Plant/Thorn build needed


aizono

 

Posted

Hey,

Looking for a half decent Plant/thorn build, that dosnt cost the earth!
My 1st villain, so dont have much money!

Thanks,
Aiz


 

Posted

Take Strangler (Acc, Acc, Hold, Hold, Hold, Rech), Seeds of Confusion(Acc, Acc, Conf, Conf, Rech, Range), Fling Thorns (Acc, Acc, Dam, Dam, Dam, Rech).

Do whatever you want with the rest.


 

Posted

Super simple and frankenslotted and missing stuff:

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 37 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Fitness

Villain Profile:
Level 1: Strangler -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), RechRdx-I(3)
Level 1: Thorny Darts -- Acc-I(A)
Level 2: Roots -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(13), Dmg-I(13)
Level 4: Skewer -- B'Snap-Acc/Dmg(A), B'Snap-Dmg/EndRdx(5), B'ngBlow-Acc/Dmg(5), B'ngBlow-Dmg/EndRdx(19), P'ngS'Fest-Dmg/EndRdx(19)
Level 6: Fling Thorns -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(7), Det'tn-Acc/Dmg(7), Det'tn-Dmg/EndRdx(15), Det'tn-Acc/Dmg/EndRdx(15)
Level 8: Seeds of Confusion -- C'phny-Acc/Rchg(A), Pplx-Acc/Rchg(9), C'phny-Acc/Conf/Rchg(9), Pplx-Acc/Conf/Rchg(11), Pplx-Rchg/Conf(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: TRAVEL POWER PREREQUISITE
Level 14: Health -- Heal-I(A)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: TRAVEL POWER OF CHOICE
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: [Empty]
Level 24: [Empty]
Level 26: Carrion Creepers -- Enf'dOp-Acc/Rchg(A), DblAc-Acc/Rchg(27), Det'tn-Dmg/Rchg(27), AirB'st-Dmg/Rchg(29), Posi-Dmg/Rchg(29), Dmg-I(31)
Level 28: [Empty]
Level 30: [Empty]
Level 32: Fly Trap -- SvgnRt-Acc/Dmg(A), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg(33), Dmg-I(33)
Level 35: Ripper -- C'ngBlow-Acc/Dmg(A), M'Strk-Acc/Dmg(36), M'Strk-Dmg/EndRdx/Rchg(36), Dmg-I(36), KinCrsh-Rechg/EndRdx(37), FrcFbk-Rchg/EndRdx(37)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination

That look like a good place for you to start? Myself, I'm very fond of the minimalistic frankenslotting, especially now permadom is NBNN.


 

Posted

1.) Skewer

2.) ???

3.) Profit


 

Posted

Here's my planned build. I can't guarantee it's especially thrifty, but it doesn't have any Numina/LoTG/Miracles in there either, and was planned with a good bit of recharge that may no longer be needed.

Playstyle might be a little different - basically a solo approach which treats Seeds as the main "hold". Seeds -> Roots -> Trops, with the single-target attacks mixed in and Creepers out when up. I still have SOs in my build, but it's working fine so far (just hit Level 30).

I'm also not 100% sure on the slotting for Fling Thorns (especially in relation to Roots). I suppose it has more damage than Roots, but I like the range that Roots has (and of course the immob). But then I might find myself in melee a lot more once I get Ripper and Thorn Barrage.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Treebucket: Level 50 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Thorny Darts -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(7)
Level 2: Entangle -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Dmg/EndRdx(13)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dam%(5), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rng(48)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 8: Skewer -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/Rchg(27), C'ngImp-Dmg/EndRdx(34)
Level 10: Impale -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(17), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(25)
Level 12: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(13), Mlais-EndRdx/Conf(15), Mlais-Acc/EndRdx(17), Mlais-Conf/Rng(29), Mlais-Dam%(31)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Rchg(23), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(46)
Level 24: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(25)
Level 26: Carrion Creepers -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Rechg/EndRdx(27), KinCrsh-Dmg/KB(31), KinCrsh-Acc/KB(37), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Rchg/KB(40)
Level 28: Thorntrops -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(45)
Level 30: Fling Thorns -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb/EndRdx/Rchg(45)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(46)
Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Thorn Barrage -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg(39), Thundr-Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Vines -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 49: Shark Skin -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination


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Posted

There's a few issues with that build.

  • Roots and Entangle; both before L5? I'm not convinced you need both at all. There's plenty of good powers in /Thorns that you can take instead of Entangle.
  • Seeds at L12? You can take it at L8, and you should.
  • Spirit Tree is going to be at it's best in the early game. If you must take it, then you're better off doing so well before L20.
  • Vines isn't great, but it makes a good backup for when Seeds doesn't work (particularly as you start to hit Longbow Officers in the late 20s and 30s).
I'll try and post a build a bit later on.


 

Posted

Quote:
Originally Posted by MinMin View Post
There's a few issues with that build.
  • Roots and Entangle; both before L5? I'm not convinced you need both at all. There's plenty of good powers in /Thorns that you can take instead of Entangle.
  • Seeds at L12? You can take it at L8, and you should.
  • Spirit Tree is going to be at it's best in the early game. If you must take it, then you're better off doing so well before L20.
  • Vines isn't great, but it makes a good backup for when Seeds doesn't work (particularly as you start to hit Longbow Officers in the late 20s and 30s).
I'll try and post a build a bit later on.
The theory on my build is that I would try to keep mobs bogged down with immobs, then hit them with things like Creepers, Thorn Trops, and later Water Spout. After using Seeds, of course.

As for the order of taking powers early...I suppose I could have done the early levels differently, if I moved up Skewer to 2, Seeds to 8, and moved back Roots or Entangle to 12. I was focusing on Immob/range powers first though I guess, and honestly the time difference between levels 8 and 12 isn't really that much, so I didn't obsess over the order.

Similarly with Spirit Tree, I didn't feel I necessarily needed it at the time. Pushing back Seeds pushed back Spirit Tree to fit in the travel power and the fitness pool.

As for Vines...I'm not big on AoE holds. I rarely used Total Domination on my Mind controller, and the same goes for GDF on my Grav troller. They were handy for Bosses and panic situations, sure. Having Seeds hit will certainly be important. If it doesn't, I'm going to have to do my best to lockdown or distract problem mobs/bosses (and I'll need an alternate plan vs Nemesis, etc.). Having Domination up is going to be a key there.


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Posted

I agree with your strategy using Roots: hit the spawn with Seeds and then keep them in place with Roots after they've gathered. I'm questioning why you need Entangle there as well, particularly considering you're going to be wanting to stack Strangler on any Bosses anyway.

If you don't need Spirit Tree early on, then you'll never need it. It's only good for protracted combats, and once you're well into SOs, IOs and slots you won't be doing many protracted combats.

As for Seeds - it's fantastic, don't get me wrong - but unless you're planning on spending the 30s in MA you will need a plan for Longbow Officers, because they grant protection from Confusion to the entire spawn that they're with. And the theme for 30s for Villains is all-Longbow all-the-time. Yes, nemesis can be a problem too, but you can avoid them. I doubt you can avoid Longbow.


 

Posted

It's easier to avoid Longbow than you think. And commanders, while annoying, are not so common that I even knew they did that conf resistance. Besides, that's a useful application of Domination, no?


 

Posted

Well, I just got done facing a Longbow Officer in freeing Tina Raymond. Missed on Seeds in the first encounter, and didn't react quickly enough to survive it (yep...Seeds is important). Came back - built up Domination on the run from the hosp - and took care of the boss. Hasten helped in stacking Strangle on her once she took care of anyone around her.

Spirit Tree I like having handy as insurance if I think things might go badly (should have dropped it preemptively in the above battle...), or in EB fights. It won't prevent burst damage, it'll be situational, but it'll be a nice tool to have (some regen between lucky hits that get through purple insps ).

Entangle...this is going to sound strange, but I'd say at this point I use it more than I do Strangler. Why? Because I can quickly rotate through Thorny Darts, Impale, and Entangle (Skewer too if I'm in range) without holding one of my confused mobs. If Seeds misses on someone, then I'll apply Strangler to them specifically.


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Posted

I am seeing builds with fitness pool, now MMV but in the last few levels once you've fully slotted it may not be something that is a requirement. It maybe something that looks like it is in the first few levels due to enhancements and lack of slots but later in levels one can't always be sure even when exemping down.

Post edited further down for anyone who doesn't follow my meaning.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Shannon_EU View Post
I am seeing builds with fitness pool, now MMV but in the last few levels once you've fully slotted it may not be something that is a requirement. It maybe something that looks like it is in the first few levels due to enhancements and lack of slots but later in levels one can't always be sure even when exemping down.
I'm not sure I understand you.

Are you saying that plant/thorn doesn't need fitness until later in its life?


 

Posted

Quote:
Originally Posted by Talen_Lee View Post
I'm not sure I understand you.

Are you saying that plant/thorn doesn't need fitness until later in its life?
It says nothing of the sort.

I am seeing builds with fitness pool. Now MMV but in the last few levels once you've fully slotted, Stamina may not be something that is necessarily, a requirement. Stamina maybe something that looks like it is needed in the first few levels due to enhancements and lack of slots. Later in levels due to newer slotting one can't always be sure even when exemping down and it could be better to try without. You can work out the eps of the build in action and see whether you can be without it or not.

Mine is without.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Talen_Lee View Post
I'm still not understanding you.

Are you saying that plant/thorn does need fitness early in its life?
Nothing of the sort. I have edited the last post to clarify for you.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Shannon_EU I don't have a clue what you are trying to say either other than you are talking about this build and the fitness pool.

You're using too much double speak, can you try explaining it plain & simple?


 

Posted

I think she's trying to say that in the early levels Stamina may seem like it's a necessity, but once you get more slots and access to SO/IO you can slot for END in a way that makes Stamina non-essential.

I think Stamina can be worked around if you use Domination regularly to refill the bar, but I was sucking wind quite a bit in the early levels and opted to take the Fitness pool. In my case I had room for it w/o sacrificing other powers/pools I wanted to take.


Suggestions:
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Posted

My personal experiences:

1) Spirit Tree is not very helpful even on teams unless you're facing an AV. It's the same (very skipped, at least from corrs) power as Triage Beacon from Traps.

2) Thorntrops is caltrops, it's not worth it since you have so much better options for crowd control and damage.

3) Stamina is very helpful if you play aggressively because /thorns is basically a port from scrappers' spines.

Here's the order of the powers I planned on my Plant/Thorns (which I deleted at 38 but now regret it due to Dom buffs):

Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
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: Hasten -- Empty(A)
Level 14: Super Speed -- Empty(A)
Level 16: Aim -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Thorn Burst -- Empty(A)
Level 24: Roots -- 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: Ripper -- Empty(A)
Level 38: Thorn Barrage -- Empty(A)
Level 41: Water Spout -- Empty(A)
Level 44: Assault -- Empty(A)
Level 47: Tactics -- 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