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Posts
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Joined
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DPS is a bit low... the set's focus is on holds and slows. The "sniper" attack has mediocre damage and is a hold ... fairly useless IMO.
The tier 9 is devastating, but on an incredibly long timer. If you like a blaster set that is somewhat controllerish, this is the set to get. -
Without any additional slots, leadership is the only thing that could possibly help wiith my plant/storm.
Maybe the same with my fire/kin.
That's about it. -
Quote:Post your build, that might give us some idea...I haven't played my 43 Fire/Kin in years (after ED and slotted with standard IO's) and thought I would use him to farm some. I remember being able to blow through big groups very fast. Now it's hard to stay awake waiting. What happened?
if you still have it 6 slotted for damage, that might be an issue. -
Not sure if this will be that big a benefit without them adding additional slots....
most powers without at least 3 slots are useless.
Personally, i'd prefer them just allowing you to take the powers earlier and without prerequisites - not making them inherent. -
I started playing my DB/FA again after the recent changes to FA (she's up to lev 43), and to be honest the toon is very squishy compared to my other scrappers.
Does anyone have a level 50 build that I can work towards to maximize survivability? Note: I dont want to spend billions on the build, so I'd prefer using orange IO sets instead of purples.
Currently, I have everything in DB except for confront. Everything in FA except for Blazing Aura and Rise of the Phoenix. To get Tough and Weave, I'd have to forgo any EPP sets...unless I drop Fly and get a temp flight power.
Thanks! -
One thing I've been wondering about while farming with my Plant/Storm...
If I lead off with seeds of confusion, and the killing blow for a particular mob comes from another mob, do I still have a chance at a drop? Just wondering if I might get a higher drop rate if I immobilize everything. -
Personally, I stick with SOs until 50, I just dont have the Inf. to afford it.
Usually, the only IO bonus I get early is some KB reduction.
A plant/storm plays just fine without the bonuses ( as do most characters), but if you have the cash to burn, go for it. -
Quote:On my plant/storm, I currently have the ice Epic Pool:WHOAH. Controllers get WATER SPOUT. That power is so awesome. It only does Kup and does great damage. I want to roll a */Storm controller now
. Tornado + Waterspout ftw.
Hibernate
Frost Breath
Frozen Armor
Ice Storm
In Leviathon mastery, what I would probably be taking:
Water Spout
Bile Spray
Hibernate
Shark Skin
Just curious, how does Water Spout damage compare to Tornado and/or Ice Storm?
Also, how does Bile Spray compare to Frost Breath?
The "Summon Corolax" would be interesting - be nice to have 2 pets out, but I'm not sure it's worth giving up another power. -
Well! Now that the NDA is lifted, thought I'd share a few screenshots... feel free to add your own to the thread.
One of the many clockwork scattered throughout Praetoria:
Desdemona is a bit overexposed, in more ways than one, she shows up in way too many Tip missions IMO:
The Good Vanessa Devore of the Carnival of Light:
My Electric/Kin Troller - I love the new clockwork costume options:
Neutropolis is quite eerily beautiful at night:
Traveling around Praetoria feels like being in Nazi German or Stalinish Russia, the propaganda signs are everywhere:
Praetoria's version of Ms Liberty - she likes her whips.
Praetoria's version of Back Alley Brawler:
A nightime shot of the city:
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Quote:I guess that depends on your definition of support. Freezing Rain gives a decent debuff and can keep enemies on their back. Snow storm keeps the enemies going at a snails pace ( Note: I think slow powers are highly underrated by most players ) Combine this with the Ice Master epic power set and you can have most enemy spawns slowed to a virtual standstill.
My personal spin? Plant/Storm is (much) heavier damage, Plant/Rad is better support.
My plant/storm is by far my favorite toon, and most teams I'm on rock.
Note to the OP: You will get more teams if you go rad or kin though - a lot of people have a disparaging attitude toward stormies. -
Which procs have the most damage? I have the obliteration and scirocco's procs in hotfeet atm, and to be honest hardly notice the procs effect on dps...
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Quote:I'm running with a full set of Enfeebled Operation, which is giving me +95% accuracy. 1 application of roots just isnt doing it, not sure why.Yeah, but they do that anyway.
Also, Hercules, I think the reason you're having to put down Creepers is to ensure the -KB actually hits. Roots has a 0.9 Accuracy Modifier, meaning you need to make sure you've got at least two SO's worth (+66%) Accuracy slotted in it to make sure it hits all the targets. If it misses, the -KB also misses, and the foes it misses will get flung by the Tornado.
I'm 99.999% sure it only needs one application, though you do need to reapply it before the -KB wears off, if foes are still standing. I've been using the tactic for a very long time.
However, the main issue I have now is that things are dieing so fast, I'm left with this rogue tornado that wants to tear into the next group before I can properly root them down - forcing me to wait 5-12 secs for it to die away.
( shoo Tornado, BAD tornado)
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Quote:I've been experimenting a bit, and found that I have to apply at least two powers before unleashing tornado. So, roots + creepers, etc. And I've been most impressed, I'm tearing through the wall at a good clip - not to mention it's fun watching all the chaos.Gotta say, Herc, I'm in agreement with Salty and CB here- Tornado is an integral part of my attack chain on my Plant/Stormie, and I've also used it on the Cimeroran Wall, with the usual good results.
... if you're interested, my usual attack chain is Carrion Creepers-Seeds of Confusion-Roots-Freezing Rain-Tornado-Lightning Storm-Roots/Whatever's Needed. It makes an impressive mess :3
One possibility as to your troubles on the Cim Wall- it may be that some of the Romans got off their Shout of Command buffs, neutralizing your Roots. -
Quote:That hasnt been my experience -- I've tried the power on "the wall" in Cimerora and at least half the mobs are knocked over the side. I consider it to be an AV/EB DOT power only. I also pull it out during RWZ raids, where KB doesnt really matter.
I know the "conventional wisdom" of PUGs is to ignore Tornado, but a Plant/* Controller can ignore that advice with impunity. Entangle, Roots, and Carrion Creepers all apply a -Knockback Debuff that will prevent unwanted KBs. -
Quote:Does anyone know if the Javelin's Volley damage proc would work with each lighting strike in lighting storm?
Proccing Carrion Creepers is a somewhat cheaper, and still quite good, way to go for setting them up for damage (they'll take Impeded Swiftness, Trap of the Hunter, and Explosive Strike, if memory serves- the Positron's Blast and Kinetic Combat ones can be slotted, but don't proc off the vine-flails, as I understand it, reducing their usefulness somewhat).
Edit: Never mind, that's a targeted AOE, although it could potentially work with creepers... -
Quote:I think I tried this at one point, but wasnt impressed with it. Seems to be fairly disparaged in the boards as well. I'll think about it...
- Get Tornado. If you're thinking of dropping Air Superiority anyways, that's a good spot for it. Lose the slots in Snow Storm and slide them over to the 'nado- it does very nice things for your damage, and makes a decidedly handy panic button.
Quote:- I'd suggest swapping the Touch of Lady Greys for Analyze Weakness in Freezing Rain, mostly because I prefer the bonuses, but also because FR does take an accuracy check. The Achilles' Heel proc is quite nice in Freezing Rain as well- an extra 20% -res is nothing to sneeze at, and it can be comfortably subbed in for the Analyze Weakness proc.
Quote:- The purple Immobilize set in Carrion Creepers is a phenomenal waste. Creepers do a crapton of damage; I've got Ragnarok planned for 'em, with the Impeded Swiftness proc taking place of the Chance for Knockdown, since that's quite spectacularly useless in Creepers
Quote:- If you could squeeze another three slots from someplace and put one each into your APP stuff, adding one more from each of the sets you've got slotted in them, you could get another 17.5% global recharge. Certainly wouldn't hurt, I'm thinking. Maybe the sixth slots from Entangle, Strangler, and Roots? >.>
Quote:- Slotting Roots for damage is actually a viable option; I've got a Posi's Blast set in mine, complete with proc, heh... I actually put the purple sets in Entangle and Strangler.
Quote:- If you're taking Superspeed for stacking with Steamy Mist for full invis, you can save yourself a power pick and just use a Celerity +Stealth, or Unbounded Leap +Stealth. Maybe sub in the Spirit Tree or O2 Boost?
Quote:Anyways, not sure how much all this will help or not, but there you have it.
Now, if I can just figure out how to do all this without burning 2 or 3 respecs.... and saving the enhances for resell. -
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Quote:k, replicated my build on Mids. I'd appreciate any feedback. Slowly working in purple sets, I'm sure things like Posi's blast could definitely be improved upon. I havent respecced since receiving the veteran level 6 travel power, so the empty air superiority could be replaced by something like stealth or combat jumping - still mulling over that one.I don't think so, Hercules. And Mezzo, the 192% recharge is a bit of an artefact of how Mid's displays some procs- specifically, the chance-for-recharge one. If you don't count that, it only has 92% global recharge with Hasten running.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
plantstorm: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Entangle -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(7)
Level 1: Gale -- Acc(A)
Level 2: Strangler -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Hold(11), Hold(11)
Level 4: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(17)
Level 6: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(19)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(23), CoPers-Conf%(23)
Level 10: Swift -- Run(A)
Level 12: Snow Storm -- P'ngTtl-Dmg/Slow(A), P'ngTtl-Acc/EndRdx(25), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(27)
Level 14: Hasten -- RechRdx(A), RechRdx(27), RechRdx(29)
Level 16: Super Speed -- EndRdx(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(29), EndMod(31)
Level 22: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(33)
Level 24: Steamy Mist -- S'fstPrt-ResKB(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def/Rchg(34)
Level 26: Carrion Creepers -- GravAnch-Immob(A), GravAnch-Immob/Rchg(36), GravAnch-Acc/Immob/Rchg(36), GravAnch-Acc/Rchg(36), GravAnch-Immob/EndRdx(37), GravAnch-Hold%(37)
Level 28: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-Rchg/EndRdx(39), LdyGrey-DefDeb/EndRdx(39), LdyGrey-%Dam(40)
Level 30: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(40), DarkWD-ToHitDeb(40), DarkWD-ToHitDeb/EndRdx(42)
Level 32: Fly Trap -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(42), S'bndAl-Acc/Rchg(42), S'bndAl-Dmg/EndRdx(43), S'bndAl-Build%(43)
Level 35: Air Superiority -- Empty(A)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), RechRdx(45)
Level 41: Hibernate -- RechRdx(A)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46)
Level 47: Frozen Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48)
Level 49: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment
Level 6: Ninja Run -
Is there any way to export a build from in-game? A number of these suggestions look interesting and I'm always open to ways to improve my plant/storm...
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The only changes I think are needed in MA:
1. Dragon's Tail - increase the radius, slight bump to damage, increase the chance for knockdown.
2. Eagle's Claw - I've yet to figure out why a tier 9 power cant even bring down a minion without a crit. The stun doesnt make up for it.
Change it to a cone or PBAE. Increase the damage substantially. Remove the stun if necessary - frankly it's worthless since it doesnt impact bosses or higher.
3. Cobra Strike - does anyone take this power? Replace it with something useful. -
Quote:Yeah, I'm aware of the protections provided by active defense... but I dont have it 3 slotted with recharges, so its not always available.Yes they're always on, any power will do.
The veteran sprints take travel sets but not Universal travel sets to prevent exactly this.
Why are you using this for KB protection on a scrapper, the scrapper has perfectly good KB protection in active defence. You don't need it (although the set bonus is worth having).
Generally 4 points of KB protection is enough on a squishy for most purposes, although some things do more. I'd aim at 8 on a scrapper. Very few things do 8-12, so I'd slot either 2 or 4 IOs on a tank.
Generally, I dont have many issues with KB - however, I was surprised that I was knocked back the other day by a lev 52 council boss. I've also been knocked around a bit by the Carnie Mistress' illusion pets.
Not sure where I'd put any other KB IOs, since I'd hate to lose the bonus from my LoTG sets.
Thanks for the response. -
I recently reslotted two of my characters, an Ice/Ice Blaster and a MA/Shield scrapper.
On the scrapper, I slotted a set of Blessing of the Zephyr in Fly. ( with its -4 KB Protection )
On the blaster, I 5 slotted Aim and Buildup, with the intention of using
the Gaussian's set to get the 2.5% damage bonus.
Question: Does the damage bonus and knockback protection provided by each of these sets become an inherent bonus, or only become active when the power is activated? If so, the KB protection will need to either go in a passive defense power, or in a toggle that I continuously run.
On the issue of knockback protection, how much is enough? If the KB protection is inherent, I could theoretically place one in each of the veteran run slots that I dont use. -
I've tried copying some aspects of these builds onto my BS/DA scrap. Am I expecting too much, or is this power combo just not suited to farming?
My MA/Shield scrapper is able to gather 2 groups of lev 50-52 enemies ( with settings of me = 8 heroes ) usually taking zero to minimal damage and blowing most of them away with shield charge. The /DA scrapper on the other hand just cant take the damage.
Are defense based sets that much better than resist sets, or am I doing something wrong? -
Does anyone have a good MA/Shield build? I recently dusted off one of my scrappers after many moons, and am having issues with defense and endurance. I'd like to get the defense softcapped.
Also wondering if "grant cover" is skippable... sounds like a defender type of power - not my role as a scrap...
Thanks. -
Quote:Interesting stats... the groups I missed contained about 4-5 mobs ( soloing even con enemies ). Happened on two occasions. Missing 1 or 2 out of the 5 happens fairly often, unfortunately. In comparison to my ice/ice blaster, this is fairly weak.The odds of completely missing a group of enemies are better than you might think since the power checks Defense only once per enemy. If the enemy is hit by the initial strike, it suffers DoT that is completely random and unaffected by Defense.
The lowest possible odds you can get for a miss on the initial die roll are as follows:
One enemy missed - ~1 in 20
Two enemies missed - ~1 in 40
Three enemies missed - ~1 in 80
Four enemies missed - ~1 in 160
Five enemies missed - ~1 in 320
The reason these odds are "about 1 in 20" instead of absolutely is it is possible to hit with the intial die and then miss all 24 independant DoT checks. The odds of this happening are ridiculously slim, and even if it does the secondary effects still apply.
Anyway, even at its very best, Hail of Bullets will miss a group of 5 targets about once every 320-ish uses. The power recharges in about one minute when slotted, so if you play a lot it will miss a group of 5 about every 5 or 6 hours. This is just the best case scenario though; if the enemy has some extra Defense it will miss far more frequently.
Note that these are actually the same odds that any AoE would miss if the chance to hit was capped.