Plant/Kin build
Erm... Actually immediately after posting this and getting in the shower I realized that I could do almost the same thing with no purples whatsoever, save a couple billion inf, and get recharge levels almost as good.
Recharge is only 216% on this build, but hasten is still perma, everything is still pretty much as good as you could ask for (Aside from the cursed, unpermable Vines). Last build was admittedly overkill.
This build should be surprisingly cheap, though I did keep one purple IO... I just love the chance for hold proc in Gravitational Anchor.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(7), BasGaze-Rchg/Hold:30(36), BasGaze-EndRdx/Rchg/Hold:30(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(37)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(3), HO:Golgi(3), HO:Golgi(5)
Level 2: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(5), Enf'dOp-Acc/Immob/Rchg:50(7), Enf'dOp-Acc/Immob:50(9), Enf'dOp-Acc/EndRdx:50(9), GravAnch-Hold%:50(23)
Level 4: Siphon Power -- Acc-I:50(A), Acc-I:50(34)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(11), Mlais-Acc/EndRdx:50(13), Mlais-Acc/Conf/Rchg:50(13), Mlais-Dam%:50(17)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11)
Level 12: Spirit Tree -- Heal-I:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(21), BasGaze-Acc/EndRdx/Rchg/Hold:30(21)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:20(23), P'Shift-End%:50(46)
Level 22: Speed Boost -- EndRdx-I:50(A)
Level 24: Hover -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(27), RedFtn-Def:50(27), RedFtn-EndRdx:50(29)
Level 26: Carrion Creepers -- Posi-Dmg/EndRdx:50(A), Posi-Dam%:50(29), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(33), RechRdx-I:50(33)
Level 28: Fly -- Flight-I:50(A)
Level 30: Spore Burst -- CSndmn-Acc/Rchg:50(A), CSndmn-EndRdx/Sleep:50(31), CSndmn-Acc/EndRdx:50(31), CSndmn-Sleep/Rng:50(34), CSndmn-Acc/Sleep/Rchg:50(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(37), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(39)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(40), EndMod-I:50(40)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(40), RechRdx-I:50(42)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42), RedFtn-Def/EndRdx:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-EndRdx:50(43)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-Status:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), S'fstPrt-ResDam/Def+:30(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def:50(48), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-EndRdx:50(50)
Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Decided to try my hand at this as I have one of these also. As my main is a def softcapped fire/force field/stone troller I am a firm believer in the power of defense and focused as much as possible on building that while still keeping recharge and recovery rates as high as possible. I am guessing from your initial post that this is a farm build and thusly meant to be played at 50, hence the fulcrum not being added until 49. Main features of the build are two self heals (one is +maxhp and should hp cap you), 40.5% smashing/lethal defense or 4.5% short of softcap and 23.8% smash/lethal resists for some padding, 212.5% global recharge with +100% more when force feedback proc fires, and 2.96 end/sec recov with 1.46 consumption which isn't bad with transference recharging in 7.64 seconds. You'll notice a lack of control options as this build is more of a brute force setup relying on high defense, two heals and the occasional sleep to manage aggro (11.6 sec rech). To me vines isn't worth the incredibly long recharge on it (240 sec compared to seeds 60 secs or spores 45 secs base). I cut seeds out because spore burst has a shorter recharge by 4 seconds and spirit tree is overkill with two frontloaded self heals. Entangle is pure fluff because I don't consider repel or siphon power worth their animation times. So, here's the build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler
- (A) Basilisk's Gaze - Recharge/Hold
- (3) Basilisk's Gaze - Endurance/Recharge/Hold
- (13) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (17) Basilisk's Gaze - Accuracy/Hold
- (A) Miracle - Heal/Endurance
- (3) Miracle - Endurance/Recharge
- (15) Miracle - Heal/Recharge
- (17) Miracle - Heal
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Damage/Range
- (37) Positron's Blast - Chance of Damage(Energy)
- (A) Gravitational Anchor - Chance for Hold
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Lethargic Repose - Endurance/Sleep
- (9) Lethargic Repose - Accuracy/Endurance
- (9) Lethargic Repose - Accuracy/Recharge
- (15) Lethargic Repose - Accuracy/Sleep/Recharge
- (25) Call of the Sandman - Accuracy/Recharge
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Jumping IO
- (A) Celerity - +Stealth
- (A) Miracle - +Recovery
- (A) Red Fortune - Defense/Endurance
- (19) Red Fortune - Defense/Recharge
- (19) Red Fortune - Defense/Endurance/Recharge
- (25) Red Fortune - Defense
- (37) Red Fortune - Endurance
- (40) Luck of the Gambler - Recharge Speed
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - EndMod/Accuracy
- (37) Performance Shifter - Chance for +End
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Empty
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Range
- (46) Positron's Blast - Chance of Damage(Energy)
- (A) Reactive Armor - Resistance/Endurance
- (29) Reactive Armor - Resistance/Recharge
- (29) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (31) Red Fortune - Defense/Endurance/Recharge
- (31) Red Fortune - Defense
- (34) Red Fortune - Endurance
- (34) Luck of the Gambler - Recharge Speed
- (A) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - Accuracy/Recharge
- (36) Performance Shifter - EndMod/Accuracy
- (A) Red Fortune - Defense/Endurance
- (39) Red Fortune - Defense/Recharge
- (39) Red Fortune - Defense/Endurance/Recharge
- (39) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (40) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (43) Positron's Blast - Chance of Damage(Energy)
- (43) Force Feedback - Chance for +Recharge
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (46) Luck of the Gambler - Recharge Speed
- (A) Miracle - Heal/Endurance
- (48) Miracle - Heal/Recharge
- (48) Miracle - Endurance/Recharge
- (48) Miracle - Heal
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 4.56% Defense(Melee)
- 5.81% Defense(Ranged)
- 3% Defense(AoE)
- 27% Enhancement(Accuracy)
- 10% Enhancement(Heal)
- 82.5% Enhancement(RechargeTime)
- 4% Enhancement(Sleep)
- 15% FlySpeed
- 95.4 HP (9.38%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 12.4%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 14.5% (0.24 End/sec) Recovery
- 9.77% Resistance(Fire)
- 9.77% Resistance(Cold)
- 15% RunSpeed
Set Bonuses:
Basilisk's Gaze
(Strangler)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Transfusion)
- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 5% Enhancement(Heal)
(Roots)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Spore Burst)
- 4% Enhancement(Sleep)
- 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Tactics)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
(Carrion Creepers)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Tough)
- 3% Defense(All)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Fly Trap)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Transference)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Vengeance)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Fissure)
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Rock Armor)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Rock Armor)
- 7.5% Enhancement(RechargeTime)
(Earth's Embrace)
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
- 19.1 HP (1.88%) HitPoints
- 5% Enhancement(Heal)
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Decided to try my hand at this as I have one of these also. As my main is a def softcapped fire/force field/stone troller I am a firm believer in the power of defense and focused as much as possible on building that while still keeping recharge and recovery rates as high as possible. I am guessing from your initial post that this is a farm build and thusly meant to be played at 50, hence the fulcrum not being added until 49. Main features of the build are two self heals (one is +maxhp and should hp cap you), 40.5% smashing/lethal defense or 4.5% short of softcap and 23.8% smash/lethal resists for some padding, 212.5% global recharge with +100% more when force feedback proc fires, and 2.96 end/sec recov with 1.46 consumption which isn't bad with transference recharging in 7.64 seconds. You'll notice a lack of control options as this build is more of a brute force setup relying on high defense, two heals and the occasional sleep to manage aggro (11.6 sec rech). To me vines isn't worth the incredibly long recharge on it (240 sec compared to seeds 60 secs or spores 45 secs base). I cut seeds out because spore burst has a shorter recharge by 4 seconds and spirit tree is overkill with two frontloaded self heals. Entangle is pure fluff because I don't consider repel or siphon power worth their animation times. So, here's the build: /snip
|
- Seeds is the signature power of Plant Control. It is an amazingly powerful control and vastly increases your killing speed. Spore Burst is completely situational and largely useless in most team situations.
- You haven't slotted accuracy in a number of powers which require it (Transfusion, Siphon Speed, Fulcrum Shift). I realize that you have Tactics and 27% in accuracy set bonuses, but I don't think its enough.
- Your high defense is only S/L. Everything else is in the 14-20% range. Not sure what you plan to do against non-S/L foes.
- Your only damage dealing powers are Roots and Fissure (plus Creepers and Fly Trap). Strangler and Entangle have no damage slotted.
I've been struggling with this off and on. I really wanted to put together a build with more defenses, but I like Psi Mastery for the status protections... And trying to work in the fighting pool for tough always left me missing a travel altogether, or giving up speed boost which would make it a gimp build for teams.
Eventually I decided to just do two builds, one for solo farming, one for farming on a team.
Key points
Team Build: Has hover/fly, somewhat decent defenses + status protection (I can't stand being mezzed). It has Psionic Tornado for AoE damage on top of the already stupidly high Creepers + FS damage. It keeps speed boost. It has the leadership pool, including vengeance (Although I find I generally use veng more on a rezzer toon, but still...).
Solo Build: Has almost 60% S/L resists, almost 40% psi defense, and 27% psi resist. Could probably farm S/L or Psi mobs without too much trouble. Particularly considering the mitigation provided by Seeds, plus the Creepers and Flytrap drawing aggro. Psi Tornado for extra damage.
Both builds have enough recharge to perma-hasten, and the FF +recharge proc in Psi Tornado for an extra boost.
What I chopped to make room
Spirit Tree: I just realized I was never going to use it. I'm too busy with all my other powers to take the time to drop one. It's a nice power, it really is. I like it, I like the look of it, but... As nice as it is to provide the equivalent of maxed out RttC to everyone close to the tree... I usually don't have time between dropping Transfusion (Which generally can't wait), Siphon Speed to keep my recharge up, FS, transfusion, and SBing the team as the fight with the spawn is dying down.
Spore Burst: Well, I only took it as a mule anyway, TBH. I thought it might make a nice emergency control, but really, I'm never going to use it. Or at least not enough for it to really matter.
On the solo build I chopped those AND hover/fly, and then ended up cutting out speed boost in favor of Inertial Reduction, so that I would be able to farm missions in a reasonable timeframe.
Team Build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(7), Dct'dW-Heal/EndRdx:50(9), Numna-Heal/EndRdx:40(9)
Level 2: Siphon Power -- Acc-I:50(A), Acc-I:50(7)
Level 4: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(11), Enf'dOp-Acc/EndRdx:50(11), Enf'dOp-Acc/Immob/Rchg:50(13), Enf'dOp-Acc/Immob:50(13), GravAnch-Hold%:50(15)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(17), Mlais-Acc/EndRdx:50(19), Mlais-Acc/Conf/Rchg:50(19), Mlais-Dam%:50(21)
Level 10: Swift -- Flight-I:50(A)
Level 12: Siphon Speed -- Acc-I:50(A), Acc-I:50(21), RechRdx-I:50(50)
Level 14: Hover -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(23), RedFtn-EndRdx/Rchg:50(23), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(25), RedFtn-EndRdx:50(27)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:40(27)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(31), BasGaze-Acc/EndRdx/Rchg/Hold:30(31)
Level 20: Speed Boost -- EndRdx-I:50(A)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(33), P'Shift-End%:50(46)
Level 24: Fly -- Flight-I:50(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(34)
Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(34), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(37)
Level 30: Tactics -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(39), ExRmnt-+Res(Pets):50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(40)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(40), EndMod-I:50(43), EndMod-I:50(43), EndMod-I:50(43)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(40)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42), LkGmblr-Rchg+:50(42)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46), S'fstPrt-ResKB:30(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50), FrcFbk-Rechg%:50(50)
Level 49: Vengeance -- DefBuff-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Solo Build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(7), HO:Golgi(7), HO:Golgi(9)
Level 2: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(9), Enf'dOp-Acc/EndRdx:50(11), Enf'dOp-Acc/Immob/Rchg:50(11), Enf'dOp-Acc/Immob:50(13), GravAnch-Hold%:50(13)
Level 4: Siphon Power -- Acc-I:50(A), Acc-I:50(15)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(17), Mlais-Acc/EndRdx:50(19), Mlais-Acc/Conf/Rchg:50(19), Mlais-Dam%:50(21)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(21)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46)
Level 16: Boxing -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(25)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(27), BasGaze-EndRdx/Rchg/Hold:30(29), BasGaze-Acc/EndRdx/Rchg/Hold:30(29)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(37)
Level 22: Tough -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(36), ImpSkn-EndRdx/Rchg:30(36), ImpSkn-ResDam/EndRdx/Rchg:30(36), ImpSkn-Status:30(37), S'fstPrt-ResKB:30(37)
Level 24: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(33), RedFtn-EndRdx:50(33)
Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(34), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(34)
Level 28: Inertial Reduction -- Jump-I:50(A)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(40), RedFtn-EndRdx:50(40)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(40), ExRmnt-Dmg/EndRdx:50(42), ExRmnt-EndRdx/Dmg/Rchg:50(42), ExRmnt-+Res(Pets):50(42)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(43)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(43)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(43), LkGmblr-Rchg+:50(46)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50), FrcFbk-Rechg%:50(50)
Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Team Build/Roots, since it's a key power for doing AOE damage, and something you'll obviously use if you're farming or otherwise teaming[1], I think you'll want to frankenslot it. That 3.75% recharge time-- not worth it[2]. You have:
Rchg 47%
EndRdx 53%
Immob 74%
Acc 95%
I would shoot for something more like:
Rchg 20-50%
EndRdx 95%
Immob 0%
Acc 50-75%%
Damage: 95%
This still overshoots accuracy, but pegs the rest nicely @50:
Enfeebled Op acc/end
Trap of the Hunter acc/end
Detonation dam/rech
Detonation dam/end
Detonation dam/acc/end
Detonation acc/dam
[1] I don't ultimately know what you plan on with this build, and it's even possible I'm mistaken in thinking AoE damage is key in farming. I thought that's how y'all did it.
[2] Of course, I broadly don't consider set bonuses worthwhile except with a few things like global recharge. So I've never really understood the drive to grab tons of set bonuses. Sorry I can't help with that.
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
AoE damage is of course key. But the damage from roots is trivial compared to what the Creepers and Psy Tornado will be doing
You might be right about frankenslotting, but I wouldn't bother with that much end redux, to be honest. Max recharge and duration, with good accuracy are all that's really important. This toon is /kin, endurance is something I can get back by tapping a button
I suppose I could frankenslot in a bunch of damage procs. That might be useful.
But yeah, farming with him is basically a matter of laying down roots to keep the mobs grouped up, seeds for mitigation (And to help with damage a little bit), Creepers, Fulcrum shift... And the spawn is pretty much dead in 15 seconds. I might apply roots a couple more times to get the bosses snared and make sure no one gets away. That's about it.
Oh, and toss Psy Tornado of course.
AoE damage is of course key. But the damage from roots is trivial compared to what the Creepers and Psy Tornado will be doing
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I have it slotted with:
Detonation acc/dmg
Air Burst acc/dmg
Air Burst dmg/rch
TotH acc/rch
Posi % energy dmg
TotH % lethal dmg
No immob duration at all? I suppose that makes sense considering I'm recasting it every 2.2 seconds. Hmmm.
On my plant/kin roots contributes about as much as fissure, maybe a bit more can't recall the herostats analysis. No idea what creepers puts out, but it seems pretty good.
But I wouldn't really slot much of anything for damage on a kin unless you have issues handling large spawns so you don't have full fulcrums. But if you have issues like that then playing a plant/kin probably is not the right thing.
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
I'm pretty much able to one shot control an entire boss mob with seeds+contagious confusion so the majority of vanilla pve content (ie minions/luts) is just mind-numbingly easy that if I'm fighting anything less than agro cap or beyond at one time I get bored very quickly.
So in that regard I do have some of my st powers (strangler, Seismic) slotted with some damage in the event that I'm just facing a tough single enemy. But (and I'm not kidding at all) I can kill 16 bosses as fast as I can kill one because plant has really low st damage and very good aoe
Yeah, I've noticed that. I was like hey, it's sort of bizarre, but I can kill a spawn of 16 mobs a lot faster than a spawn of 3 or 4... The Fulcrum Shift bonus makes that much of a difference.
I resolved to build a Plant/Kin for farming, because I tanked on a boss farm that had a plant/kin and she made me feel bad for my fire/kin. I mean YIKES. Now I want one.
So I created this build... It's recharge levels are just plain stupid high (238% with Hasten and 3x Siphon Speed). Basically everything is perma, without recharge enhancements (Except for Vines, but short of a Dom with permadom + power boost there's no chance of sending that perma). It has quite good status protections through Indomitable Will and a Steadfast KB protection, and the defenses/resists are, I think, fairly good for a 'troller, considering I wasn't focusing on them. Fulcrum Shift is up every 16 seconds, which is more than enough to hit the damage cap unassisted.
The end usage is high, but so is recovery (3.16/s, not factoring in the Performance Shifter +end proc), and well, he's a kin... He has Transference up every 10 seconds. I'd have to be a noob to burn his whole endurance bar in 10 seconds.
The build is also extremely expensive, but not as much so as the SS/Shield Brute farming build I've been working on (Which is 2 bill in and probably 2-3 to go).
Anyway, submitted for comments, suggestions, optimizations, etc:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sylvan Defender: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(7), BasGaze-Rchg/Hold:30(36), BasGaze-EndRdx/Rchg/Hold:30(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(37)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(3), HO:Golgi(3), HO:Golgi(5)
Level 2: Roots -- GravAnch-Immob/Rchg:50(A), GravAnch-Hold%:50(5), GravAnch-Acc/Immob/Rchg:50(7), GravAnch-Acc/Rchg:50(9), GravAnch-Immob/EndRdx:50(9)
Level 4: Siphon Power -- Acc-I:50(A), Acc-I:50(34)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg:50(A), CoPers-Conf/EndRdx:50(11), CoPers-Acc/Rchg:50(13), CoPers-Conf%:50(13), CoPers-Acc/Conf/Rchg:50(17)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11)
Level 12: Spirit Tree -- Heal-I:50(A), Heal-I:50(23), Heal-I:50(29)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
Level 18: Vines -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(19), UbrkCons-Acc/Rchg:50(19), UbrkCons-EndRdx/Hold:50(21), UbrkCons-Dam%:50(21)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:20(23), P'Shift-End%:50(46)
Level 22: Speed Boost -- EndRdx-I:50(A)
Level 24: Hover -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(27), RedFtn-Def:50(27), RedFtn-EndRdx:50(29)
Level 26: Carrion Creepers -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(31), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Knock%:50(33)
Level 28: Fly -- Flight-I:50(A)
Level 30: Spore Burst -- FtnHyp-Sleep/Rchg:50(A), FtnHyp-Sleep/EndRdx:50(31), FtnHyp-Plct%:50(31), FtnHyp-Acc/Sleep/Rchg:50(34), FtnHyp-Acc/Rchg:50(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(37), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(39)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(40), EndMod-I:50(40)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(40), RechRdx-I:50(42)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42), RedFtn-Def/EndRdx:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-EndRdx:50(43)
Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-Status:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), S'fstPrt-ResDam/Def+:30(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def:50(48), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-EndRdx:50(50)
Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment