Plant/Thorns - guide with build and power review
Here is my build...
Javelin
Archetype: Dominator
Primary Powers - Ranged : Plant Control
Secondary Powers - Support : Thorny Assault
01 : Thorny Darts acc(01) dam(3) dam(11) dam(34)
01 : Strangler acc(01) acc(3) hlddur(15) hlddur(19) hlddur(40)
02 : Roots acc(02) acc(5) immdur(13) immdur(37)
04 : Fling Thorns acc(04) dam(5) dam(11) dam(15)
06 : Hasten recred(06) recred(7) recred(7) recred(13)
08 : Seeds of Confusion recred(08) recred(9) acc(9) acc(23) cnfdur(31) cnfdur(37)
10 : Combat Jumping endred(10)
12 : Swift runspd(12)
14 : Super Jump jmp(14)
16 : Health hel(16) hel(17) hel(17)
18 : Spirit Tree recred(18) recred(19)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23)
22 : Acrobatics endred(22)
24 : Thorn Burst endred(24) endred(25) acc(25) dam(40)
26 : Carrion Creepers recred(26) recred(27) acc(27) acc(37)
28 : Stealth endred(28) defbuf(29) defbuf(29) defbuf(31)
30 : Thorntrops recred(30) recred(31) slw(40)
32 : Fly Trap acc(32) acc(33) dam(33) dam(33) hlddur(34) hlddur(34)
35 : Ripper acc(35) dam(36) dam(36) dam(36)
38 : Thorn Barage acc(38) dam(39) dam(39) dam(39)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
1st off: although no one says you have to take the fitness pool, you are going to encounter endurance troubles in the 20's and up, especially with the AoE and 'pet' skills like Vines and Carrion Creepers. I'm personally taking the fitness route, as I do with all my chars, because even though Stamina's effectiveness has been reduced by half, it's still an enormous benefit to have double end regen. And while Stamina has effectively been halved, the bright side is you can add two more slots to Health and more than double your natural HP regen. Couple that with Spirit Tree's regen and your self 'healing' potential is pretty substantial.
2ndly, ditch all the slots you put in Combat Jumping. 5% is pretty much unregisterable in difference as opposed to the unslotted 2.5% defense, and it's generally a waste of slots. Also, it's a 0.06 endurance drain per tic, and therefore completely unneccesary to add a end reduction enhancer to it. Slap a +jump (or +def if you must) in the slot it comes with and be done with it. We're not meant to have personal defense on any level with melee chars, we're priveledged to melee because of our control.
Add a spare slot to Super Jump (2 slots pretty much maxes it's range, I've tried 3 slots and noticed no real difference worth using a slot) and another slot to spirit tree to double it's output. Drop the Slow and End reduction from Impale and Thorny Darts respectively. Add the slots to Seeds of Confusion. The power's so much better if you add another +conf and +recharge.
One last thing: Invisibility can wait. Carrion Creepers is too cool to pass up at 26. Swap those powers over in the build.
My working build (up to Carrion Creepers, whereupon I will consider my future options):
---------------------------------------------
Exported from Ver: 1.7.0.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Teasle
Level: 28
Archetype: Dominator
Primary: Plant Control
Secondary: Thorny Assault
---------------------------------------------
01) --> Strangler==> Acc(1)Hold(3)Hold(9)Hold(17)
01) --> Thorny Darts==> Acc(1)Dmg(3)Dmg(7)Dmg(15)
02) --> Roots==> Acc(2)Immob(5)Immob(9)
04) --> Fling Thorns==> Acc(4)Dmg(5)Dmg(7)Dmg(17)
06) --> Combat Jumping==> Jump(6)
08) --> Seeds of Confusion==> Acc(8)ConfDur(13)ConfDur(13)
10) --> Impale==> Acc(10)Dmg(11)Dmg(11)Dmg(15)
12) --> Hurdle==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)Heal(23)
18) --> Vines==> Acc(18)Hold(19)Hold(19)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Aim==> Rechg(22)Rechg(23)
24) --> Spirit Tree==> Heal(24)Heal(25)Heal(25)
26) --> Carrion Creepers==> Acc(26)Immob(27)Immob(27)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
As I level further, more slots will be added to Seeds of Confusion & Roots as they've currently fallen by the wayside in order to increase damage output for the mid 20's.
Many +recharge slots to go in
Very good post. I will rely on this in the future for my new Plant/Thorns Dominator.
Wow. Everytime I see someone take Superjump without Hurdle...well, I just feel bad. Especially if that toon will EVER pvp.
Second. Who in the world would skip STAMINA in a plant/thorns? Thorns are pricey (like spines) and all those AOE powers from plant are expensive, too... this build just spells DOOOOOM. Unless you like long waits between mobs, etc.
Reading the OP's description of the powers in the beginning of the post, I almost got the impression s/he was going to do pvp and pve. Not with that build. Well, you can - but you will get owned FAST.
My plant/thorns I treat as a mini spines scrapper (w/o defense, but with mez). You won't go toe-to-toe with many "pvp AT's" (scrappers, tanks, brutes) but in a team, you won't be totally gimped.
I would also take AID SELF (after Aid Other OR Stimulant) instead of spirit tree and an aoe sleep. Also, since you do lack defense; rather than go the Stealth (yikes) and Invis (nice) route, I'd take the Presence pool and fear those enemies. Very few things resist fear, so you end up with a cheaper AoE hold (effectively).
I'm thinking about this build:
01) --> Strangler==> Acc(1)Acc(3)EndRdx(15)Hold(25)
01) --> Thorny Darts==> Acc(1)Acc(5)Dmg(7)Dmg(9)Dmg(21)EndRdx(46)
02) --> Entangle==> Acc(2)Acc(3)EndRdx(15)Immob(25)
04) --> Fling Thorns==> Acc(4)Acc(5)Dmg(7)Dmg(9)Dmg(21)EndRdx(43)
06) --> Hurdle==> Jump(6)
08) --> Aid Other==> Heal(8)
10) --> Impale==> Acc(10)Acc(11)Dmg(11)Dmg(13)Dmg(13)Rechg(37)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Aid Self==> Heal(16)Heal(17)Heal(17)EndRdx(34)
18) --> Seeds of Confusion==> Acc(18)Acc(19)ConfDur(19)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Challenge==> Rechg(24)
26) --> Intimidate==> Acc(26)Acc(27)Fear(27)EndRdx(46)
28) --> Aim==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(40)TH_Buf(46)
30) --> Invoke Panic==> Acc(30)Acc(31)Fear(31)EndRdx(31)
32) --> Fly Trap==> Acc(32)Acc(33)Dmg(33)Dmg(33)Dmg(34)DefDeBuf(34)
35) --> Ripper==> Acc(35)Acc(36)Dmg(36)Dmg(36)Dmg(37)Rechg(37)
38) --> Thorn Barrage==> Acc(38)Acc(39)Dmg(39)Dmg(39)Dmg(40)Rechg(40)
41) --> Bile Spray==> Acc(41)Acc(42)Dmg(42)Dmg(42)Dmg(43)EndRdx(43)
44) --> Shark Skin==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)
47) --> Summon Coralax==> Acc(47)Acc(48)Dmg(48)Dmg(48)Dmg(50)Rechg(50)
49) --> Thorntrops==> Slow(49)Slow(50)
Please note: TWO accuracies in each attack. That's a PvP build. You can drop it to ONE and add a -DEF or +SLOW or END if you don't plan on PvPing.
Another build I'm contemplating (via a respec) would be more OFFENSIVE than the above build:
01) --> Strangler==> Acc(1)Acc(5)Hold(9)
01) --> Thorny Darts==> Acc(1)Acc(3)Dmg(7)Dmg(19)Dmg(31)
02) --> Skewer==> Acc(2)Acc(3)Dmg(9)Dmg(17)Dmg(31)EndRdx(46)
04) --> Fling Thorns==> Acc(4)Acc(5)Dmg(7)Dmg(19)Dmg(31)EndRdx(37)
06) --> Hurdle==> Jump(6)Jump(50)
08) --> Combat Jumping==> DefBuf(8)
10) --> Impale==> Acc(10)Acc(11)Dmg(11)Dmg(17)Dmg(34)
12) --> Seeds of Confusion==> Acc(12)Acc(13)ConfDur(13)ConfDur(15)ConfDur(15)
14) --> Super Jump==> Jump(14)
16) --> Aid Other==> Heal(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Aid Self==> Heal(22)Heal(23)Heal(23)IntRdx(43)IntRdx(43)Rechg(43)
24) --> Aim==> Rechg(24)Rechg(25)Rechg(25)
26) --> Thorn Burst==> Acc(26)Acc(27)Dmg(27)Dmg(29)Dmg(29)EndRdx(40)
28) --> Thorntrops==> Slow(28)
30) --> Recall Friend==> Range(30)
32) --> Fly Trap==> Acc(32)Acc(33)Dmg(33)Dmg(33)Dmg(34)DefDeBuf(34)
35) --> Ripper==> Acc(35)Acc(36)Dmg(36)Dmg(36)Dmg(37)EndRdx(37)
38) --> Thorn Barrage==> Acc(38)Acc(39)Dmg(39)Dmg(39)Dmg(40)EndRdx(40)
41) --> Dark Embrace==> DmgRes(41)DmgRes(42)DmgRes(42)EndRdx(42)
44) --> Dark Consumption==> Acc(44)Acc(45)Rechg(45)Rechg(45)Rechg(46)EndMod(46)
47) --> Summon Seer==> Acc(47)Acc(48)TH_Buf(48)Rechg(48)Rechg(50)Rechg(50)
49) --> Swift==> Run(49)
In SUMMARY: My idea is to be scrapper-like with mez's thrown in as backup. The second build does so much damage in the initial attack chain, that you can remove the minions and several LT's before stacking mez's on the boss or whomever is left.
Still, it's a learning experience for me.
-FB
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
Why Hurdle with Super Jump? Does it aid with contorl during the jump, I thought I read that somewhere but have never confirmed.
Hurdle (1SO) + SJ (1SO) gets you very, very close to the SJ speed cap and lets you move faster with CJ in combat (by jumping),
I think stamina might be needed..
Also, Hurdle + CJ (which you can get by level 8) goes about 50% (who would really know exactly) as fast as sprinting... and from level 8 - level 14, everyone will envy that! They always do.
I just started one of these by the by, and would like to thank anyone for the information here. I find it very helpful!
"...now me actually stop to go to the bathroom, as opposed to me just doing it while me walk..."
I have my plant/thorn up to 22nd lvl and am looking to use him a lot of PvP. I want him to be hold heavy for teaming with stalkers and such. Suggestions on what holds and imobs to take and what not to take?
Impale - get impale - thorntrops is a must and your single target holds = in pvp you will have to stack holds so recharge on them is more important than hold duration - plus the faster you can build dom the better - tp foe is good too with thorntrops - tp them in the slow, stack holds till they are held - impale - ripper - youknow the drill
Hey so far I love this AT. I've only gotten mine to lvl 20 but I can see 2 things at this time. (1) This is an end. PIG. If you don't get stamina you better slot end reducers across the board. (2) Vines is a great HOLD power but... to be useful, you must slot it with recharge and have hasten. Can't get enough of this toon.
@MarvelatMee and @COL Burn
24 - 50s
Too many ALTs
ok so keeping witht he beginning build i was wonderinghow to upgrade it with ios and sos now that i am a lvl 49. any ideas?
01) --> Strangler==>
01) --> Thorny Darts==>
02) --> Skewer==>
04) --> Roots==>
06) --> Fling Thorns==>
08) --> Seeds of Confusion==>
10) --> Impale==>
12) --> Combat Jumping==>
14) --> Super Jump==>
18) --> Vines==>
22) --> Acrobatics==>
24) --> Stealth==>
26) --> Invisibility==>
28) --> Carrion Creepers==> A
30) --> Spore Burst==>
32) --> Fly Trap==>
35) --> Ripper==>
38) --> Thorn Barrage==>
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
i went borlax for patron,,,lol dont ask.
That's a very tight build when you go for the Fitness pool.. That's the best I can get with Medicine too, I'm at level 30 now (Acrobatics is so so late and I could not make room for Hasten O.o):
Villain Plan by Mids' Villain Designer 1,21
http://www.honourableunited.org.uk/mhd.php
TreeLovah: Level 48 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Strangler -- Empty(A)
Level 1: Thorny Darts -- Empty(A)
Level 2: Skewer -- Empty(A)
Level 4: Fling Thorns -- Empty(A)
Level 6: Hurdle -- Empty(A)
Level 8: Seeds of Confusion -- Empty(A)
Level 10: Impale -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Hasten -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Vines -- Empty(A)
Level 24: Aim -- Empty(A)
Level 26: Carrion Creepers -- Empty(A)
Level 28: Stimulant -- Empty(A)
Level 30: Aid Self -- Empty(A)
Level 32: Fly Trap -- Empty(A)
Level 35: Thorn Burst -- Empty(A)
Level 38: Ripper -- Empty(A)
Level 41: Acrobatics -- Empty(A)
Level 44: Thorn Barrage -- Empty(A)
Level 47: Water Spout -- Empty(A)
Level 49: Shark Skin -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
Plant / Thorn no haste, no stamina a guide with power reviews and my current build
Intro
When fully leveled you will be strong. You will be able to punch through high def mobs/heroes, and steadily maintain lowering of their def while you dish out consistent dps, and good control.
Your secondary is like a scrapper set and can dish out good damage with the added bonus of a dot component, and a def- and/or slow as 2ndary effects. Many of the thorns abilities are close range or melee, so to be fully effective with these you will have to move around a lot, and risk melee range.
To this end we must address the low def (no prim or 2nd abilities improve your def) and low HP. In the build section Ill show you a sample build (the one I currently use).
REMEMBER a stalker cannot hide from you if dotted.
REMEMBER STACK YOUR DoTs!
If I have made mistakes pls pm me or send me a tell in game (im Orphaned Hope on freedom)
Power review
PLANT CONTROL
Entangle
click, 7.8 end cost, 1.2 s cast, 4 s recharge
Effect: ranged single target foe, moderate dot (smash, lethal) SINGLE IMMOB
Possible enh: acc+, dmg+, recharge+, end cost-, range+, immob duration+
Comments:
Do not underestimate the value of a single target immobilize both for PvP and PvE. Your major comparison will of course be roots in this power set. Why take a single target immob when you already have an aoe one?
My answer would be
you do not need to incur aoe agro potential
the single target is about half end cost
the single target has half the recharge time
the single target does more dmg (the dots between your power sets really add up when stacked)
you are stacking magnitudes with roots for tougher mob immob
This power is a viable choice and a good addition if your build allows. Remember to use it a lot its cheap and puts a good dot stack your dots. As with roots this immob seems to make carrion creepers spread more effectively.
Strangler
click, 8.53 end cost, 2.07 s cast, 8s recharge
Effect: ranged single target foe, moderate dot (smash), SINGLE HOLD
Possible enh: acc+, dmg+, recharge+, end cost-, range+, hold duration+
Comments:
Fantastic power. Cheap, reasonable cast time, good dot (moderate), graphic for hold easily understood by teammates. You want this one.
Roots
click, 13 end cost, 1.67 s cast, 8s recharge, 10 targets max effect
Effect: ranged AoE from target foe (sphere 30), minor dot (smash, lethal), AOE IMMOB
Possible enh: acc+, dmg+, recharge+, end cost-, range+, immob duration+
Comments:
Very good in combination with seed of confusion (cone confuse) used before or spore burst (aoe sleep) used after for brief sleep on mob while you fall back. Seems to cause carrion creepers to spread more effectively.
Spore Burst
click, 13 end cost, 1.37 cast, 45s recharge, higher than standard base range, sphere aoe 25, 10 targets max effect
Effect: ranged AoE from target foe (sphere 25), no dmg, AOE SLEEP
Possible enh: acc+, recharge+, end cost-, range+, sleep +
Comments: quick cast, good base recharge, good base sleep duration. I find this one very useful both as a power to use as falling back from a mob, and also as a way to give you and your team a few seconds breather (even with a team which completely ignores sleep effects youll still typically get a second or two and sometimes thats enough)
Seeds of Confusion
Click, 15.6 end cost, 1.07 cast, 60s recharge, 10 targets max effect
Effect: ranged wide cone from you with target foe within cone area, no dmg, CONE CONFUSE
Possible enh: acc+, recharge+, end cost-, range+, confuse+
Comments:
Wonderful. Large and wide cone, highly effective. It is often a good idea to lock down mobs with an immobilize after using seeds to prevent them from wondering away to agro other mobs.
Spirit Tree
Click summon, 13 end cost, 3.2s cast, 200s recharge
Effect: placed summon immobile, physical obstruction, PBAoE from summon increases ally regeneration rate
Possible enh: heal+, recharge+, end cost-, PBAoE / placement range+
Comments:
So I read this was a crappy power I didnt believe it and I took it. I think its great heres why:
the tree provides your only ability to heal, and does so in a long lasting regen boost. Over time the amount healed is quite significant. In longer battles being able to provide a modicum of healing, even if only to offload some pressure from other team members is invaluable.
the tree heals your carrion creepers. This effect cannot be underestimated. The creepers are quite hard in pvp to target and there tend to be many of them. By increasing the regen of these creepers by 200% base (with no slotting) is great. Your creepers stay up longer. When I use creepers I tend to place a tree right in the middle of the patch.
the tree acts as a physical obstruction you can use this to your advantage with doors etc.
Often as a dominator we tactically direct the fights (whether our team appreciates this or not J ). I have found the tree to provide a moral boost to team mates. It can be set as a rally point, can be used as a marker for where you want the timid robot mms to hide etc.
When your in the middle of a mob, you can hardly see from the creepers flailing about etc. this little guy is ticking you constantly with improved regen. Remember what I mentioned about low HP. This partially offsets it when combined with a raised def (well talk about power pool selection in the build section).
Vines:
Click, 15.6 end cost, 3.1s cast, 240s recharge, sphere aoe 20, 10 targets max effect
Effect: ranged AoE from target foe (sphere 20), no dmg, AOE HOLD
Possible enh: acc+, recharge+, end cost-, range+, hold duration+
Comments:
A solid, valuable power. When I use this one it tends to be when I feel that pressure needs to be applied to a mob. Youll take a good few from the fight with this one with judicious targeting. The recharge is quite long, but this can be taken care of. Seems to spread creepers in the same way the immobilizes do.
Carrion Creepers:
Click, 26 end cost, 1.17s cast, 360s recharge, location based area, will spread for duration
Effect: ranged location summon, foe speed-, foe jump-, fly-, foe knockback, minor lethal dmg, creepers will spread on mob death (particularly if foe immob on death)
Possible enh: acc+, dmg+, recharge+, end cost-, range+, knockback+, slow+, immob duration+
Comments:
Creepers is wonderful. Well talk about its slotting in the builds section.
This power in pvp has a great effect on the enemy. The creepers are disgusting, heroes have nothing that even mildly resembles the graphic effect. The players vision will be reduced in best cases all theyll see is a forest of worm like vines knocking them down, slowing them, and applying damage effectively as a dot. (remember - stack your dots!)
Fly Trap
Click summon, 26 end cost, 1.17s cast, 240s recharge
Effect: summon fly trap pet, summon casts ranged immob, ranged moderate lethal with dot with def- effect, moderate melee lethal bite. Summon resistant to smash {check other types}
Possible enh: acc+, dmg+, recharge+, end cost-, range+, immob duration+, def debuff+
Comments:
A solid pet. Resistant to smashing dmg makes him last a good while (though hell be torn up by fire). Uses a mix of ranged and melee attacks. Tends to go for melee only when in close proximity and more so if foe immobilized/held.
His immobilizes seem to cause creeper spread.
Although I am uncertain of the boost on hitting domination I will resummon the pet often. I do not yet have numbers on whether he is boosted by doing this.
THORNY ASSAULT
Thorny Darts
Click, 4.4 end cost, 1.33s cast, 3s recharge
Effect: ranged target foe single, minor dmg (dot toxic), foe DEF-
Possible enh: acc+, dmg+, recharge+, end cost-, range+, def debuff+
Comments:
Cheap to use, fast to recharge, another dot, def lowering effect. I use this one a lot in combination with strangler and impale. Hitting with this one first is often a good idea. Its a quick cast, costs very little end and sets you up for your follow up by lowering mob defense.
Skewer
Click, 8.5 end cost, 1.63s cast, 8s recharge
Effect: MELEE moderate dmg (lethal), dot (toxic), def-
Possible enh: acc+, dmg+, recharge+, end cost-, def debuff+
Comments:
Quick strike much like thorny darts in speed but at melee range. Good (moderate) dmg, def debuff effect, another dot (stack your dots!). This one is great and a good melee opener. You can quickly dot an opponent and reduce their def. good to use before an attack like ripper to make it more likely to hit
Fling Thorns:
Click, 13 end cost, 1.63s cast, 12s recharge, cone 30, 10 targets max effect
Effect: ranged cone foe targeted, moderate dmg (lethal), dot (toxic), def-
Possible enh: acc+, dmg+, recharge+, end cost-, range+, def debuff+
Comments:
Wide cone effect. With a range enh or two very good area covered with a def- effect and dot.
I like this one very much. Good to lower def before thorn barrage, or before seeds of confusion, vines etc etc.
Impale
Click, 6.9 end cost, 2.43s cast, 6s recharge
Effect: ranged single target foe, high dmg (lethal), dot (toxic), IMMOB, def-, speed-, fly-, jump-
Possible enh: acc+, dmg+, recharge+, end cost-, range+, def debuff+, slow+, immob+
Comments:
Get this one. First off itll knock a mob out of the sky, itll slow them, prevent them flying away or super jumping etc. for a short while. The power deals high dmg with a good dot. As an added bonus a slow effect, a def- effect and potential for immobilization. Part of the 3 core ranged abilities I use most (strangler, thorny darts and impale). Not a bad one to put a range enh or two in to prevent escape.
Aim:
Click, 5.2 end cost, 1.17s cast, 90s recharge
Effect: self +acc, +dmg
Possible enh: recharge+, end cost-, to hit buff+
Comments:
A good power up. Very useful prior to seeds of confusion, or anything really that you want to hit.
Also useful to boost your attack strengths. Youll see this boost most in impale, skewer, thorny barrage and thorn burst etc.
Thorn Burst:
Click, 15.19 end cost, 3s cast time, melee sphere 15, 15s recharge, 10 targets max effect
Effect: PBAoE melee 15, moderate dmg (lethal), dot (toxic), def-
Comments:
A good power. However, expensive to use (15.2 end), has a long cast time (meaning mobs must be immob for full effect. Recharge time is long on this too. This power can help to devastate a mob group caught in a creeper patch.
I respecced out this power due to:
long cast time/end cost vs. damage/debuff effect normally delivered does not work out well
You expose yourself to melee for a minimum of 3s (normally more to move in / out)
We need to address defense of the dominator not taking this one frees up a slot for us to do so. Because I chose not to take stamina, this becomes a perfect candidate to skip.
Thorntrops:
Click, 7.8 end cost, 1.63s cast, location placed AOE, 45s recharge
Effect: placed location aoe. Minor dot (lethal), foe speed-
Possible enh: recharge+, end cost-, range+, dmg+, slow+
Comments:
Its caltrops really. I took it then respecced it out. The small location aoe is often easily avoided.
This power could be useful in pvp the dot will break a silly stalkers hide if they tread in it. Good obviously for locking down opponents. Good in combination with thorn burst as prevents foe escape during cast time.
I skipped this power because:
the range of placement without slotting for range is low
the recharge time is long it is hard to dynamically use this power OFTEN to control mob movement flow
smart people wont step in it
We need to address defense of the dominator not taking this one frees up a slot for us to do so.
Ripper:
click, melee cone 5, 11 end cost, 2.17s cast, 11s recharge, 5 targets max effect
effect: melee cone 5, high dmg (lethal), dot (toxic), def-,knockback effect, speed-
possible enh: acc+, dmg+, recharge+, end cost-, knockback+, def debuff+
comments:
A good choice. excellent damage, a slow effect, potential knockback, def- effect, yet another dot. Note you cannot currently slot this power for slow+.
The range on the cone is short, you'll rarely hit more than one mob in practice.
I have experimented slotting this for knockback. My conclusion is that you'd be better with more def-
Thorn barrage
click, short ranged, 10.2 end cost, 2s cast, 11s recharge
effect: close ranged, high dmg (lethal), dot (toxic), def-
possible enh: acc+, dmg+, recharge+, end cost-, range+, knockback+
comments:
a nice reward at 38. Range is low. High dmg and another dot. can knockback foe.
Build
This is the build I currently use. I very much like it and find it to be effective both in solo and group pvp/pve. I would welcome any constructive criticism or comments on the build.
As I mentioned earlier we have a few major areas of weakness - a low def due to no primary or secondary def boosting abilities, and low HP.
The character needs to be able to get into (and out of) melee range quickly. to this end i chose super jump as a travel power. We will use stealth and invis to hide, detect hidden and raise our def. We use acrobatics and combat jumping to increase resistance to holds, knockback, immob and to raise def.
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Exported from Ver: 1.7.1.0 of the CoH_CoV Character Builder
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Name: Orphaned Hope
Level: 40
Archetype: Dominator
Primary: Plant Control
Secondary: Thorny Assault
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01) --> Strangler==> Dmg(1)Acc(3)Hold(3)Hold(27)Dmg(31)EndRdx(31)
01) --> Thorny Darts==> Acc(1)Dmg(5)Dmg(17)DefDeBuf(17)Dmg(23)EndRdx(31)
02) --> Skewer==> Acc(2)Dmg(5)Dmg(34)
04) --> Roots==> Acc(4)Immob(11)
06) --> Fling Thorns==> Acc(6)Dmg(7)DefDeBuf(7)
08) --> Seeds of Confusion==> Acc(8)ConfDur(9)Rechg(9)
10) --> Impale==> Acc(10)Dmg(11)Dmg(15)Slow(19)DefDeBuf(21)Dmg(27)
12) --> Combat Jumping==> DefBuf(12)DefBuf(13)EndRdx(13)DefBuf(15)
14) --> Super Jump==> Jump(14)
16) --> Aim==> Rechg(16)
18) --> Vines==> Hold(18)Rechg(19)
20) --> Spirit Tree==> Heal(20)Heal(21)
22) --> Acrobatics==> EndRdx(22)EndRdx(23)
24) --> Stealth==> EndRdx(24)DefBuf(25)DefBuf(25)
26) --> Invisibility==> EndRdx(26)
28) --> Carrion Creepers==> Acc(28)Rechg(29)Rechg(29)Immob(36)Slow(37)Dmg(37)
30) --> Spore Burst==> Acc(30)
32) --> Fly Trap==> Dmg(32)Acc(33)Immob(33)Dmg(33)Dmg(34)KB_Dist(34)
35) --> Ripper==> Acc(35)Dmg(36)Dmg(36)DefDeBuf(37)
38) --> Thorn Barrage==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Range(40)Range(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
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I hope this is of some use to you. Please let me know what you think.
\@_@/
edit - typos
edit - changed build to short format