Plant/Thorns PvP build, comments


Ethric

 

Posted

(Woah, there's a lot of Plant/Thorns threads around now!)

Alrighty, I have gotten my Dominator to 40, and here's my PvP-respec-build which doesn't have the Flytrap, because PvP is rather mobile and Bitey isn't that fast!
Under powers I may have a blue comment why I have done this and that.
This build will be mainly for WB and RV and Arena, and my melee attacks will have the biggest compact, so the ranged attacks are slotted to build Domination or debuff the opponent's defense alot.

Here it is...

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Me So Thorny
Level: 50
Archetype: Dominator
Primary: Plant Control
Secondary: Thorny Assault
---------------------------------------------
01) --> Strangler
* Hold Duration(1)
* Hold Duration(3)
* Accuracy(3)
* Accuracy(5)
* Recharge Reduction(5)
* Recharge Reduction(7)

01) --> Thorny Darts
* Accuracy(1)
* Accuracy(7)
* Accuracy(9)
* Recharge Reduction(43)
* Range Increase(46)
* Range Increase(50)
Range enhancements for some easier way to build Domination, more flexible and lets me move afar

02) --> Skewer
* Damage(2)
* Damage(9)
* Damage(11)
* Accuracy(11)
* Accuracy(13)
* Recharge Reduction(13)

04) --> Entangle
* Accuracy(4)
* Accuracy(15)
Well I picked this over Fling Thorns or Roots, if I want something immobed for a short time this'll come in handy but it rests often in the second tray, nyaa!

06) --> Hurdle
* Jump(6)
* Jump(43)
Increased mobility is never a bad thing

08) --> Seeds of Confusion
* Confusion Duration(8)
* Confusion Duration(15)
* Accuracy(17)
* Accuracy(17)
* Recharge Reduction(19)
* Recharge Reduction(19)

10) --> Impale
* Accuracy(10)
* Accuracy(21)
* Accuracy(21)
* Defense DeBuff(23)
* Defense DeBuff(23)
* Defense DeBuff(25)
This attack should never miss, and after that nothing should miss, evah! For the /SR Scrappers out there, 2 Impales like this will make the day

12) --> Combat Jumping
* Jump(12)
* Jump(43)
Like Hurdle, slotting this for jump is not a bad thing, more mobility = better.

14) --> Super Jump
* Jump(14)

16) --> Aim
* Recharge Reduction(16)
* Recharge Reduction(25)
Not that I'd need a third rechg to get it 6 seconds faster back

18) --> Swift
* Run Speed(18)

20) --> Stamina
* Endurance Modification(20)
* Endurance Modification(27)
* Endurance Modification(27)

22) --> Aid Other
* Healing(22)
Prequosite for Aid Self

24) --> Aid Self
* Healing(24)
* Healing(29)
* Healing(29)
* Recharge Reduction(31)
* Interrupt Reduction(31)
* Interrupt Reduction(31)
[color]I've been wondering if it'd be better to put 1 interrupt and 2 rechg instead of this, well, life isn't fair![/color]

26) --> Carrion Creepers
* Accuracy(26)
* Accuracy(33)
* Recharge Reduction(33)
* Recharge Reduction(33)
* Slow(34)
* Slow(37)
2 recharges serve me good, if I have put this already on the ground and Impaled the target, a Vine will appear 95% of the time

28) --> Acrobatics
* End Reduction(28)

30) --> Hasten
* Recharge Reduction(30)
* Recharge Reduction(34)
"3 recharges!", yawn, doesn't matter to me, it's up whenever I need it.

32) --> Thorntrops
* Slow(32)
* Slow(34)
* Recharge Reduction(40)
I felt like a recharge would be good so it could be used more in combat or getting it stacked

35) --> Ripper
* Damage(35)
* Damage(36)
* Damage(36)
* Accuracy(36)
* Accuracy(37)
* End Reduction(37)

38) --> Thorn Barrage
* Damage(38)
* Damage(39)
* Damage(39)
* Accuracy(39)
* Accuracy(40)
* End Reduction(40)

41) --> Charged Armor
* Damage Resist(41)
* Damage Resist(42)
* Damage Resist(42)
* End Reduction(42)

44) --> Power Sink
* Endurance Modification(44)
* Endurance Modification(45)
* Endurance Modification(45)
* Recharge Reduction(45)
* Recharge Reduction(46)
* Recharge Reduction(46)

47) --> Summon Guardian
* Recharge Reduction(47)
* Recharge Reduction(48)
* Recharge Reduction(48)
* Accuracy(48)
* Accuracy(50)

49) --> Super Speed
* Run Speed(49)
* Run Speed(50)
SuperSpeed to get away fast from those Impaling Scrappers, Combat Jumping away from them is slow and will get you getting Rippered yourself
---------------------------------------------
01) --> Sprint
* Empty Enhancement(1)

01) --> Brawl
* Empty Enhancement(1)

01) --> Domination
* Empty Enhancement(1)

02) --> Rest
* Moar helth plz(2)

---------------------------------------------

Comments?


 

Posted

You won't take Fly Trap, but you will take the Guardian? I know it can fly but it's not that much more mobile, given you're an SJer. Given the fact it's available less often, and not slotted for anything other than acc/recharge, I can only presume it's there to occasionally supplement healing. Is that the best use of your power/enhancement slot(s)?

[ QUOTE ]
This attack should never miss, and after that nothing should miss, evah! For the /SR Scrappers out there, 2 Impales like this will make the day

[/ QUOTE ]
Do debuffs from the same player stack? Also, SR has an amount of DefDebuff resistance, which increases with level - this tactic might work fine in Sirens, but not so much in WB/RV/Arena. (As soon as Elude is activated, in fact, you might as well kiss any defdebuffs goodbye.) It will be useful against Bubblers, anyone using a Def-based Epic shield, and against teams using Defbuffs though.

Personally, I'd say that if you're going with no pets, stick with no pets; if you were going to choose a pet, I'd always advise the primary over the patron - for less slotting, you can get much better return, and it's more readily available in case of death (its or yours). I'd also think about slotting Aim with some To Hit Buffs, but that's personal preference. Thorntrops I'd go 2 Rechg/1 Slow, but again that's personal preference. Also, seeing as you're not a "Sapper" build, I'd think about slotting Power Sink 3 Rechg/2 Endmod/1 EndRdx to make it more readily available at low endurance. In all, mainly just niggles.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

Hmm, I'm not 100% sure if Impale stacks but even with the resists to defdebuffs it sure makes the job easier, unless they hit Elude, that is.

I'll try the Thorntrops on Test today, to see if 1 slow is enough to hit the cap.

I can't try out the Power Sink yet, but seeing that it has a 15ish endurance cost an endreducer would help, yes!

I would've slotted the Mu with 3 rechg and 3 heals but it seems that you can't slot it with heals, neither with endmods, but they do suck a lot of endurance themselves.

I was thinking of putting ToHits in Aim but I was wondering if it'd be really worth it? I can hit stuff reliably after I've done Aim + Impale defdebuff ('cept Ice/ and /SR with their scaling resistances to defdebuff).

IIRC the Mu does his Touch of the Storm at range, so I could jump around while getting healed at range. Flytrap does Roots and Thorn Barrage (similar sound) and Fling Thorns, both are pretty upclose. Roots has anti-KB which is against one of my best tools on taking out Blasters (hold + Thorn Barrage for a long KB when they start using either Aim and/or BU)

Quote from Filth aka Bilharzia
[ QUOTE ]
The Mu pet is pretty good though, definitely saved my butt in PvP more than once, the heal rate is decent but the only problem is it tends to heal the damn Flytrap as much as it does you! I was very disappointed it can't be slotted for heal, but the attacks are not too bad.

[/ QUOTE ]

So with this info I think the problem is that the Mu concentrates on the kamikaze too much!