Plant/Kin/Stone Build Critique


Black_Aftermath

 

Posted

Working on bring a Plant/Kin/Stone up to 50 and plan to use him with my friends Fire/Kin for farms. Curious if I could get some build advice. Also, what can expect from Creepers when farming? Are they a significant source of damage? The build I have put together has Perma-Creepers so I'm hoping they will help me roll pretty well.

Any chance I'll be able to move through groups as quickly as my friends Fire/Kin/Stone?

Thanks!

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Posted

I dunno, you spent all that inf on purples and you didn't even cap S/L def?

Once you get your Stone attack chain, I think you can put 4 Enfeebled Operations in Roots for the S/L defense. Then stick Sovereign Right in Fly Trap for more S/L and 4 Lethargic Reposes in Spore Burst and you'll finally have capped S/L.

Swap in a Recharge IO in Creepers and it'll still be perma.

IMHO, the speed all depends on how much recharge you get for Fissure. The damage from Creepers isn't that great, but combined with FS and mob damage to each other from confuse, it's better than hotfeet and safer since it holds its own aggro. The damage from Fly Trap may be less than Imps despite Fly Trap having Fling Thorns.

My cheapo build if you're interested:

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Posted

Thanks for the thoughts.

My thinking with not capping out S/L was that Between my heal, Creepers holding Aggro, Seeds of Confusion, and if all went wrong Spore Burst, that I wouldn't really be in much danger. Especially in a basic Farm format.

My Arch/MM blaster certainly benefited from having capped S/L, but he performed fine before I bought my last to sets of Kinetic Combat and he didn't have nearly the tools for survival that are at the disposal of a Plant/Kin.

Is the Extra S/L really that important?