoid using zephyrs and lotg -rech because of cost, but i already had the fitness uniques saved in my base from an older pve toon i gutted. if this is a bad idea i also have a sd/ss tank i could build too, i have zero experience on tanks though and only a support emp troller so theyre both relatively new to me.

Hero Plan by Mids' Hero Designer 1.601
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Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Mesmerize -- FtnHyp-Plct%(A), FtnHyp-Acc/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg(40), Dev'n-Dmg/EndRdx(40), Dev'n-Acc/Dmg/Rchg(40)
Level 1: Gale -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(36), KinCrsh-Rchg/KB(37), KinCrsh-Rechg/EndRdx(37), KinCrsh-Dmg/EndRdx/KB(37), KinCrsh-Acc/Dmg/KB(39)
Level 2: Levitate -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/Rchg(36), ExStrk-Dam%(36)
Level 4: Dominate -- UbrkCons-Dam%(A), UbrkCons-Acc/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/EndRdx(15), Dev'n-Acc/Dmg(15), Dev'n-Dmg/Rchg(17)
Level 6: Confuse -- Mlais-Conf/Rng(A), Mlais-Acc/Conf/Rchg(7), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(9), Mlais-Acc/Rchg(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Steamy Mist -- Krma-ResKB(A), S'fstPrt-ResKB(11), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(39)
Level 12: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(13), Zephyr-ResKB(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-Rchg/EndRdx(19), LdyGrey-DefDeb/Rchg/EndRdx(19), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/EndRdx(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(23)
Level 22: Acrobatics -- EndRdx-I(A), KBDist-I(46)
Level 24: Hurricane -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25), DampS-ToHitDeb/Rchg/EndRdx(27), DampS-Rchg/EndRdx(33)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(29), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), Rec'dRet-Pcptn(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 32: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 35: Maneuvers -- Krma-ResKB(A)
Level 38: Lightning Storm -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(43)
Level 41: Ice Blast -- ImpSwft-Dam%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(43)
Level 44: Frozen Armor -- S'fstPrt-ResKB(A), Krma-ResKB(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Hibernate -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), Efficacy-EndMod/Rchg(48), Efficacy-EndMod(50)
Level 49: O2 Boost -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(50), RgnTis-Heal/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 2.5% Enhancement(Confused)
  • 13.8% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 240.3 HP (23.6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -31)
  • Knockup (Mag -31)
  • 20% Perception
  • 24% (0.4 End/sec) Recovery
  • 86% (3.65 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 17% RunSpeed



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Posted

There hasnt been many storms in the KB's but i do think they could be very effective if played right and im considering speccing one of mine out also. It has been a 2-3 years since i played storm regularly however i doubt much has changed play style wise.

i think you should slot out 02 boost for more than just the hps bonus. while it's no heal other it is great to have on the team to help out. You will want TK. LS is so underslotted i want to cry. your travels need more slotting imo. why not not 5 dark watchers instead of 3 + dampened ? youd still get +2% dam but youd also get +5% recharge.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

what if i dropped levitate altogether for TK and move the extra slots into Lstorm and/or O2? the only downside i see is gale having lesser range, but its aoe so it might catch 2 people or something. i thought tk was crap for all but defenders anymore tbh, i havent much played with toons that have it lately though.

i rarely slot my travels too much anymore but i guess hurricane would probably benefit from that. still its a tight build so far, at most i'd be able to slot ss with 1 more.

maybe i'll switch out the numinas from hibernate for the regens in O2 also, to get better values where its more noticeable.


 

Posted

I dont have any mind toons at all yet but from having TK used on me a few times it seems just like a long (by todays standards) hold which gets interupted by damaging the person. Great for setting up AS's or taking an emp out while the team spike a different target etc.

I would do the drop levitate or mesmerize and take TK and slot up LS and 02 boost idea.

It would be nice to keep the extra slots from the travels, as it is definatly a tight build. Im an end hog with almost every toon, so its a must for me.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

Hey mirage is giving you sound advice, but if that toon is only for kickballs i would say drop LS, tornado and the whole bunch of random storm powers. Slot levitate and mezmerize for damage. Dominate for hold. Try leading spikes with that and landing in some containment damage. Your best bet is power mastery for the power boost and conserve power. You would need phase too.


 

Posted

Quote:
Originally Posted by Mirage_Mage View Post
I dont have any mind toons at all yet but from having TK used on me a few times it seems just like a long (by todays standards) hold which gets interupted by damaging the person.
From what I've seen (last time I used it was like 3 months ago), it's an long unresisted (~10 seconds?) hold. Unresisted meaning it even holds tanks for that long. But it does stop as soon as the person takes any damage from anybody. Basically it's extremely useful for setting up AS or just for applying debuffs to a target, before actually attacking.