Carrion Creepers


AcceleratorRay

 

Posted

Quote:
Originally Posted by Steel_Shaman View Post
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Carrion Creepers does many things, but none of them is really a mezz:
- Bramble (AoE slow)
- Entangle (AoE immobilize w/ DoT)
- Vine Smash (melee damage & knockdown)
- Vine Thorns (ranged damage)

It is targetable and is useful for taking aggro and absorbing alpha strikes. It spawns vines for each foe and can put out a reasonable amount of damage. It has a 2 minute duration and will follow you.

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And don't forget the screaming. That, to me, makes this the scariest power I've ever seen on a Dom. The vines actually......wail.

<shudder>
agreed it has awesome FX


 

Posted

Quote:
Originally Posted by Weatherby_Goode View Post
As before i14, Recharge is the most important aspect and if you can only spare three slots, three Recharge SOs is the absolute minimum you should accept in this power. Ideally, you have 6 slots in Creepers. Within those 6 slots you have a lot of freedom, and that means there are a lot of good ways to slot it.

My suggested slotting is:
~40% Accuracy
95% Recharge
95% Damage
and as many damage procs as you can cram in. It no longer matters what sets you choose to use, so go for the cheapest one.
All that AND several damage procs? Best I did with a little effort was (no purples):

48% Accuracy
95% Recharge
95% Damage
23% Imobilization
1 damage proc

What specific slotting do you use?


 

Posted

Quote:
Originally Posted by Weatherby_Goode View Post
i15 fixed all the IO problems with CC.
Holy !@#$#!?? You serious?

Do the procs come from the "mother pet" once every 10s or from each individual vine? The vines cause knockback, so I assume they can trigger chance for smashing? Wow!

The mother pet causes slow and immb and when aoe immb hits, it also checks for target aoe proc. Nice!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
Holy !@#$#!?? You serious?

Do the procs come from the "mother pet" once every 10s or from each individual vine? The vines cause knockback, so I assume they can trigger chance for smashing? Wow!

The mother pet causes slow and immb and when aoe immb hits, it also checks for target aoe proc. Nice!

I haven't checked all the procs, but Vine Thorns can trigger both KB, TAoE, and Slow procs. It used to only trigger Slow procs.


 

Posted

Quote:
Originally Posted by Weatherby_Goode View Post
I haven't checked all the procs, but Vine Thorns can trigger both KB, TAoE, and Slow procs. It used to only trigger Slow procs.
Damn.. I should take out my plant/psi then.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by _Uun_ View Post
Carrion Creepers does many things, but none of them is really a mezz:
- Bramble (AoE slow)
- Entangle (AoE immobilize w/ DoT)
- Vine Smash (melee damage & knockdown)
- Vine Thorns (ranged damage)

It is targetable and is useful for taking aggro and absorbing alpha strikes. It spawns vines for each foe and can put out a reasonable amount of damage. It has a 2 minute duration and will follow you.
I didn't realise that they were targetable; how do they compare to Phantom Army for pulling and holding aggro?


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Psiphon_EU View Post
I didn't realise that they were targetable; how do they compare to Phantom Army for pulling and holding aggro?
From what i've seen using them they do not have Phantom Army's high taunt values, so definitely no more than any other pet. If you don't attack an enemy being smacked by Creepers, then there's a fairly good chance they won't attack you immediately.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Weatherby_Goode View Post
I haven't checked all the procs, but Vine Thorns can trigger both KB, TAoE, and Slow procs. It used to only trigger Slow procs.
Quote:
Originally Posted by Jibikao View Post
Holy !@#$#!?? You serious?

Do the procs come from the "mother pet" once every 10s or from each individual vine? The vines cause knockback, so I assume they can trigger chance for smashing? Wow!

The mother pet causes slow and immb and when aoe immb hits, it also checks for target aoe proc. Nice!
So would it be more damaging to slot Creepers for damage? Or more damaging to put the Positron proc, the Hunter proc, the Impeded Swiftness proc, and the Explosive Strike proc in it?


Paragon City Search and Rescue
www.pcsar.net

 

Posted

I've been trying to figure that one out myself, and have been failing miserably.


 

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Originally Posted by Ruhe View Post
So would it be more damaging to slot Creepers for damage? Or more damaging to put the Positron proc, the Hunter proc, the Impeded Swiftness proc, and the Explosive Strike proc in it?
Well, the vine's raw damage output is very low so even if you enhance the damage, it won't be that much but if it's proc damage, it will be more I think. It depends what "rank" the vine pet is. I think they belong to minion pet? If that's the case, then the proc damage is less than proc damage from yourself. I think it is still worth it as vines can get killed easily and it's fun to just proc once before they die.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Another question: Since it can be slotted with Immobilize IOs, that makes the 'Chance to Hold' proc from the purple set an option.

Anyone have any experience with this, or educated guesses as to how it would work and whether it would be worth slotting?


 

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Originally Posted by SaintTzu View Post
Another question: Since it can be slotted with Immobilize IOs, that makes the 'Chance to Hold' proc from the purple set an option.

Anyone have any experience with this, or educated guesses as to how it would work and whether it would be worth slotting?
Very good question. Anyone know?


@Mazzo Grave
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Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

Quote:
Originally Posted by SaintTzu View Post
Another question: Since it can be slotted with Immobilize IOs, that makes the 'Chance to Hold' proc from the purple set an option.

Anyone have any experience with this, or educated guesses as to how it would work and whether it would be worth slotting?
Quote:
Originally Posted by Weatherby_Goode View Post
Carrion Creepers 2
CC2 summons Carrion Creeper Patch2 every ten seconds, at every enemy corpse in range. CCP2 is a short lived pet whose only purpose is to attack with an AoE version of Entangle and then self-destruct silently. This AoE Entangle applies a Mag4 Immob to an 8ft area, deals a decent amount of Lethal and Smashing damage, and prevents flight and knockback on the targets. Creeper Entangle has a max target cap of 5 and a base accuracy of 1.0.
Based on what Weatherby said above, the Entangling portion of the pet fires off every 10 second and the hold proc would last for 8 seconds before resistance. However, it says the AoE Entangle fires for every corpse in range, which sounds the proc would chance a single critter multiple times if it was in the range of more than one corpse. Even if it does chance more than once per critter, I'm not sure if the proc will stack with itself or not.

Surely that can't be right: multiple checks against a single critter in the range of two or more AoEs? Does that the Entagle AoE will trigger the Hunter and Positron damage procs in that manner too?

Otherwise:
Quote:
Originally Posted by Weatherby_Goode View Post
Bramble
The Bramble power is an autohit AoE snare power. It is always on, and every 0.2s it will apply -fly, -runspeed, -maxrunspeed, and -jumpheight over a 20ft area.

Vines
The Vines power has a 50% chance of summoning a Carrion Vine every ten seconds for every living enemy (PC or NPC) in range. These are the vines we know and love and they are the most visible part of the power. Each Vine lasts for 15s and has a ranged Vine Thorns attack and a melee Vine Smash attack. Both the attacks applie a small recharge slow, a movement snare, and a -fly effect. The melee Vine Smash also has a guaranteed knockdown. Both attacks have an accuracy of 1.0.
This sounds like the Bramble power will chance the Impeded Swiftness damage proc every 10 seconds and the Vines have two attacks that will chance the proc every time they attack, which would make the Impeded Swiftness damage proc the most valuable to have in place.

Damn. This is almost worth buying all the procs and foregoing the fact that I can't access the test server to test this before commitment.


Paragon City Search and Rescue
www.pcsar.net

 

Posted

Quote:
Damn. This is almost worth buying all the procs and foregoing the fact that I can't access the test server to test this before commitment.
You'd only need to test an immob proc and a slow proc to figure which procs more, I think. Last I checked Trap of the Hunter and Impeded Swiftness were not very pricy. Of course, it DOES mean burning through a couple of respecs. I'd do it but both my Plant Dom and my Plant Troller are still in their early teens. Maybe I'll just level one of em over the weekend...


 

Posted

Something I just finally noticed:

Creepers just HATE the Oil Slick pet from OSA. Heck, the flytrap hates it as well. Just something to point out if you notice your plant pets not putting out as much dps as they "should". Granted they won't ignite it, but they can kill it.


My in-game spell check is 6 slotted for damage.

" I assure you, my good man, Nemesis is most definitely 'down with the street.' Word up, my homie, as it were."

 

Posted

Keep in mind that the proc behavior has not been thoroughly tested. From my preliminary checks it seems that the Posi Proc is going off when used by the Vines (Where only Slow and KB procs should go off). Now, whether all procs will check at all proc opportunities or if this is directly related to the TAoE sets applying to all damage aspects, I'm not certain.


 

Posted

So something like this might work better than slotting for damage? Not sure if the KB will proc more than the Hold...argh...most confusing power ever!

Carrion Creepers
(A) Positron's Blast - Chance of Damage(Energy)
(27) Trap of the Hunter - Chance of Damage(Lethal)
(27) Impeded Swiftness - Chance of Damage(Smashing)
(29) Accuracy IO
(29) Recharge Reduction IO
(31) Recharge Reduction IO


 

Posted

Got a few questions about slotting

Invention IO enhancements
3 damage procs and then ...
or
2 damage procs, 2 damage IOs and 2 recharge IOs maybe?

Hami-O's
Would a Peroxisome HO make any sense? (+damage, +mezz, +res???)
Does a Microfilament HO with the 3 travel speed enhancing components help with -run, -fly of the creeper patch? Any sense to slot for this at all?

*frankenslotting*
Level 26: Carrion Creepers
(A) Ragnarok - Damage/Recharge: Level 50
(27) Ragnarok - Damage/Endurance: Level 50
(27) Positron's Blast - Damage/Recharge: Level 50
(29) Positron's Blast - Chance of Damage(Energy): Level 50
(29) Trap of the Hunter - Chance of Damage(Lethal): Level 30
(31) Empty

Last slot (Empty) could be Kinetic Crash - Recharge/Endurance

This slotting only if Creeper is auto-hit and can be *stacked*, Recharge is around 95 seconds, otherwise I'd go for ACC or a 3rd damage proc.

Is slotting for Acc doing anything or is it auto-hitting stuff?

Does it make any sense to further slot for -RECH when it's already *perma* as in <120 sec recharge?
Or let me ask if I could have 2 of those creeper pets out at one time?
It's for a Plants/Kin

Still not sure but if ACC is needed how about this? (global Acc bonus is +70% if that matters, it will be for lv 50 Min's and Lt's only)
Level 26: Carrion Creepers
(A) Ragnarok - Damage/Recharge: Level 50
(27) Ragnarok - Accuracy/Damage/Recharge: Level 50
(27) Positron's Blast - Damage/Recharge: Level 50
(29) Positron's Blast - Chance of Damage(Energy): Level 50
(29) Trap of the Hunter - Chance of Damage(Lethal): Level 30
(31) Explosive Strike - Chance for Smashing Damage: Level 20

Accuracy: 26,5%
Damage: 84,5%
Recharge: 84,5%


 

Posted

Only the slow and -fly aspects of Creepers are autohit. All the damaging aspects need accuracy and to my knowledge will not benefit from global accuracy bonuses.


 

Posted

Quote:
Originally Posted by Barata View Post
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Ive heard from many people this is one of the best mezzes in the game, but why is that so? What does it do so well to make it that way?

Lemme know cause I wana make something with plant control if its allll that ^_^

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Plant control is pretty fun, I've never heard anyone complain about it.
I have.

It doesn't play nice with things like Earth and Ice trollers who want to play the floppy mob game and in that case I'm sorry to say those controllers will just have to find another way to do what they want to do.


 

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Originally Posted by brophog02 View Post
I have.

It doesn't play nice with things like Earth and Ice trollers who want to play the floppy mob game and in that case I'm sorry to say those controllers will just have to find another way to do what they want to do.
No, in that case the controllers pay attention to what the other is doing and try to work together instead of against each other. At least good players do - work together for the good of the team, that is. Yes, sometimes that means not using favored powers at every possible opportunity. But not every mob, doorway, etc. needs to be ice slicked/creepered/earthquaked. (Obviously that doesn't mean the occasional "oops, I got my chocolate on your peanut butter" doesn't happen - it does - but it means to put the ego (for lack of a better word) aside and work as a team.)

Creepers, at least, are better than (say) Frostbite or Cages in this regard, in that they spawn an entity that can take a hit or two - so the aggro isn't necessarily getting redirected back at you and your team when the enemies stop flopping.

All that aside, my Plant/Thorn Dom has a blast seeing Scrapyard come out. Even con to the mobs, even pre-creeper, she chewed them up and spit them out. Got the badges for the scrapyarders, kept going. I think by the time they conned grey to her, she was probably - solo - at about 600+ Scrapyarders defeated for 3-4 of her own - and she got Creepers about halfway through that, which was just sick. I'm tempted to roll another up *just* to play around in that range again.

One side question - seeing Creepers come out, as I'm recalling, I'm also seeing grey numbers coming up from defeated bodies. Cause? They're already defeated, they're certainly not taking dmaage.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
No, in that case the controllers pay attention to what the other is doing and try to work together instead of against each other. At least good players do - work together for the good of the team, that is. Yes, sometimes that means not using favored powers at every possible opportunity. But not every mob, doorway, etc. needs to be ice slicked/creepered/earthquaked. (Obviously that doesn't mean the occasional "oops, I got my chocolate on your peanut butter" doesn't happen - it does - but it means to put the ego (for lack of a better word) aside and work as a team.)

Creepers, at least, are better than (say) Frostbite or Cages in this regard, in that they spawn an entity that can take a hit or two - so the aggro isn't necessarily getting redirected back at you and your team when the enemies stop flopping.
I think you misunderstood me. I'm all for working together and doing whatever it takes for the good of the team. But in this case, there really isn't much around plant having a ton of immobs. Anyone who wants to rely on a similar knockdown effect is going to have to work around that.

Which is what happens, and the team is better for it. I'm simply quoting an example where there can be conflict.