Plant / TA


Carnifax

 

Posted

Hello Controller Boards.

I rolled up a new controller over the weekend, a plant/TA. I'm pretty much a noob to controllers. I have a general questions and I wanted to get some feeback from the professionals.

1. I've heard Oil Slick is still broken. Is that true?

2. I've rolled this character specifically to do some splatrolling, but would still like to maintain some usefullness on teams (if that's possible). Tips on that front? <I'm looking at you Enantiodromos >

3. I assume the skippable power in plant is the sleep?

4. Is Ice Arrow worth getting or is it skippable?

Just some general questions coming from a noob (i'm sure that's obvious).

Thanks in advance everyone!


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Posted

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Originally Posted by MightyForge View Post
1. I've heard Oil Slick is still broken. Is that true?
Technically.

Oil Slick will sometimes fail to ignite. This bug has persisted for so long that it's become the "standard" behavior of the power. Attempts at fixing it occasionally get tossed around, but so far nothing to date has solved it. That said, OSA is still a good power to have around.


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3. I assume the skippable power in plant is the sleep?
And the ST Immob, if you so choose. You need to pick up Entangling Arrow anyway so why take a second ST Immob? Spirit Tree is also so-so.


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4. Is Ice Arrow worth getting or is it skippable?
It's your choice. Personally, I like having a second ST Hold available. It makes dealing with Bosses much easier and also allows me to slot Strangler with Damage and leave Ice Arrow as my "main" Hold.


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Posted

Quote:
Originally Posted by MightyForge View Post
Hello Controller Boards.

I rolled up a new controller over the weekend, a plant/TA. I'm pretty much a noob to controllers. I have a general questions and I wanted to get some feeback from the professionals.

1. I've heard Oil Slick is still broken. Is that true?
It has been partially fixed and is still partially broken. When you light the Oil Slick, all controller pets run out of the flame area. It used to be that they kept running, and after the Oil Slick quit burning, the pets would not enter the area where the slick had been burning. Now they will stop outside of the burning area and attack from range. And they will re-enter the area after the Oil Slick has burned out. This is important for melee pets, because before they wouldn't go back to attack the foe.

This kind of makes sense for some pets (Jack Frost, Rocky, Singy, Audrey II, Phantasm) but doesn't make sense for others (Fire Imps which are made of fire, Phantom Army which are invulnerable so should not be afraid of anything.)

And there is the problem of sometimes not being able to light the slick. You did pick either Tech or Magic for your origin, didn't you? Those temp powers will light the slick and not make you have to wait for the APP power sets. I have the Fire APP on my TA just to be able to light the slick more ways. Fireball + Oil Slick is awesome!

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2. I've rolled this character specifically to do some splatrolling, but would still like to maintain some usefullness on teams (if that's possible). Tips on that front? <I'm looking at you Enantiodromos >
Plant/TA should do quite well either solo or on teams. Consider Entangle (slotted for damage) and/or Air Superiority to help with your single target damage. Your big problem solo will be bosses . . . which leads into one of your other questions.

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3. I assume the skippable power in plant is the sleep?
Spore Burst is the most skippable power. Spirit Tree is nice to have but not essential. Entangle is skippable for a team build, but useful for damage on a solo build. Vines is very nice to have but not essential -- I would recommend keeping Vines, and fitting in Spirit Tree if you can, since you don't have a heal power in TA.

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4. Is Ice Arrow worth getting or is it skippable?
Yes! Get Ice Arrow! This is how you can take care of Bosses -- stack the single target hold from Ice Arrow and Strangler. Then use your single target damage powers.

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Just some general questions coming from a noob (i'm sure that's obvious).

Thanks in advance everyone!
your questions are not particularly noobish -- pretty standard for someone not familiar with the sets.


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Posted

1. Oil Slick is broken in AE. Works (mostly) fine on regular maps.

2. Other than the standard holds and immobilizes, Seeds of Confusion, Carrion Creepers, Glue, Disruption, Acid and Poison Gas are very team friendly.

3. The sleep is indeed skippable, as is Spirit Tree.

4. Opinions vary, but I like being able to quickly stack mag to hold a boss.


 

Posted

Ice Arrow is great, for plant I personally say not so. The whole of your powers revolve around seeds. You won't really need the 2nd hold all that often with seeds being up pretty much every round. You will likely want the bad guys to tear themselves apart, which TA is pretty hefty at making happen. I would take the single target immob over Ice Arrow, simply for the damage and helping make mobs die faster. Yeah later on some people resist confuses but even then the extra hold may or may not be needed. A 2nd hold can be awesome tho, but if you looking to cut powers Ice Arrow on a plant can be considered as a low priority.

You could skip the tree, and the sleep. Tho the Tree can be useful.

One good thing to try is slotting your AOE immob with a range enhancement. This will allow you to use it on mobs and keep you out of their attack range in many situations. Since the damage on it is really good it can be a great way to cripple enemy health safely.

Ymmv


 

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Should one opt not to use Poison Gas Arrow during the initial silo, so you get the most damage out of your nuke(Seeds of Confusion)?


 

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Originally Posted by Incubbus View Post
Should one opt not to use Poison Gas Arrow during the initial silo, so you get the most damage out of your nuke(Seeds of Confusion)?
On a Plant/TA, I would say that Poison Gas Arrow is skippable. The damage debuff is significant, but far less important than Acid, Disruption and Oil Slick. I would put it below Ice Arrow, too. (I have found the Sleep to pretty worthless, since it only has a 50% chance to hit, and is broken by Acid Arrow. But I was using on an Illusion/TA, where Phantom Army would certainly mess up any sleep.)


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
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Posted

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Originally Posted by Local_Man View Post
On a Plant/TA, I would say that Poison Gas Arrow is skippable. The damage debuff is significant, but far less important than Acid, Disruption and Oil Slick. I would put it below Ice Arrow, too. (I have found the Sleep to pretty worthless, since it only has a 50% chance to hit,
66%.


 

Posted

Quote:
Originally Posted by Local_Man View Post
On a Plant/TA, I would say that Poison Gas Arrow is skippable. The damage debuff is significant, but far less important than Acid, Disruption and Oil Slick. I would put it below Ice Arrow, too. (I have found the Sleep to pretty worthless, since it only has a 50% chance to hit, and is broken by Acid Arrow. But I was using on an Illusion/TA, where Phantom Army would certainly mess up any sleep.)
Yep, PGA is only really worth getting for the -Damage really, and with Seeds that's a minus rather than a plus. I respecced PGA in the 40s on my Grav/TA as a way of helping with staying alive (or helping Singy stay alive) against Elite Bosses. A 66% chance of a 11 second sleep is too unreliable against spawns (especially on a team).

One thing I've been considering is slotting it with the Call of the Sandman : Chance to Heal PROC though, sure it's a small self-heal but if you're using PGA on every spawn it might be useful as a side effect.