Plant/TA - Thoughts?
I'm not sure how well it will stack up to other sets, but it seems like it has potential. The redraw will be annoying, but you always have that on /TA Controllers, so deal with it; the -Fly on Entangling Arrow will be handy at times for Plant; double holds is always wonderful; the -Res arrows are better for Plant than personal +Dam powers because of the amount of damage you do from procs, pets, and confuse; the number of procs you can stick in TA goes with Plants' theme of bleeding tons of inf into procs; the -Dam on Gas Arrow will actually reduce the (already minor) XP-per-mob hit that you take by spamming an AoE Confuse; Oil Slick will go well with your AoE damage schtick if they ever fix it; EMP Arrow always rocks.
In the absence of someone with more experience, it looks fine to me.
(I myself have a level 42 Plant Controller and a level 23 /TA Mastermind, and I sometimes duo with a Trick Arrow Defender who is around level 35.)
Plant/TA has great synergy, I've got two plants and two TAs at 50. Glue + Creepers can keep things locked down in all the TA debuffs. Seeds will keep you safe enough to work spawns down and focus on holding bosses. Ignore the TA redraw, I have an Ill/TA and you get used it after a while.
Plant excels at control as does TA as secondaries go, no doubt you will end up with a well rounded character.
Not sure what your budget is, but I threw together a quick build for you. Hope it gives you an idea of what you can do. If you want a budget build, let me know.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Plant TA: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler
- (A) Basilisk's Gaze - Recharge/Hold
- (43) Basilisk's Gaze - Accuracy/Recharge
- (46) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Hold
- (50) Lockdown - Chance for +2 Mag Hold
- (50) Devastation - Chance of Hold
- (A) Accuracy IO
- (A) Positron's Blast - Damage/Recharge
- (3) Positron's Blast - Damage/Range
- (3) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Accuracy/Damage/Endurance
- (46) Gravitational Anchor - Chance for Hold
- (A) Recharge Reduction IO
- (5) Recharge Reduction IO
- (5) Slow IO
- (A) Run Speed IO
- (A) Coercive Persuasion - Contagious Confusion
- (9) Coercive Persuasion - Confused/Recharge
- (9) Coercive Persuasion - Confused/Endurance
- (45) Coercive Persuasion - Accuracy/Confused/Recharge
- (46) Coercive Persuasion - Accuracy/Recharge
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Basilisk's Gaze - Recharge/Hold
- (13) Basilisk's Gaze - Endurance/Recharge/Hold
- (13) Basilisk's Gaze - Accuracy/Recharge
- (15) Basilisk's Gaze - Accuracy/Hold
- (15) Lockdown - Chance for +2 Mag Hold
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Fortunata Hypnosis - Sleep/Endurance
- (17) Fortunata Hypnosis - Sleep
- (17) Fortunata Hypnosis - Sleep/Recharge
- (43) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (43) Fortunata Hypnosis - Accuracy/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Recharge/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (23) Basilisk's Gaze - Endurance/Recharge/Hold
- (37) Recharge Reduction IO
- (42) Lockdown - Chance for +2 Mag Hold
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - EndMod/Accuracy
- (A) Endurance Reduction IO
- (A) Achilles' Heel - Chance for Res Debuff
- (25) Analyze Weakness - Accuracy/Defense Debuff
- (25) Analyze Weakness - Accuracy/Recharge
- (37) Analyze Weakness - Accuracy/Endurance/Recharge
- (40) Recharge Reduction IO
- (A) Ragnarok - Accuracy/Recharge
- (27) Ragnarok - Accuracy/Damage/Recharge
- (27) Ragnarok - Damage/Recharge
- (34) Ragnarok - Damage
- (34) Ragnarok - Damage/Endurance
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (29) Endurance Reduction IO
- (A) Doctored Wounds - Recharge
- (31) Doctored Wounds - Heal/Endurance
- (31) Doctored Wounds - Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Damage/Endurance
- (A) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Chance of Damage(Energy)
- (36) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (A) Unbreakable Constraint - Accuracy/Hold/Recharge
- (39) Unbreakable Constraint - Accuracy/Recharge
- (39) Unbreakable Constraint - Hold/Recharge
- (39) Unbreakable Constraint - Endurance/Hold
- (40) Unbreakable Constraint - Hold
- (40) Lockdown - Chance for +2 Mag Hold
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Titanium Coating - Endurance
- (45) Titanium Coating - Resistance
- (45) Titanium Coating - Resistance/Endurance
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 93.8% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 4% Enhancement(Heal)
- 63% Enhancement(Accuracy)
- 5% FlySpeed
- 34.3 HP (3.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 4.7%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 29.5% (0.49 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 12% Resistance(Fire)
- 12% Resistance(Cold)
- 5% 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)
(Roots)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Seeds of Confusion)
- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Ice Arrow)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Poison Gas Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Vines)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 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
(Acid Arrow)
- 10% (0.42 HP/sec) Regeneration
- MezResist(Stun) 2.2%
(Carrion Creepers)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Spirit Tree)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Fly Trap)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Oil Slick Arrow)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(EMP Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Temp Invulnerability)
- MezResist(Sleep) 2.2%
- 15.3 HP (1.5%) HitPoints
(Combat Jumping)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
It's a nice combo. Two advantages I'll mention. First; the extra control in /TA means that you'll be able to handle Confusion resistant enemies better, which tends to be one of the weaknesses of Plant/. Especially important if you intend to be fighting Nemesis much ( and who knows what will show up in Going Rogue ). Second, Acid Arrow and Disruption Arrow lets you get the most out of Seeds of Confusion by weakening enemy resistance/defense without lowering their ability to hurt each other.
Arc #40529 : The Furies of the Earth
Thanks All!
So far I am at 16th level and it's very fun, solo and duo.
We will see what the 'end result' looks like, but it is great so far.
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
I love mine. (Snaptrap lvl 50)
When you consider all the "drop" powers the two sets have, you can create a little zone of death.. Mobs slowed, helded, confuzed, beating the hell out of eachother inside your carion patch...while it's wacking them... then you set them on fire...
It's a good time.
@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...
It's been a few days since I said something that made the boards crackle. So I might as well go for it.
Trick Arrow sucks. There, I said it.
Basically the only reason Trick Arrow passes muster is we don' have Traps or Dark yet, and the full capacity of Cold has yet to sink in. Trick Arrow is fine as long as you don't look closely at the debuff values of other sets. But once you compare it to what else is out there it becomes evident that the set's sacrifice of buffs didn't buy it any extra utility; in fact it's debuff values are weaker than other sets in every measurable category. To quote myself from another thread, TA users "have no way to restore HP, no good single target debuffs, no recharge boosters, no mezz defense or protection, no reliable knockback for soloing, no team buffs of any kind, some of the lowest debuff values of any set, holds and slows weaker than an Ice Blaster, and mezzes weaker than a Controller that take an average of 30-50% longer to recharge."
I don't hate Trick Arrow. It can work out, in the same way that Gravity Control or Energy Melee can flow despite their widely recognized issues. But I can say that if we ever get out hands on Traps, TA will seem a whole lot less appetizing.
Meanwhile, I have my fingers crossed that TA will get some buffs in Going Rogue.
If I was a team leader who had a bunch of people all wanting to get several of their missions done in the evening then quite possibly, am not going to think about it too much, a Plant/TA would be good.
Otherwise it maybe or may of been a blessing in PvP Base Raids if they ever happen..
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Trick Arrow sucks. There, I said it.
Basically the only reason Trick Arrow passes muster is we don' have Traps or Dark yet, and the full capacity of Cold has yet to sink in. ... in fact it's debuff values are weaker than other sets in every measurable category. |
At any rate, Trick Arrow would be significantly better if Oil Slick actually worked like it says it does. Being bugged has not helped TA's run.
That said, I have fun playing Trick Arrow, which is a significant factor.
Remember: The devs say that redraw has been fixed.
My experience as a Plant/TA is that you're primarily lockdown. Your damage output won't be as constant as a Fire/Kin because the imps are just too much. Oil slick Arrow, however, WILL be a lifesaver on teams.
I'd start by getting Roots, Seeds of Confusion, Glue Arrow, Ice Arrow, and Strangler, in no particular order. That'll give you the ability to hold bosses and have an AoE hold before you're level 12, and you'll use those powers all the way to level 50.
While you CAN use Spores and Poison Gas Arrow, I's suggest that this is one synergy you can skip. There are better power combos in this set. Of the two powers, Poison Gas Arrow probably better due to its 20% damage debuff.
If you get Disruption Arrow and Acid Arrow, use them! I rarely see a /TA controller using these two AoE resistance debuffs, even though they're great.
Oil slick Arrow can be ignited by fire nd energy attacks. If you don't have the veteran's reward that give you the choice of a Nemesis Rod, I'd go for a Magic or Technology origin because they deal energy damage.
Too many alts to list.
Remember: The devs say that redraw has been fixed.
I'd start by getting Roots, Seeds of Confusion, Glue Arrow, Ice Arrow, and Strangler, in no particular order. That'll give you the ability to hold bosses and have an AoE hold before you're level 12, and you'll use those powers all the way to level 50. While you CAN use Spores and Poison Gas Arrow, I's suggest that this is one synergy you can skip. There are better power combos in this set. Of the two powers, Poison Gas Arrow probably better due to its 20% damage debuff. If you get Disruption Arrow and Acid Arrow, use them! I rarely see a /TA controller using these two AoE resistance debuffs, even though they're great. Oil slick Arrow can be ignited by fire nd energy attacks. If you don't have the veteran's reward that give you the choice of a Nemesis Rod, I'd go for a Magic or Technology origin because they deal energy damage. |
Wow this advice is gold..I think I'm rolling a Plant/TA based on this alone.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
Just a note that the redraw issue is still present. Back Alley Brawler thought he had it fixed but there were issues with it, and he had to go back to the drawing board.
I have my Plant/TA at 50 and absolutely love it. Mind you, I've put lots of IOs in it to give it that extra recharge to get Seeds, Oil Slick, and various other powers up faster. Speaking of recharge bonuses...
While you CAN use Spores and Poison Gas Arrow, I's suggest that this is one synergy you can skip. There are better power combos in this set. Of the two powers, Poison Gas Arrow probably better due to its 20% damage debuff.
|
I'd go for a Magic or Technology origin because they deal energy damage. |
You can also take advantage of procs in several places across the build. Achilles' Heel -Res proc comes to mind in Acid Arrow and Oil Slick, along with several damage procs, and the confuse proc Contagious Confusion.
Overall, this combination offers you a lot of control and decent damage if you take full advantage of what each set has to offer.
Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
Despite the drawbacks to /TA mentioned earlier in the thread, one point made later trumps them. TA IS a lot of fun if you have enough control in your primary to carry it. Also the second single target hold, and the second AoE hold are both wonderful to have available when facing foes that are resistant to confuse, so the synergy of Plant/TA is particularly good in that respect.
I would go for it, it will end up being a lot of fun.
I have a lvl 21 plant/ta and am enjoying it immensely! The holds are super, Acid Arrow is great after SoC.
Slow going solo, but still, a great combo.
I used to think that TA sucked but man, was I wrong. It's a nice secondary.
Justice
Everwood
Triumph
The Trust
Remember: The devs say that redraw has been fixed.
If you get Disruption Arrow and Acid Arrow, use them! I rarely see a /TA controller using these two AoE resistance debuffs, even though they're great. |
Oil slick Arrow can be ignited by fire nd energy attacks. If you don't have the veteran's reward that give you the choice of a Nemesis Rod, I'd go for a Magic or Technology origin because they deal energy damage. |
I have a macro set up to target the Oil Slick -- this makes it easy to fire off OSA, then click the macro to target the Oil Slick to light it.
It is also interesting to note that the Oil Slick can be used like a foe for siphon-type powers. Kinetics can buff and heal off of it. Dark Miasma can heal and use the AoE Rez, Howling Twilight, off of the Oil Slick. Warshades can use their self-Rez off of it.
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.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I know this post is somewhat dated, but seeing as how I don't see very many Plant/TA builds out there, and as I'm new to the game, I thought I would post my i19 respec of this build.
Some changes, my build uses combat jumping instead of super speed. I also slotted Strangler a little earlier on my build because I think it might be helpful to those leveling the character to put some Damage IOs while leveling...
I'd like as much advice as possible!
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler
- (A) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Endurance/Recharge/Hold
- (43) Basilisk's Gaze - Accuracy/Hold
- (46) Devastation - Chance of Hold
- (48) Lockdown - Chance for +2 Mag Hold
- (A) Accuracy IO
- (A) Positron's Blast - Damage/Recharge
- (3) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Damage/Range
- (7) Positron's Blast - Accuracy/Damage/Endurance
- (46) Gravitational Anchor - Chance for Hold
- (A) Recharge Reduction IO
- (5) Recharge Reduction IO
- (23) Slow IO
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Coercive Persuasion - Confused
- (9) Coercive Persuasion - Confused/Recharge
- (9) Coercive Persuasion - Accuracy/Confused/Recharge
- (25) Coercive Persuasion - Accuracy/Recharge
- (45) Coercive Persuasion - Confused/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (11) Basilisk's Gaze - Recharge/Hold
- (11) Basilisk's Gaze - Accuracy/Recharge
- (13) Basilisk's Gaze - Endurance/Recharge/Hold
- (13) Lockdown - Chance for +2 Mag Hold
- (A) Jumping IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Fortunata Hypnosis - Sleep/Endurance
- (17) Fortunata Hypnosis - Sleep/Recharge
- (17) Fortunata Hypnosis - Accuracy/Recharge
- (43) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (46) Fortunata Hypnosis - Sleep
- (A) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (19) Basilisk's Gaze - Recharge/Hold
- (25) Basilisk's Gaze - Endurance/Recharge/Hold
- (37) Recharge Reduction IO
- (42) Lockdown - Chance for +2 Mag Hold
- (A) Achilles' Heel - Chance for Res Debuff
- (21) Analyze Weakness - Accuracy/Defense Debuff
- (23) Analyze Weakness - Accuracy/Recharge
- (37) Analyze Weakness - Accuracy/Endurance/Recharge
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Ragnarok - Accuracy/Recharge
- (27) Ragnarok - Accuracy/Damage/Recharge
- (27) Ragnarok - Damage/Recharge
- (34) Ragnarok - Damage
- (34) Ragnarok - Damage/Endurance
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (29) Endurance Reduction IO
- (A) Doctored Wounds - Recharge
- (31) Doctored Wounds - Heal/Endurance
- (31) Doctored Wounds - Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (A) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Chance of Damage(Energy)
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (A) Unbreakable Constraint - Accuracy/Hold/Recharge
- (39) Unbreakable Constraint - Accuracy/Recharge
- (39) Unbreakable Constraint - Hold/Recharge
- (39) Unbreakable Constraint - Endurance/Hold
- (40) Unbreakable Constraint - Hold
- (40) Lockdown - Chance for +2 Mag Hold
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Titanium Coating - Endurance
- (45) Titanium Coating - Resistance
- (45) Titanium Coating - Endurance/Recharge
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Damage Increase IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Healing IO
- (A) Performance Shifter - Chance for +End
- (15) Performance Shifter - EndMod
- (15) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - EndMod/Accuracy
Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 101.25% Enhancement(RechargeTime)
- 63% Enhancement(Accuracy)
- 5% FlySpeed
- 34.34 HP (3.376%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 4.7%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 29.5% (0.493 End/sec) Recovery
- 20% (0.849 HP/sec) Regeneration
- 11.97% Resistance(Fire)
- 11.97% Resistance(Cold)
- 5% RunSpeed
------------
Set Bonuses:
Basilisk's Gaze
(Strangler)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Roots)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Combat Jumping)
- 10% (0.425 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Seeds of Confusion)
- 4% (0.067 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Ice Arrow)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Poison Gas Arrow)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Vines)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Acid Arrow)
- 10% (0.425 HP/sec) Regeneration
- MezResist(Stun) 2.2%
(Carrion Creepers)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Spirit Tree)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Fly Trap)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Oil Slick Arrow)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(EMP Arrow)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Temp Invulnerability)
- MezResist(Sleep) 2.2%
- 15.26 HP (1.501%) HitPoints
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
- 2.5% (0.042 End/sec) Recovery
I have a Plant/TA in his 20s. He's fun to play and looks badass, but at times it doesn't feel as helpful to the team as some of my other controllers.
At level 1, you start out with an immob to set up containment. This was the first controller I've had that was one-shotting enemies in the tutorial. It was fun.
Then, you get a wonderful synergy between Seeds and Flash Arrow. Basically, you can stop worrying about taking the alpha when you use Seeds because the enemies can't see you coming.
You'll spend most fights using Flash Arrow-> Seeds-> Roots -> TA debuffs and then using your two single target holds to lock anything down that has avoided confusion. Redraw hasn't been a problem so far, the combo is however super duper clicky. You'll have filled your bar by level 16 and will have to resort to complex binds in order to leverage all your powers.
With i19, I've picked up Aid Other because my support seemed lacking.
I have a Plant/TA in his 20s. He's fun to play and looks badass, but at times it doesn't feel as helpful to the team as some of my other controllers.
At level 1, you start out with an immob to set up containment. This was the first controller I've had that was one-shotting enemies in the tutorial. It was fun. Then, you get a wonderful synergy between Seeds and Flash Arrow. Basically, you can stop worrying about taking the alpha when you use Seeds because the enemies can't see you coming. You'll spend most fights using Flash Arrow-> Seeds-> Roots -> TA debuffs and then using your two single target holds to lock anything down that has avoided confusion. Redraw hasn't been a problem so far, the combo is however super duper clicky. You'll have filled your bar by level 16 and will have to resort to complex binds in order to leverage all your powers. With i19, I've picked up Aid Other because my support seemed lacking. |
I usually start with Acid arrow or seeds. If I have a strong team I won't bother with the seeds and just use the holds and acid arrow and keep the seeds for ambushes and the like.
I understand how it can feel like an unhelpful class. Not a lot of damage AND all you are doing is holding things in place, if your team can't kill them you'll be in pretty bad shape.
Ryan
Funny, I never use Flash Arrow. (Didn't even take it).
I usually start with Acid arrow or seeds. If I have a strong team I won't bother with the seeds and just use the holds and acid arrow and keep the seeds for ambushes and the like. I understand how it can feel like an unhelpful class. Not a lot of damage AND all you are doing is holding things in place, if your team can't kill them you'll be in pretty bad shape. Ryan |
I find it helpful, it lets me position my cone just so to hit the whole group of baddies, and I can tell myself I'm helping the team by debuffing enemy tohit a bit. It's also very useful when you have multiple mobs close to each other.
Another thing to point out is that Plant is one of the few control sets to offer a team buff in Spirit Tree, which further helps round out TA's weak spots. I'm very happy I took Medicine to have something to draw on when an enemy insists on doing damage despite all the debuffs and controls.
Spirit Tree does come in very handy on the backlines to give the squishies a little extra healing and also if you are just running a duo around.
I would still like more input on my i19 version of the build if anyone would like to help!
Thinking about making a Plant/TA.
Wondering if anyone has any input or advice.
Have not played either set very high, curious if there is any good synergy, etc.
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45