Plant/Psi
I'm not sure the snipe is that useful, dart already has a pretty good range on it if you need to pull. Some of the aoe's and cones only have 1 acc, might be worth putting at least 2 in there.
Also, with psi assault you might not have enough firepower to finish them off before seeds runs out. If you find yourself struggling it might be worth picking up spore burst for those moments when youre in over your head.
My MA IDs:
Fiend Space: 211464
I would take out the EndRed in Psionic Dart and replace it with an ACC.
You don't need to slot Entangle with damage enhancements. (Personally I don't think you even need that power to be effective)
Put an extra RECHG in Seeds - this is going to be your opener.
With Vines, I would slot it 2 ACC 2 HOLD as it's more useful when fighting +3s. No need for recharges as Mass Holds have become "Oh Sh*t!" powers.
Take out the DMG enhancement in Creepers. Replace it with ACC.
No need for a RECHG in Fly Trap!
I would slot Drain Psyche for EndMods to begin with, until you get Power Sink.
This is my personal preference and what I've found to work both with being a plant/ and a /psi.
Seeds last a pretty long time with that slotting, especially with SOs. PS will finish them off quick enough, especially since they will be attacking each other too.
Sorry if I appear blunt, I'm rushing!!
@Under Control
Well, I dont need DP for the endurance as much, seeing as I am getting stamina 2 levels after And thanks for the advice, my slotting's a little off.
What's the consensus on psychic scream? Good?
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Well, I dont need DP for the endurance as much, seeing as I am getting stamina 2 levels after And thanks for the advice, my slotting's a little off.
What's the consensus on psychic scream? Good?
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Its pretty good, maybe more for the -recharge though. As plant/psi I think it will come in handy for you. When seeds bunches all the mobs up you will have shockwave and scream to hit many of them. The cone is quite narrow though.
My MA IDs:
Fiend Space: 211464
Quick question, how much regen do I get per enemy when it's unslotted?
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Quick question, how much regen do I get per enemy when it's unslotted?
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Assuming you mean DP.
I find the end recovery boost really good. I can be dry and panting for breath, maybe 10 seconds after DP I look up and my end bar is nearly full. Not sure the HP regen is that great though. I have 2 slots for regen in it and its not really noticable. That said, I believe the effects of DP depend on how many enemies it hits. Plus if you plan on getting spirit tree thats more regen still.
My MA IDs:
Fiend Space: 211464
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Quick question, how much regen do I get per enemy when it's unslotted?
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according to hero builder it increases you regen by 5% of base unslotted per mob it hits, i read on the us baords a whle ago the spirit tree and DP both fully slotted can make /regens cry with envy
EDIT; just checked and spirit tree unslotted doubles base regen rate and triples it fully slotted in case you're wondering
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according to hero builder it increases you regen by 5% of base unslotted per mob it hits, i read on the us baords a whle ago the spirit tree and DP both fully slotted can make /regens cry with envy
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I looked into this combination when I was considering another dom (just made a Mind/Psi today, incidentally - its a concept build, so might have a better chance of getting past the teen levels than the dozen doms Ive deleted).
While it would turn you into a mini-regen while you stayed near the tree, and I stress mini-, its hardly going to make /regens cry with envy. Im sure the stacked regeneration would be very nice for cutting downtime and getting a bit of health back while enemies are mezzed, especially combined with Aid Self, but I wouldnt plan to depend on it for tanking anything nastier than an asthmatic boss with some heavy shopping
Skippable boring maths bit (feel free to correct likely errors): Spirit Tree tripling your regen would be +200% - Sherksilver, who has been known to be wrong, reckons its 200% unslotted, so lets be generous and say 390% with 3xHeal SOs. Hitting the AE cap of 10 mobs with Drain Psyche would be +50% or up to +97% with 3xHeal SOs, and even if you throw in 3-slotted Health (which a /regen could get too) thats +78%. So a maximum of +565% on the Plant/Psi. Now I believe /Regens Instant Healing, unslotted, on its own, is +600% - factor in the rest of the /Regen set and Health with full slotting and you can get north of 1,000%. Add the fact that a Scrapper also has 125% HP base compared to a Doms 95%, and can push his HP 40% higher with Dull Pain, then the scrapper is regenerating more HP per tick even if the dom could somehow equal his remarkable regen rate.
Also the scrapper isnt forced to hug an immovable tree or wade into the middle of 10+ mobs and AE them with DP hoping to get 10 hits (not a wise move for a solo dom, heh)
Most posts Ive read say that the +recovery from Drain Psyche is a heck of a lot more noticeable than the +regen, so on my Mind/Psi Im going to slot it with that in mind (excuse the pun), and leave Aid Self, insps and my controls to take care of my survivability.
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according to hero builder it increases you regen by 5% of base unslotted per mob it hits, i read on the us baords a whle ago the spirit tree and DP both fully slotted can make /regens cry with envy
[/ QUOTE ]
I looked into this combination when I was considering another dom (just made a Mind/Psi today, incidentally - its a concept build, so might have a better chance of getting past the teen levels than the dozen doms Ive deleted).
While it would turn you into a mini-regen while you stayed near the tree, and I stress mini-, its hardly going to make /regens cry with envy. Im sure the stacked regeneration would be very nice for cutting downtime and getting a bit of health back while enemies are mezzed, especially combined with Aid Self, but I wouldnt plan to depend on it for tanking anything nastier than an asthmatic boss with some heavy shopping
Skippable boring maths bit (feel free to correct likely errors): Spirit Tree tripling your regen would be +200% - Sherksilver, who has been known to be wrong, reckons its 200% unslotted, so lets be generous and say 390% with 3xHeal SOs. Hitting the AE cap of 10 mobs with Drain Psyche would be +50% or up to +97% with 3xHeal SOs, and even if you throw in 3-slotted Health (which a /regen could get too) thats +78%. So a maximum of +565% on the Plant/Psi. Now I believe /Regens Instant Healing, unslotted, on its own, is +600% - factor in the rest of the /Regen set and Health with full slotting and you can get north of 1,000%. Add the fact that a Scrapper also has 125% HP base compared to a Doms 95%, and can push his HP 40% higher with Dull Pain, then the scrapper is regenerating more HP per tick even if the dom could somehow equal his remarkable regen rate.
Also the scrapper isnt forced to hug an immovable tree or wade into the middle of 10+ mobs and AE them with DP hoping to get 10 hits (not a wise move for a solo dom, heh)
Most posts Ive read say that the +recovery from Drain Psyche is a heck of a lot more noticeable than the +regen, so on my Mind/Psi Im going to slot it with that in mind (excuse the pun), and leave Aid Self, insps and my controls to take care of my survivability.
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i double checked the figures after i made that post and didn't bother correcting the spirit tree numbers as it was past edit time and had nothing to do with the OP anyway, but yeah unslotted it triples and slotted it's almost 5 times as much. i didn't care enough to break out the calaculator and look up every number involved in a comparison but i did suspect that making regens envious was a slight exageration but it seems to be alot closer than i thought, though it obviously can't compare and i doubt anyone would expect it to
Yeah. I'd still be interested to know how it works out in practice, but the main reason I ruled it out for a dom I'd play is because I hate having my mobility restricted, either directly (eg granite+rooted) or by tying me to static pets (like the traps/pets in /Dev and /Traps).
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just made a Mind/Psi today, incidentally - its a concept build, so might have a better chance of getting past the teen levels than the dozen doms Ive deleted
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Happy new dom day :O)
My MA IDs:
Fiend Space: 211464
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Happy new dom day :O)
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Cheers
All my characters are concept builds, so I should have said I was hopeful for this new Mind/Psi because he's using a new concept (i.e. one I haven't played yet).
I swear my old main Dom concept is cursed - remade him as an MM and he still hasn't got past 14 before I tired of him
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Happy new dom day :O)
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Cheers
All my characters are concept builds, so I should have said I was hopeful for this new Mind/Psi because he's using a new concept (i.e. one I haven't played yet).
I swear my old main Dom concept is cursed - remade him as an MM and he still hasn't got past 14 before I tired of him
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I've liked mind right off the bat, and mind/psi really seems to fit together concept wise. I remember seeing mind probe for the 1st time and thinking "wow! its like mr spocks vulcan mind meld on steroids". I dont think theres a bad power in mind, although some are a little situational. Currently my mind/psi is lvl 40 and I cant say its been too difficult.
My MA IDs:
Fiend Space: 211464
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I've liked mind right off the bat, and mind/psi really seems to fit together concept wise. I remember seeing mind probe for the 1st time and thinking "wow! its like mr spocks vulcan mind meld on steroids". I dont think theres a bad power in mind, although some are a little situational. Currently my mind/psi is lvl 40 and I cant say its been too difficult.
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Yeah I've always liked Mind too. No pet doesn't bother me (prefer Confuse), and I like the damage and control in Mind.
I've played Mind to L10-14 with every secondary. Admittedly I liked Mind/Ice the best (although it stretched my concept and I had to use the dubious word "cryokinetic" in his bio ), but Mind/Ice was so End-hungry I sometimes found it hard to finish one spawn before I was gasping. And concept-wise I always felt I should have been Mind/Psi instead, or maybe Grav/Psi, as my concept is telekinetic (and Propel is really fun, although the rest of Grav/ doesn't appeal to me as much as Mind/ does).
I like that /Psi doesn't have that many decent attacks at low to mid levels (except the awesome Mind Probe, and the fast Psi Dart to fill gaps in attack chains), because Mind does so they complement each other. There are enough skippable powers in Psi that you can fit in pool stuff you need easily, then later both sets can get really powerful and fun stuff like Drain Psyche, Terrify, Mass Confuse and Psychic Shockwave.
There are two big threats to my Mind/Psi getting to decent levels, though: 1) I have a Fire/Rad at 27 desperate for a duo partner, so I'll be tempted to switch to him when my friend's dom and mine catch him up. 2) My friend also wants to play more CoH after I8, on Defiant (we have few Union slots left)... and I have a lowbie Mind/Kin over there I want to play, among other things.
Guess I'll see how it goes - so many characters to play, so little time
Personally I'd swap entangle for roots the reason is seeds of confusion.
Seeds of confusion followed by roots is a great combo, it immoblises the confused mobs in place ready for your AoE attacks.
Added on to this is the far better single target immoblise in the psi set.
Psy screem is a bit weak but it's the best you have untill the godly AoE of Psy shockwave (that thing is a fast rechargeing low end cost mini-nova
My attack chain at 38+ tends to be:
Cone Confuse, aoe immoblise, jump in, psi drain, psy shockwave, drainmind, psy shockwave... drain mind if something is still standing.
I'd also fully agree with Under_control's slotting advice. Seeds of confusion is your main AoE control, your AoE hold is for panics and followed by strangler for fast double stacking holds on bosses.
Slot Creapers with 3 recharge, 2 acc and maybe 1 knockdown or slow, the damage is generally too low and the thing that this power excells at is Alpha strikes, use it as your opening attack and all the mobs will be too bussy attacking it to notice you getting into position for your cone confuse. Please note if you want to target a boss or simular do it first as all thoes whipping vines can make selecting a single target hard.
Buildy!
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Strangle Spirit
Level: 50
Archetype: Dominator
Primary: Plant Control
Secondary: Psionic Assault
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01) --> Strangler==> Acc(1)Hold(3)Hold(3)Hold(7)Rechg(7)Rechg(13)
01) --> Psionic Dart==> EndRdx(1)
02) --> Mind Probe==> Acc(2)Dmg(5)Dmg(5)Dmg(13)Rechg(45)
04) --> Entangle==> Acc(4)Dmg(15)Dmg(15)
06) --> Hurdle==> Jump(6)
08) --> Seeds of Confusion==> Acc(8)Acc(9)Rechg(9)Rechg(11)ConfDur(11)
10) --> Combat Jumping==> Jump(10)
12) --> Swift==> Run(12)
14) --> Super Jump==> Jump(14)
16) --> Psychic Scream==> Acc(16)Dmg(17)Dmg(17)Dmg(34)Rechg(37)
18) --> Vines==> Rechg(18)Rechg(19)Hold(19)Acc(40)
20) --> Drain Psyche==> Acc(20)Heal(21)Heal(21)Rechg(25)Rechg(25)Rechg(34)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Acrobatics==> EndRdx(24)
26) --> Carrion Creepers==> Acc(26)Dmg(27)Rechg(27)Rechg(29)Rechg(31)
28) --> Subdue==> Acc(28)Dmg(29)Dmg(31)Dmg(33)Rechg(43)
30) --> Hasten==> Rechg(30)Rechg(31)Rechg(43)
32) --> Fly Trap==> Acc(32)Dmg(33)Dmg(33)Dmg(34)Rechg(43)
35) --> Psionic Lance==> Acc(35)IntRdx(36)IntRdx(36)Dmg(36)Dmg(37)Dmg(37)
38) --> Psychic Shockwave==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
41) --> Charged Armor==> DmgRes(41)DmgRes(42)DmgRes(42)EndRdx(42)
44) --> Power Sink==> EndMod(44)EndMod(45)EndMod(45)Rechg(46)Rechg(46)Rechg(46)
47) --> Ball Lightning==> Acc(47)Dmg(48)Dmg(48)Dmg(48)
49) --> Summon Guardian==> Rechg(49)Rechg(50)Rechg(50)Dmg(50)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Sprint==> Jump(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Domination==> Empty(1)
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Just my general idea, looks okay. Any comments? Intended for PvE mainly, did I muck up with slotting/skip any essentials? Feedback please. Only lvl 5 atm, so a looong way off from the good stuffs