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Posts
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Joined
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Not sure why you don't like plant visual effects. I think they are by far some of my favorite.
I think the vines spreading over the mobs for your hold (ST and AoE) look very nice, and everyone can clearly see what you've done to the spawn. Spirit Tree looks pretty cool (though an entirely skippable skill).
They're one of the best for team orientation (TF's?) since you can very clearly see which ones are being Held, confused, or rooted. It's easy for tanks, especially when you're holding a Lt or something.
Carrion creepers (especially when its a huge spawn) just looks so awesome, and the noise they make is very satisfying. Besides, a perma control (very easily permaed as plants/kin) that grows to match the spawn (or an addition of more mobs) is so brutal for large skill controls.
I like my plants/kin a lot for group play. Alternate between Vines and Carrion Creepers for large spawns. Use Seeds if things are really rough (Started using this less as I lvled because of the whole no XP for confused mobs thing). I don'tuse Seeds unless my group really needs it.
Having 2 controls with such a ridiculous duration (Seeds and Carrions) makes the inbetween of doing speed boost, transf, and fulcrum seem less tedius. -
If you're playing solo the pet is awesome. The larger the group, however, and the more difficult the action the pet seems to just be a waste.
I find it's more beneficial to take tactics/manuvers and such for the team. I might try him out again, since I've never fully slotted, but I've never been too impressed (I do 8man groups exclusively) -
Yes you can fulcrum/siphon power carrions. Makes the plants/kin combo Oh so deadly, and it's insanely easy to make carrions perma.
Not to mention, Carrions just sound fierce. -
Good info. Loving my Plants/Kin so far. I feel like my Vines misses eveyrthing whenever I don't use an insp though, but I'm hoping that will level out with IO's.
Can't wait for carrion creepers. I love the sound of it, very cool.
One thing I like about plants/ is that it's very team-orientated in its visuals. It's very clear for your team to see what your doing, when an AoE hold is in effect, all that good stuff. -
I just started a Plant/Kin troller. I love plants, but the thing I've had my doubts about is that my main spammable control from spawn to spawn is an AoE confus.
Have you guys ever had ppl say anything to you asking you not confuse? I mean, you can clearly tell that you get less experience the mroe dmg the confused mobs do.
The control of seeds + the aoe immob is just so solid right after the tank goes in. Are you assuming that the xp lost is being offset by the ease you kill things with (since the confused mob dmg does aid in killing stuff faster). Unless you're being wreckless and confusing things nobody is anywhere near ready to kill, it shouldn't be an issue ya?
I figured as a Plants/Kin nobody would really tell you anything if they wanted speed boost.Let me know what you guys think.
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Was trying to decide between Plants/kin and plants/storm.
Settled on the plants/kin. I'm gonna be perma-grouped with a fire/fire blaster so I hope this works out for us. Can't help but feeling the /storm would be more fun overall, but the /kin seems more useful. Plus, I wanna shoot for perma carrion creepers, are they affected by fulcrum shift or siphon power? -
I'm new to blue side, but why isn't Plants in the conversation?
AoE Immob, Ranged AoE hold, Virtually Spammable AoE confuse, carrion creepers (EQ\Ices lick that follows u from spawn to spawn, tanks, and does damamge, oh and it grows in size to match the size of the spawn), and a bet that does -fly, -jump, and immobs.
Also, can Mind trollers kill alphas using sleep, or was that only a Dom thing? -
I noticed just about every set has an attack with an increased chance to crit. I was thinking about doing a FM/SR scrapper but I noticed that FM didn't have one of these attacks.
Is this the case or is it just not added in the tooltip?
I just started playing blue side and I'm debating between fm/sr or claws/sr.
I was favoring FM because everyone says to stay away from lethal for dmg (and I'm just starting blue so I don't have tons of cash).
I know DM is lightly resisted, but it's too ST for my taste. I'm going to be grouped with a fire/ blaster and I want to be able to keep up with some kind of aoe lol.
We intend to do big groups almost always.
Thanks a lot for any help! -
Cool thanks a lot for all the help.
Garthalus thanks a lot for the cool guide. I was actually thinking about doing SD/WM, but I can't really tell the difference between axe and mace.
Do they both compare equally on end usage? It seemed like Axe had better AoE, but WM had an advantage in being smash and not letahl.
Thanks a lot for the help!! Can't wait to get shield charge. I Just wanted to make sure I wasn't stressing my gf out for no reason by opting not tog o Inv or Stone. -
Hello there. I know these posts come around a good 10x a day but I could really use some help picking my skill sets for a tanker.
I used to play with my gf a year ago and we've only played on CoV so we decided to comeback and give this a shot again, this time playing Hero side.
She's making an emp/energy defender (not sure why energy but oh well)
At first I thought I would play an earth/rad troller, but I played it a min and it reminded me of the Dom how you do your thing in the beginning of each pull then can twiddle your thumbs.
I thought about a scrapper for a little, but settled on a tanker thinking it would increase our ability to form large groups. We want to be grouping with 6+ at all times if we can help it.
Because of this, I need someone that can take a mean large group alpha.
I played brutes on CoX, so I have no desire to play WP or Stone again. I know these are regarded as some of the better tankers.
From my understanding this leaves Invul and SD in that order of survivability. The tanker I made is SD/Axe atm. The main thing that worries me is he doesn't have an affects resist toggle and I don't know how long it would be before I could get the active defense perma.
I take it people don't take axe because of the weapon unsheath thing, but I think it looks absolutely brutal with the shield lol. I thought the 2 potential AoE knockdowns would help alleviate some of the res lacking on the SD.
I'm also really curious about shield charge. I remember in CoV, EM brutes could eat huge alphas by using the lightning rod to knock most of them down from the start. Does it work the same or am I giving this skill too much credit?
stone/
invul/ss
seem to be the cookie-cutter tanks, can anyone else suggest something outside of that (generally don't like SS for some reason for melee either) that will be able to take large party alphas out of the box (and hopefully not too late in the game either), or am I asking for too much?
Thanks a lot in advance for any and all help!!