Plant / Storm -- Pointers Please ?


Amy_Amp

 

Posted

I'm very interested in playing the Controller AT since I've come back to CoX. My previous experience has been mostly with Tankers, and a little bit with an Ice/Ele blaster. I'm comfortable getting in the midst of bad guys and doing what needs to be done be it grouped, or solo. I'm also fine keeping my range as well. I tend to like "busy" characters with utility so this fits that for me ( at least on paper * Mids * )
The first 8 - 10 levels will go fast as I'll grab a sewer group and take that exp. train to Kings Row. As I'll only be using 2-4 level powers throughout that time I didn't really sweat what goes when in the early levels. Just setting up for the mid to late run.
Franken-slotting is a completely new concept to me. I've read a ton and *think* I have a decent build here, but would love for more experienced minds to help me if I've done something damaging to my ability to group well ( firstly ) and solo well ( if need be ).

Thanks in advance !!

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

Click this DataLink to open the build!

Tropical Thunder: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Strangler -- Ruin-Acc/Dmg/Rchg:40(A), Ruin-Dmg/Rchg:40(3), Ruin-Acc/Dmg:40(7), Dev'n-Dmg/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(19)
Level 1: Gale -- Acc-I:50(A)
Level 2: Roots -- AirB'st-Acc/Dmg:50(A), AirB'st-Dmg/Rchg:50(3), Det'tn-Acc/Dmg:50(5), Det'tn-Dmg/Rchg:50(15), Posi-Acc/Dmg:50(19), RechRdx-I:50(23)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow:50(A), TmpRdns-Acc/EndRdx:50(5)
Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(7)
Level 8: Seeds of Confusion -- Bfdlng-Acc/Conf/Rchg:30(A), C'phny-Acc/Conf/Rchg:30(9), Pplx-Acc/Conf/Rchg:50(9), Mlais-Acc/Conf/Rchg:50(11), Range-I:50(11), Range-I:50(23)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Freezing Rain -- UndDef-DefDeb/Rchg:50(A), UndDef-DefDeb/EndRdx:50(17), UndDef-Rchg:50(17), LdyGrey-DefDeb/Rchg:50(25), LdyGrey-%Dam:50(25), Achilles-ResDeb%:20(27)
Level 18: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(50), Dct'dW-Rchg:50(50)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), P'Shift-EndMod/Acc:50(21)
Level 22: Vines -- Para-Acc/Hold/Rchg:30(A), NrncSD-Acc/Hold/Rchg:30(36), EoCur-Acc/Hold/Rchg:50(36), G'Wdw-Acc/Hold/Rchg:50(36), Lock-Acc/Hold:50(37)
Level 24: Steamy Mist -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(31), TtmC'tng-ResDam:50(34)
Level 26: Carrion Creepers -- RechRdx-I:50(A), RechRdx-I:50(27), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg:50(29), AirB'st-Acc/Dmg:50(31), ImpSwft-Dam%:30(31)
Level 28: Hurricane -- DarkWD-Slow%:50(A), DarkWD-ToHitDeb:50(37), DampS-ToHitDeb/Rchg/EndRdx:50(37), DampS-ToHitDeb/EndRdx:50(39), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-ToHitDeb/EndRdx:50(39)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-Stun/Rng:50(43), Stpfy-Acc/Stun/Rchg:50(43)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg:50(33), BriL'shp-Acc/Dmg:40(33), BriL'shp-Dmg:40(33), Achilles-ResDeb%:20(34), SvgnRt-PetResDam:50(34)
Level 35: O2 Boost -- H'zdH-Heal/EndRdx:40(A), H'zdH-Heal/Rchg:40(43), H'zdH-Heal/EndRdx/Rchg:40(46), H'zdH-Heal:40(48)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(42)
Level 41: Mental Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46), Ruin-Acc/Dmg/Rchg:40(46)
Level 44: Indomitable Will -- EndRdx-I:50(A), EndRdx-I:50(48), EndRdx-I:50(48)
Level 47: Mind Over Body -- ResDam-I:50(A), ResDam-I:50(50)
Level 49: Assault -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 4.05% Max End
  • 3% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 25% Enhancement(RechargeTime)
  • 2% Enhancement(Knockup)
  • 2% Enhancement(Knockback)
  • 7% Enhancement(Accuracy)
  • 4% FlySpeed
  • 99.2 HP (9.75%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Confused) 1.65%
  • MezResist(Immobilize) 2.75%
  • MezResist(Sleep) 3.85%
  • MezResist(Terrorized) 1.65%
  • 14% (0.23 End/sec) Recovery
  • 26% (1.1 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 10% Resistance(Fire)
  • 10% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 4% RunSpeed
------------
Set Bonuses:
Ruin
(Strangler)
  • MezResist(Terrorized) 1.65%
  • 11.4 HP (1.13%) HitPoints
Devastation
(Strangler)
  • 12% (0.51 HP/sec) Regeneration
Air Burst
(Roots)
  • 2% Enhancement(Knockback), 2% Enhancement(Knockup)
Detonation
(Roots)
  • MezResist(Sleep) 1.65%
Tempered Readiness
(Snow Storm)
  • 1.5% (0.03 End/sec) Recovery
Luck of the Gambler
(Combat Jumping)
  • 10% (0.42 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Undermined Defenses
(Freezing Rain)
  • 2% DamageBuff(All)
  • 1.8% Max End
Touch of Lady Grey
(Freezing Rain)
  • 15.3 HP (1.5%) HitPoints
Efficacy Adaptor
(Stamina)
  • 11.4 HP (1.13%) HitPoints
Titanium Coating
(Steamy Mist)
  • MezResist(Sleep) 2.2%
  • 15.3 HP (1.5%) HitPoints
Positron's Blast
(Carrion Creepers)
  • 2.5% (0.04 End/sec) Recovery
Dark Watcher's Despair
(Hurricane)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Dampened Spirits
(Hurricane)
  • 2% DamageBuff(All)
Stupefy
(Thunder Clap)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Blood Mandate
(Fly Trap)
  • 1.5% (0.03 End/sec) Recovery
Brilliant Leadership
(Fly Trap)
  • 4% (0.17 HP/sec) Regeneration
Sovereign Right
(Fly Trap)
  • 10% Resistance(All)
Harmonized Healing
(O2 Boost)
  • 1.5% (0.03 End/sec) Recovery
  • MezResist(Confused) 1.65%
  • 3% Enhancement(Heal)
Thunderstrike
(Lightning Storm)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
Decimation
(Mental Blast)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)



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Posted

FYI, post your build in Titans Forum(SMF) format.

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

Click this DataLink to open the build!

Tropical Thunder: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Strangler -- Ruin-Acc/Dmg/Rchg(A), Ruin-Dmg/Rchg(3), Ruin-Acc/Dmg(7), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(19)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(3), Det'tn-Acc/Dmg(5), Det'tn-Dmg/Rchg(15), Posi-Acc/Dmg(19), RechRdx-I(23)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(5)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
Level 8: Seeds of Confusion -- Bfdlng-Acc/Conf/Rchg(A), C'phny-Acc/Conf/Rchg(9), Pplx-Acc/Conf/Rchg(9), Mlais-Acc/Conf/Rchg(11), Range-I(11), Range-I(23)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/EndRdx(17), UndDef-Rchg(17), LdyGrey-DefDeb/Rchg(25), LdyGrey-%Dam(25), Achilles-ResDeb%(27)
Level 18: Health -- Heal-I(A), Numna-Regen/Rcvry+(50), Dct'dW-Rchg(50)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), P'Shift-EndMod/Acc(21)
Level 22: Vines -- Para-Acc/Hold/Rchg(A), NrncSD-Acc/Hold/Rchg(36), EoCur-Acc/Hold/Rchg(36), G'Wdw-Acc/Hold/Rchg(36), Lock-Acc/Hold(37)
Level 24: Steamy Mist -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-ResDam(34)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg(29), AirB'st-Acc/Dmg(31), ImpSwft-Dam%(31)
Level 28: Hurricane -- DarkWD-Slow%(A), DarkWD-ToHitDeb(37), DampS-ToHitDeb/Rchg/EndRdx(37), DampS-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(39)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Dmg(33), Achilles-ResDeb%(34), SvgnRt-PetResDam(34)
Level 35: O2 Boost -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/Rchg(43), H'zdH-Heal/EndRdx/Rchg(46), H'zdH-Heal(48)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(42)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Ruin-Acc/Dmg/Rchg(46)
Level 44: Indomitable Will -- EndRdx-I(A), EndRdx-I(48), EndRdx-I(48)
Level 47: Mind Over Body -- ResDam-I(A), ResDam-I(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


 

Posted

AH ! Very much appreciated !!!Thank you for posting the build in the correct way, again, very much appreciated.

I've re-posted in Fruit Salad, much easier to read to my mind.


 

Posted

I go for defense over resistance in Steamy Mists. That coupled with some defense from Combat Jumping and possibly substituting Maneuvers over Assault and you start to stack a bit of noticeable defense. In my plant/storm build, I use Hover, Maneuvers, and Steamy Mists to stack around 16% def (25%ish when powerboosted). That's not great, but it makes what I call a "feel-able" difference when Hurricane is debuffing the enemy, and it's defense (mostly) for everyone.

I prefer the defense because, in my opinion, resistance doesn't quite do enough for controllers due to their less than stellar hp. Of course, coming from a tank background you know that it's not subject to the whims of the Random Number Gnome which plaques defense oriented toons.


 

Posted

Roots: You have recharge pegged and no end redux. You really want to reverse that situation. Or at LEAST go halfsies with it. Ouch.

Freezing Rain: I wouldn't bother with debuff before you've maxed recharge and end redux.


Right idea with Seeds slotting. You'll want more of that. At minimum four slots, even late game.

Right idea with Creepers.

Everything besides those four being exactly right... well, you know, plus stamina and hasten, I suppose, is just icing.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

I've never played plant control or storm before, but I see several glaring design mistakes in your build.

First of all, you run way too many toggles for a build with no endurance management tool. To make matters worse, almost all your powers are severely insufficiently slotted with end redux. Even without running any toggles you would suck for air very fast with the current setup. Slot for endurance in all the powers you will use often.

Secondly, control powers generally trumph debuffs. You have the (grossly overpowered - poor mind controllers!) Seeds of Confusion available at every spawn, why bother with Snow Storm, Hurricane and especially Thunder Clap? You don't have enough endurance to run that many toggles anyway. Get rid of 1-2 of these at least is my advice. This would free up powers and slots to pick your epic AoE (Psionic Tornado). Never leave home without it. With containment that damage is simply awesome and it even fits thematically with the rest of your build.

Consider getting Trap of the Hunter damage proc in Roots and slot for endurance and not recharge as the above poster mentioned.

Slot for defense/endurance in Steamy Mist. Consider getting Hammi-O Enzyme Exposures and another LotG +recharge if you can afford them.

Hurricane is overslotted for tohit debuffs. Remove the pure -tohit and the proc and use the slots elsewhere.

Seeds of Confusion should simply be slotted with the Malaise's Illusion (or the purple set if you can afford it!). The set bonuses are too awesome to pass up.

Remove one slot in Combat Jumping or add one and slot them with 2 Blessings of the Zephyr (one of the -KB prot) if you can afford them.

The recharge in Health serves no purpose and should be removed.

There's an overload of damage enhancements in Fly Trap. Replace it all with 3 Hammi-O Nucleous Exposure if you can afford. Then go crazy with procs of your choice!

You have 3 slotted Indomitable Will with end redux probably by mistake, change to recharge.

Lastly, pick up Celerity +Stealth in Sprint. With Steamy Mist this should give you full invisibility.

Phew! That was longer than I thought it would be. Hope any of this helps!


 

Posted

Quote:
Originally Posted by Seraphael View Post
Secondly, control powers generally trumph debuffs. You have the (grossly overpowered - poor mind controllers!) Seeds of Confusion available at every spawn, why bother with Snow Storm, Hurricane and especially Thunder Clap?

Heh, I think I agree with everything you said except this one generalization. The best de/buffs beat the best controls hands down. That said, I agree, Seeds should be at the epicenter of almost any plant build I can think of.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

Holy cow ! A lot to think about .. for the record though ... celerity IS in sprint

I knew I was in need of help slotting but sheesh Louise !

I went on advice from several storm controller threads. Plant was a bit harder to find info that was anything near to current. I tried to make this while I was at work >.> <.< (Shh!!) Clearly I need to focus a bit

I'll spend more time writing things down and loking at how mids changes the numbers. I did indeed put the wrong 3 into that .. doggone it.

Anyway thanks much for the feedback !


 

Posted

Quote:
Originally Posted by Nintova View Post
Holy cow ! A lot to think about .. for the record though ... celerity IS in sprint

I knew I was in need of help slotting but sheesh Louise !

I went on advice from several storm controller threads. Plant was a bit harder to find info that was anything near to current. I tried to make this while I was at work >.> <.< (Shh!!) Clearly I need to focus a bit

I'll spend more time writing things down and loking at how mids changes the numbers. I did indeed put the wrong 3 into that .. doggone it.

Anyway thanks much for the feedback !
Plant is pretty straightforward, take the following powers:

Strangler
Roots
Seeds of Confusion
Carrion Creepers
Fly Trap

You can also take vines as an emergency control although it isn't really necessary. Strangler is your single target lockdown - slot it up about equally with recharge and hold duration so you can stack it on bosses. Roots is your primary AE damage - slot it up like an attack power but slot at least 60% accuracy (2 SO's or 3 L25+ Acc/Dam IO's). Seeds is your primary area control, slot it up soon and focus on recharge after you get enough accuracy to make sure it is always capped. Slot up carrion creepers a lot like an attack but you want a lot of recharge as well. With fly trap you can get get all the accuracy and damage you need in 4 slots if you don't mind franken-slotting with pet IO's - 3 x ACC/DAM, and 1xDAM will give you 60% accuracy and capped damage.

If you can fit the other powers in your build feel free but those are the ones my plant/storm has taken (well, he is only L30 so he doesn't have fly trap yet - working on it).

If you solo at all you will find your single target damage lacking, I took air superiority and use it as an extra single target attack but I also wanted fly as my movement power so it was easy to fit it in. You could take jump kick, boxing or kick as well. Alternatively you could take entangle and slot it up for damage - but that's kinda slow (9s dot). If you have veteran attacks they work quite well after you drop freezing rain - the def debuff will cap your accuracy with them and the resistance debuff will increase your damage nicely, I get a lot of mileage out of blackwand and sands of mu although I still use AS a lot on LT's and bosses.


Globals: @Midnight Mystique/@Magik13

 

Posted

Thanks very much for the info ! I redid the build entirely. I'm still very unsure with the slotting, but I'm not one to ask for hand holding and I KNOW the community is fond of us newer to the forum folks using the search feature So, that being said, I came up with this.

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

Click this DataLink to open the build!

Autumn Tempest: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-Slow%(5), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(31)
Level 1: Gale -- Det'tn-Dmg/EndRdx(A)
Level 2: Roots -- TotHntr-EndRdx/Immob(A), TotHntr-Acc/EndRdx(3), TotHntr-Dam%(3), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx(42)
Level 4: O2 Boost -- H'zdH-Heal/EndRdx(A)
Level 6: Air Superiority -- Mako-Dmg/EndRdx(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Acc/Conf/Rchg(11), Mlais-Dam%(23)
Level 10: Swift -- Run-I(A)
Level 12: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15), S'fstPrt-ResDam/EndRdx(15)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(19), LdyGrey-DefDeb/EndRdx(19), LdyGrey-DefDeb(23)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Vines -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-Acc/Hold(37), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(42)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Carrion Creepers -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(27), TmpRdns-Acc/EndRdx(27), TmpRdns-EndRdx/Rchg/Slow(29), Det'tn-Dmg/EndRdx(29), Posi-Dam%(31)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(50)
Level 30: Hurdle -- Jump-I(A)
Level 32: Fly Trap -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), Achilles-ResDeb%(33), LdyGrey-%Dam(34), Achilles-DefDeb(34)
Level 35: Tornado -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(36), LdyGrey-DefDeb/Rchg/EndRdx(36), LdyGrey-Rchg/EndRdx(36), LdyGrey-DefDeb/EndRdx(37), LdyGrey-%Dam(37)
Level 38: Lightning Storm -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Super Speed -- Run-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment

I'm not certain, but I think Fly Trap would be expensive to do this way. I'm pretty sure I'll be a long way from this for awhile.


 

Posted

Well, on first glance I can suggest the following:

1) The detonation Dam/end in gale isn't buying you anything - gale doesn't do enough damage to merit damage enhancement so you should either put a end reduction IO in it if thats what you want or an accuracy as its base accuracy is pretty crappy (60%). If you want to actually hit with it a L50 accuracy IO would work wonders.

2) Roots has got way to much end reduction and not nearly enough damage enhancement - you are wasting almost an SO's worth of end reduction due to ED capping. Replace the Detonation damage/end with a straight damage IO and replace the Positrons blast acc/dam/end with an acc/dam. That will give you 91% damage enhancment and still leave you at 78% end reduction, which is quite enough.

3) I see the same problem with the mako's bite in air superiority - one dam/end enhancment is not going to buy you anything so slot an accuracy so that if you DO use the attack for the knockup it actually hits. 26% enhancement to damage is not enough to matter and you should only be using an attack like this at L50 in an emergency - like knocking a boss on its *** while you wait for strangler to recharge so you can stack it.

4) If you can free up a 6th slot for strangler or replace one of the thunderstrikes with a 4th basilisks gaze you can get another 7.5% global recharge. I would recommend the following slotting for strangler: Basilisks Gaze Acc/hold, Acc/Rech, Rech/hold, end/rech/hold and either 1 or 2 L50 damage IO's. That will get you 43% accuracy, 60% recharge and hold and 18% end reduction with either 40% or 80% damage enhancement. In a single target hold like this the Slow proc is not going to buy you much as it will only really kick in if the target isn't held AND it happens to go off.

5) 5 Basilisks gaze in vines is to much - the 5th one doesn't buy you any good set bonuses and it is a very expensive set. I would replace the acc/end/rech/hold quad with a L50 acc/rech/hold, either ghost widows embrace or essense of curare, whichever is cheapest.

6) you probably want damage slotting in lightning storm, not end drain - its an offensive pet and with seeds you want to do damge to the confused mobs not drain thier end, which keeps them from attacking each other.

I could probably pick it apart a lot more but those are the most obvious things that occured to me. It looks like you are slotting set IO's just because you can - there is no shame in using a common L50 IO if you get more out of it.


Globals: @Midnight Mystique/@Magik13

 

Posted

Here's some slotting for Roots that you might want to try. It yields a 73.78% bonus to end reduction, recharge, and accuracy along with a 95.11% bonus to damage. It doesn't come with any decent set bonuses though.

Roots: Posi - Damage/Recharge, Posi - Acc/Damage/End/, Posi - Damage/End, Det'n - Damage/End, TotH - Acc/Recharge, Enfeebled - Acc/Recharge

Like EricHough mentioned, Basilisk's is an extremely hard to get set. I think the triple and quad enhancements were selling at 40-60 million a few weeks ago and there was only one in stock. It is a nice set but you'll be saving lots of merits for it (which I did with mind/rad). Considering using Lockdown as a temporary substitution, with the acc/hold/recharge/end, end/recharge/hold, acc/hold, acc/recharge plus one acc/hold/recharge from another set you'll hit diminishing returns on all the important stuff.

Similarly, consider using the pets sets for Acc/Dam. They are substantially cheaper than hami's and can be replaced after you have your build up and running.


 

Posted

You took the advice to heart, but overdid it a bit. I threw together a sample build for you which shouldn't be overly expensive. Frankenslotting is a viable alternative if the sets prove to be too expensive.

Main points of attraction:

* High ranged defense (39.5% w/ Hover, CJ and Steamy Mist) should ensure your survivability.
* Decent global recharge (+43.8% w/ +Recharge in Psi Tornado, you should fairly reliably incrase upon that).
* Incorporated Hurricane and Spirit Tree in the build for hard targets like AVs.

All in all I think it's a well rounded build. Hope you like it!

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

Click this DataLink to open the build!

Nintova: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Strangler -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(21)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), Enf'dOp-Acc/EndRdx(15)
Level 4: O2 Boost -- Dct'dW-Heal/EndRdx(A)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Acc/Conf/Rchg(11), Mlais-Dam%(13)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Freezing Rain -- LdyGrey-%Dam(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-Rchg/EndRdx(17), LdyGrey-DefDeb/Rchg/EndRdx(19), LdyGrey-DefDeb/EndRdx(19), Achilles-ResDeb%(21)
Level 18: Fly -- EndRdx-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(34), RedFtn-Def(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx/Rchg(37)
Level 24: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(50)
Level 26: Carrion Creepers -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Dam%(27), AirB'st-Dmg/Rchg(27), Det'tn-Dmg/Rchg(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg(31)
Level 28: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb(46)
Level 30: Spirit Tree -- Heal-I(A)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(43), BldM'dt-Dmg(43)
Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(43)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


 

Posted

Bravisimo ! The controller community is fantastic. I especially appreciate the "why" something doesn't ( or DOES! ) work. I now know more than I did before. Criticism is fantastic when it's contructive. I've been reading more about the sets, and clearly I won't be getting anything near to those any time soon. I've gotten my Plant / Storm ( Tropic Thunder ) to 12 today on Virtue.


 

Posted

Here is my plant/storm build, Name of Root Bound. lots of fun to play.


Great name, glad it was available for you.

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

Click this DataLink to open the build!

Root Bound: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Strangler -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx(3), Lock-Acc/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(13), Thundr-Acc/Dmg(15), Thundr-Dmg/EndRdx/Rchg(29)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(3), TotHntr-Acc/Immob/Rchg(7), TotHntr-EndRdx/Immob(15)
Level 4: Entangle -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/EndRdx(29)
Level 6: Swift -- Run-I(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Acc/Conf/Rchg(11)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Steamy Mist -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(40), LkGmblr-EndRdx/Rchg(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(46)
Level 14: Health -- Heal-I(A)
Level 16: Freezing Rain -- EndRdx-I(A), LdyGrey-Rchg/EndRdx(17), Posi-Dam%(17), ImpSwft-Dam%(23), LdyGrey-%Dam(25), RechRdx-I(43)
Level 18: Vines -- Lock-Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Acc/Hold(23), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hurricane -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(25)
Level 24: Super Jump -- ULeap-Jump(A), ULeap-Stlth(50)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Dmg-I(31), Dmg-I(31), Acc-I(34)
Level 28: O2 Boost -- Empty(A), Empty(43), Empty(46)
Level 30: Spirit Tree -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(45)
Level 32: Fly Trap -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(33), BldM'dt-Acc(33), Dmg-I(33), SvgnRt-PetResDam(34), LdyGrey-%Dam(34)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-EndRdx/Dmg/Rchg(37), Dmg-I(37)
Level 38: Lightning Storm -- T'pst-Acc/Dmg(A), T'pst-Dmg/EndRdx(39), T'pst-Dmg/Rchg(39), T'pst-EndDrn%(39), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx(40)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(43)
Level 44: Hibernate -- RechRdx-I(A), EndMod-I(46)
Level 47: Ice Storm -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Snow Storm -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

Nintova,

Your second build looks pretty good. I would go with Hover over Hurdle at 30. My favorite thing to do with Lightning Storm is to hover over a Boss and keep him knocked down into the ground for the whole fight. That can be done with Hurdle, but not nearly as easily.

Also I would look at Snowstorm over Thunderclap.The reason for this? Nemesis robots. Basically Thunderclap isn't going to effect anything Seeds won't deal with already. So what you want is a control that will mitigate the damage from things that are immune to seeds. The most notable are Nemesis Robots and Rikti Mentalists. Both of those mobs are also immune to Thunderclap. They are not immune to Snowstorm. I would try to fit in Hurricane as well for exactly the same sets of mobs - Vines is great, but it's not up anything like every fight. You need controls that will shutdown things that are resistant to seeds, and Thunderclap isn't it.

You could just avoid Nemesis, but I prefer to be able to deal with anything that I may end up fighting against.

Just my thoughts from playing five different Storm controllers into the 40s.


 

Posted

Thank you Sweetmeat, very good info ! I'll go back and look at what I've got so far I feel like I'm back in College !


 

Posted

Ok, once again into the fray my friends !! Here is my latest ( greatest?!? ) attempt.

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

Click this DataLink to open the build!

Tropic Thunder: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Strangler -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), EndRdx-I(21)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), Enf'dOp-Acc/EndRdx(15)
Level 4: O2 Boost -- Dct'dW-Heal/EndRdx(A)
Level 6: Air Superiority -- Acc-I(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Acc/Conf/Rchg(11), Mlais-Dam%(13)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/EndRdx(17), UndDef-Rchg(17), UndDef-Rchg/EndRdx(19), UndDef-DefDeb/Rchg/EndRdx(19), LdyGrey-DefDeb/EndRdx(21)
Level 18: Fly -- EndRdx-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(34), RedFtn-Def(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx/Rchg(37)
Level 24: Snow Storm -- TmpRdns-Acc/Slow(A), EndRdx-I(25), TmpRdns-Acc/EndRdx(25), TmpRdns-Rng/Slow(40), TmpRdns-EndRdx/Rchg/Slow(46), TmpRdns-Acc/Dmg/Slow(50)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg/EndRdx(29), TotHntr-Acc/EndRdx(29), Range-I(31)
Level 28: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb(46)
Level 30: Spirit Tree -- Heal-I(A)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(43), BldM'dt-Dmg(43)
Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(43)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), EndRdx-I(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(45), Acc-I(45)
Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment



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Posted

I like my suggestion better tbh.

Generally:

You're giving up quite a bit of survivability for a highly situational power (Snow Storm) you will probably rarely use. You have enouh tools to deal with Nemesis, eventhough their robots are resistant to confuse and their medics can free others from mez effects. Immobilize the spawn and hover above their heads with hurricane and they won't hit you much at all even if they are not mezzed.

Specifics:

1. Go for perma creepers.
2. Mental Blast. Go back to 6 Thunderstrucks. Better overall bonuses and set bonuses to boost. You don't need that much accuracy. You will have Freezing Rain massively debuffing defense at every spawn.
3. Drop Air Superiority! Why oh why would you get it? If you feel your solo ST damage is lacking while leveling up, grab Entangle but slot it for damage (respec out of it later). If going for permanently more ST damage, an alternative to the Strangler slotting is 4 Basilisk's Gaze (expensive) and 2 plain damage IOs.


 

Posted

Air superiority has been vital to my leveling. Unslotted ( save the lone acc DO in it now ) it is the most accurate attack I have. I made 20 last night soloing most of the way. At this point my attack chain is Seeds, Roots, Strangler on who ever didn't get affected by seeds, if any. If they are all confused and locked down by roots. I pick the hardest target. I get behind them, Air Su, Re-apply roots to the group, Strang the main target, rinse repeat. When the main target is near to death I use sands of mu to soften the others up as I finish off the first target.

Hover, to my mind, takes a back seat in the early levels, especially since I get the jet pack and the jump pack so early and easily.

Of course, I could just respec out of it when I'm of a level where using it would be suicide Right now though, it's the fastest way to take down groups. Especially useful against Lt.


 

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Originally Posted by Seraphael View Post
I like my suggestion better tbh.

Generally:

You're giving up quite a bit of survivability for a highly situational power (Snow Storm) you will probably rarely use. You have enouh tools to deal with Nemesis, eventhough their robots are resistant to confuse and their medics can free others from mez effects. Immobilize the spawn and hover above their heads with hurricane and they won't hit you much at all even if they are not mezzed.

Specifics:

1. Go for perma creepers.
2. Mental Blast. Go back to 6 Thunderstrucks. Better overall bonuses and set bonuses to boost. You don't need that much accuracy. You will have Freezing Rain massively debuffing defense at every spawn.
3. Drop Air Superiority! Why oh why would you get it? If you feel your solo ST damage is lacking while leveling up, grab Entangle but slot it for damage (respec out of it later). If going for permanently more ST damage, an alternative to the Strangler slotting is 4 Basilisk's Gaze (expensive) and 2 plain damage IOs.
Lots of opinions by different folks. Most of the advice has been good, but your playstyle may not be the same as another's. No one opinion is more valid than another, as each person has a different playstyle. (I generally try to explain the way I like to do things. You may not like to do the same things.)

I like Snow Storm on my Stormies, especially one with an AoE Immobilize. For those times that Seeds is Recharging or not effective, an AoE Immobilize + Snow Storm will slow the Recharge down and make it almost as good as a hold. I especially love Snow Storm for Flyers, to drop them down to where Roots can get them. I also love Snow Storm on the ITF, as it is one of the most effective powers against all those Bosses and EBs with mez resistance -- slows them to a crawl.

On my Stormies, I tend to go with Hasten/Super Speed for travel. It gives me full invisibility with Steamy Mist, plus great maneuverability to get in just the right position for maximum use of Seeds. Then I can use Super Speed + Hurricane for great positioning, and SS lets me get in just the right place to cast Lightning Storm and run out quickly.


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Originally Posted by Nintova View Post
Air superiority has been vital to my leveling...
of course, I could just respec out of it when I'm of a level where using it would be suicide Right now though, it's the fastest way to take down groups. Especially useful against Lt.
It is very often the case that some powers are very useful early on and can be dropped later in favor of something more useful. If AS is helping you by 1) causing damage and 2) keeping a baddie on his keister instead of attacking you, Go For It! Respec later once your full powersets are coming into their own.

The ST Immob for my controllers who stayed at range was a useful damage component early on, with some damage enhancements. Later, I rarely used it, so I dropped it for something else. You will have a good feel for when AS might not be so useful any longer. But if you continue to use it and like what it does, then that just illustrates the truth that there are many ways to play a hero.

To pick up on a related note: Nemesis are painful to fight, period, but even moreso for Plant Controllers. Nems ignore stun and confuse and the Jaegers sneer at the knockdown on Freezing Rain. Snow Storm will not make their missions a milk run, but every little bit helps with those scum. Attacks slow down a lot. I stick it on a Boss, and because it is autohit, every baddie in range gets the Running Scene in Baywatch treatment. Now, you will still have the problem that the @#$%#$ snipers can see through Steamy Mist and outrange all hero powers and weaponry, but hey, we all love a challenge, right? Snow Storm is useful to me at all levels, so I encourage you to take it.


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Air Sup vs Single target immobilize: Both will do about the same damage at about the same end cost (slightly better for air sup)

AS Pros: Slightly cheaper end wise, all damage up front, good sort term hard control (KU). All smashing damage which is nice vs those high lethal resist mobs (robots).
AS Cons: melee range, if you don't want fly its an extra power pool pick.

Entangle Pros: Doesn't require a power pool pick, can stack immobilize on hard targets for containment, ranged
Entangle Cons: 9 seconds to do your damage, also - 9 seconds to do your damage.

In my mind the 9 seconds of DOT is enough of a con to make me take AS. Between SoC and strangler you should have everthing in a group either confused or locked down so getting into melee range isn't that big a deal, which means that having all your damage up front is really nice. Now I can easily see dropping AS at later levels, especially after you get a ranged blast from your ancilliary pool and I can also see taking entangler to stack on AV's/EB's. However I wouldn't slot it up as an attack in that case.

Ultimately YMMV. As you can see from the various posts different people have different opinions although whomever it is that said that AS is a waste of a power is completely wrong - it may not be the best choice, depending on play style, but it is pretty much the best attack in the pool powers and does very good damage at only a slightly higher end cost than most 1.0 DS scale powers (6.5 end vs 5.2). Considering that it has 100% chance of a nice, hard control (if short) the extra end cost is a wash in my book.


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