NOTE! This page has not yet been adjusted for IOs and their affect on slotting and builds.
Level 1 to 24
01: Shriek
010313
01: O2 Boost
0103
02: Scream
020513
04: Howl
04050707
06: Steamy Mist
060915212323
08: Freezing Rain
080915
10: Hasten
101111
12: Recall Friend
12
14: Super Speed
14
16: Snow Storm
161717
18: Hurricane
181919
20: Gale
2021
22: Shockwave
22
24: Thunder Clap
24)
Most of this build is designed around the Sneak and TP combo. I offer only this as a means of justification:
Steamy Mist is a strong defensive power that happens to give you team stealth as well. Not only that, but it looks really cool and adds to your Storm Mistress theme. Why wouldn't you take it?
Super Speed is really fast and not nearly as dangerous to use when you are invisible (which you are with Steamy Mist and SS running together). You can take Hover to handle the problem of getting stuck in deep places or the Jump Jet Pack or one of the two temp powers from the first Safeguard missions. Not only that, but you have to take Hasten as a prerequisite power which is always useful.
Recall Friend is great for shortening the time it takes for team members to assemble, for rescuing dead teammates, for helping a new team member join the rest of the team deep on a mission map, etc. It's a great support power and seems wrong not to take on a Defender.
With this build by level 14 (in time for the lowest level (and most annoying TF), Synapse. Being able to skip to the end of a mission and Teleport your teammates to you saves a TON of time.
The powers after level 14 are centered on preparing for the Repec Trial. You already have decent attacks and your Sneak/TP combo, now you're going for debuffs and control powers. These will make the Trial a snap because the enemies won't be able to stay near the reactor. No one plays keep-away like a Stormie
Play Tips
Fighting an AV with Gale
When anyone on your team uses an Awaken, hit them with O2 boost to remove the stun effect so they can start using Inspirations and powers immediately. This also heals them which is important if they were gutsy enough to come up before being fully out of range of attacks. Your well timed heal might save them from another death.
When playing in a team, try to spread your attacks out among all the enemies (constantly switch targets) so your secondary effect of lowering damage resistance affects more people.
Combos
This combo will work very well for locking down very large groups of enemies even when soloing. In the Terra Volta reactor, you will make the whole thing faster and smoother. This will only work in rooms or where there's a corner, wall, or obstruction that you can push them to.
Sneak into the middle of the group. Use Thunder Clap to stun them.
Back up and use Shockwave to push them to the nearest corner. Use Gale if you missed any.
Turn on Hurricane. This should push any you still missed away towards the group you just bunched up and keep any that were fast in getting up from coming back at you.
Use Freezing Rain. The enemies that have just gotten up will be further slowed and many will fall down.
Start attacking. Use Gale and Shockwave as needed to keep them on their backs. Reapply Freezing Rain as needed.
Note that you don't use Snow Storm for this combo because it's not really necessary and it uses a lot of endurance.
An alternate version of this combo would be for cases where you are in a wide-open area so Gale and Shockwave will work against you by spreading them out.
Sneak into the middle of the group. Use Thunder Clap to stun them.
Target the toughest enemy and use Snow Storm.
Use Freezing Rain. This will further slow them and cause some to fall down preventing escape.
Turn on Hurricane. Run around the room trying to push any that weren't in the rain into the rain and prevent escape. If you have a good handle on the range of Gale and Shockwave, you can use these powers to knock runners back into the crowd.
Start attacking. Reapply Freezing Rain as needed.
Builds 1 to 50
01: Shriek
01031343
01: O2 Boost
0103
02: Scream
02051343
04: Snow Storm
04050707
06: Steamy Mist
060915212323
08: Freezing Rain
080915363737
10: Hasten
101111
12: Recall Friend
12
14: Super Speed
14
16: Shout
16171725
18: Hurricane
1819193746
20: Gale
2021
22: Shockwave
2225
24: Thunder Clap
2427364043
26: Tornado
262729293131
28: Amplify
2846
30: Howl
30313436
32: Lightning Storm
323333333434
35: Whirlwind
3546
38: Dreadful Wail
383939394040
41: Thunder Strike
41424242
44: Charged Armor
44454545
47: Power Sink
4748484850
49: Hover
495050
This is theoretical since I'm only at about level 30 with Gale so far, but I'm going to try to make it without Stamina. There are just far too many powers I want for this concept to worry about the Fitness pools so I'll have to make do even if I need extra endurance reduction enhancements in most of the powers. The useful thing about Defenders is that when playing in teams, you can easily back off of attacks and save a lot of endurance. With two pets to do damage for you, you'll still do fine even when soloing.
Most of this build should not be surprising as far as how it's slotted though you may be wondering why I took whirlwind and hover. Well, Whirlwind is another knockback power that almost never gets used. For the challenge and the concept, I'll take it! Just think about spinning around, you and your Tornado (what a pair!). As for Hover, I need something to handle the vertical travel problem with Super Speed and by the time I hit level 50, those temporary powers might have run out. Besides, if I ever decide to Badge hunt after hitting 50 (right now Gale is not a big badge collector), a flight power is very helpful (and essential in some cases).
It may be true that this is primarily a concept character, but this build has a lot of control, attacks, and decent defensive powers. I look forward to seeing how she handles solo play and PvP at the late levels.