Need Advice for Plant/Storm


Hercules

 

Posted

The biggest issue I have running the ITF and other TFs is survivability during speed runs. Seems to be the squishiest build I have - I have better luck with my blasters, even though they all have extensive AE damage.

1. Spirit Tree - worth taking? Tried it early on... it didnt seem to have much impact.
2. Hurricane - never tried it. I can see its use in mitigating melee damage, but it would do nothing against ranged. How many of you stormies use it and in what situations?
3. Which APP would you suggest? I'm currently on Primal Forces, however the Temporary Invuln seems to do nothing for defense. I have a sneaking suspicion that it might have a taunt component to it... Conserve power is nice, since my troller goes through a lot of end.
4. Steamy Mist - seems to have little effect against the mobs in ITF. Would you suggest something from the power pools to supplement it? Is Stealth any better?

Anyone have a good TF build they can post?


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Posted

Quote:
Originally Posted by Hercules View Post
The biggest issue I have running the ITF and other TFs is survivability during speed runs. Seems to be the squishiest build I have - I have better luck with my blasters, even though they all have extensive AE damage.

1. Spirit Tree - worth taking? Tried it early on... it didnt seem to have much impact.
Spirit Tree is optional -- kind of like a stationary Regen Aura. I find its best use is during longer, tougher fights, or where your team plans to "make a stand" by bring foes to a particular location instead of running to each group. For example, in the ITF, you can use the Tree by the Bridge when a teammate goes to pull the generals, by the computer console and when beating on Rommie. It is a lower priority power, but nice especially for melee characters with Resistance to help them heal up the damage they take.

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2. Hurricane - never tried it. I can see its use in mitigating melee damage, but it would do nothing against ranged. How many of you stormies use it and in what situations?
I love Hurricane on my Stormies. I consider it a "highly recommended" power rather than a "must have," and it takes some practice to learn how to use it well. It can be both an offensive and defensive tool. Turn on Hurricane and hide around a corner, and foes find it hard to get through the doorway to come after you -- and if they get past, their ToHit is severely debuffed, so they can't hit you. You can pick them off easily. You can push stragglers into AoE powers or towards the tank/melee fighters. You can lock foes into a cul de sac, debuffed and prime for the getting smacked around by Tornado, Lightning Storm and your pet. And it makes a good "panic button" power for when you and other squishies are getting overwhelmed in melee -- but you are correct that it doesn't help with ranged damage. (I will sometimes look for ranged defense on my stormies for this reason.)

Used well, Hurricane is very "situational." I leave it off most of the time, then only turn it on for short times in ideal situations. I have it bound to a button on my mouse, so I can pop it on with a flick of a finger. Using Hurricane at the wrong time can actually hurt a team, so it takes some practice and experience. "Highly Recommended" though.

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3. Which APP would you suggest? I'm currently on Primal Forces, however the Temporary Invuln seems to do nothing for defense. I have a sneaking suspicion that it might have a taunt component to it... Conserve power is nice, since my troller goes through a lot of end.
I generally take the Ice APP on my Stormies. You have no self heal or endurance recovery, and Hibernate can cover both of those. Also, the two AoE damage powers require some positioning, and Storm is the best at positioning. Your Roots Immob will hold foes in place for the entire duration of Ice Storm. Seeds of Confusion is a cone, and so it Frost Breath -- You can have a regular attack chain of Seeds, Roots, Frost Breath, Roots. And the Armor is defense-based, and the single target blast is decent.

One of Plant's biggest weaknesses is a lack of single target damage, so the Earth set is worth considering. You get two single-target attacks, an short-range AoE, a heal and a defense-based shield (that is really ugly). I generally skip Hurl, but Seismic Smash is just too good.

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4. Steamy Mist - seems to have little effect against the mobs in ITF. Would you suggest something from the power pools to supplement it? Is Stealth any better?
Steamy's defense is minimal -- its main benefits are resistance to Energy, Fire and Cold, and stealth. Most of the damage in the ITF is lethal, so the resistance won't help much. But the Stealth does. I generally take Super Speed for travel with my Storm Controllers, as Steamy + SS = full invisibility. A stealth IO will do the same thing, but I like the battlefield maneuverability of Super Speed to get in postion for casting cone powers, moving around while running Hurricane or getting in position for Lightning Storm, or even in position for using Gale.

Stealth provides no benefit over Steamy Mist, and doesn't provide a benefit to teammates. Grant Invis provides some benefit, but not enough better than Steamy to me. Full Invis takes two powers to get, and is inferior to Steamy + Super Speed.


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Posted

Quote:
Originally Posted by Hercules View Post
4. Steamy Mist - seems to have little effect against the mobs in ITF. Would you suggest something from the power pools to supplement it? Is Stealth any better?
Well, the problem here isn't specific to steamy mists. It's due to the -def effect in the Cimerorans attacks. Let a chop or two get through and suddenly you've been minced. Unless you have a sizable amount of lethal/smashing defense they'll quickly cut through it. (I have a fire/ff/stone softcapped v. smashing/lethal that has fallen to some unlucky hits and collapsing defense on the ITF.)


 

Posted

I run speedies all the time on my plant/storm . 2 things that help here,

1) The Earth Epic, gives you Earths Embrace (dull pain +hp +heal), 2 nice attacks, and Rock armor +defense to smashing/lethal.

2) Ad a celerity unique in sprint then sprint + steamy mist = invisibilty.

Now, I took Leaping, so Combat Jumping + Rock Armor + Steamy mist + a few choice IO sets = soft capped smashing/lethal defense.

Being able to stealth is key i think. With steamy mist there its a great start. But the defense is really nice too. I love going toe to toe with a cyclops only to watch him miss more than he hits me, and if he lands a good blow, i have Earths Embrace to heal back up.

I never took Hurricane, I would of prefered the rooted mobs to not move around when running it, there for perfect -tohit shield right there , but I currently have Snow Storm, but don't use it a whole lot. Might switch them out im not sure.

Im sure im not the ONLY one who blitz's Task Forces (all task forces for that matter) on a plant controller, but this is 2 things I think really boost the success


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