What to do with my Plant/Earth Dom...
I'm having trouble with my own build for a dom, so while I can't go too in depth with advice, I do have just a small smidge of advice.
It's much easier to build for typed defense on dominators due to the mace shield. Give it a shot, you'll probably be pleased with what you're able to put together. It'll obviously mean a change of patron for you, but it's worth consideration. My build for instance has 44.9 to smash/leth and around 35% to energy, with neg in the 20s. My only weak spot there is fire/cold which I believe is about 12. I could have accomplished even more if I had gone for pure defense instead of trying to reach permadom aswell.
"I do what I want." -- Raine Heartfall
Hellgirl. Fifteen minutes could save you fifteen percent or more on car insurance.
@Perfy
Virtue
Cap S/L and perma dom is doable
I'm having trouble with my own build for a dom, so while I can't go too in depth with advice, I do have just a small smidge of advice.
It's much easier to build for typed defense on dominators due to the mace shield. Give it a shot, you'll probably be pleased with what you're able to put together. It'll obviously mean a change of patron for you, but it's worth consideration. My build for instance has 44.9 to smash/leth and around 35% to energy, with neg in the 20s. My only weak spot there is fire/cold which I believe is about 12. I could have accomplished even more if I had gone for pure defense instead of trying to reach permadom aswell. |
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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My build is in its own thread on this forum. It's not plant/earth, it's ice/earth, but the comparisons will still be easy to make. Go have a look, maybe you can get something from it.
"I do what I want." -- Raine Heartfall
Hellgirl. Fifteen minutes could save you fifteen percent or more on car insurance.
@Perfy
Virtue
So, my awesome Plant/Earth Dom is rounding the corner, just over 42, and should be on track to hit 50 if I can stay focused. I've been looking over some builds and I can't decide what I want to do with her as far as IOs are concerned. Since permadom isn't tied to damage now I thought I could shoot for a range DEF build or build for +DMG, though I'm starting to wonder if that's worth it or if I should just go for permadom anyway.
My only real goals are to have Carrion Creepers on perma and not run out of endurance. But if I can gain something significant through other bonuses, I'd be quite happy with that. The only purples I want to spring for are confuse, hold, and maybe immobilize (though I'd need to find 3 slots for that). I also like the powers I have now, except for SS and Stealth which are set mules. And don't want to leave anything underslotted, except for Strangler, Roots, and maybe Stone Spears. So any tips or advice on what direction I could go would be a big help. |
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I wouldn't say rich, but if the payoff is good enough I'm willing to work for it. I've already IOed out two toons, just don't have a whole lot of inf floating around right now.
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Most of these IOs are fairly inexpensive and I only used two of the cheapest purples for the 10% recharge. The 3 lotgs can easily be acquired through merits. You don't HAVE to go for perma dom, but trust me..it's loads of fun.
I'd really like to run some missions with your dom if you happen to be on Virtue Server. I've been itching to make a plant/earth dom ever since Earth assault came out and I have yet to see a fully IOed out Plant/EA build in action.
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Perma-Dom is still extreemly Viable, and would benifit you more then Def%.
Global Recharge lets you fire off your attacks very quickly, making your AoE controls more helpful, and Perma-Dom doubling your Controls ability to Control, would make the need for Def% pointless to begin with.
Domination fills up your End Bar, so Id say really all youd wanna try for, would be Recovery, and Regen, and Global Recharge.Thats about all you need.
Guys I need some advice.
I'm trying to create the build for my Dom, but I'm stuck in the mid levels, 'cause I don't know which powers to take. This is what I created until now:
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 29 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fitness
Villain Profile:
Level 1: Strangler -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(3), G'Wdw-Acc/EndRdx(7), G'Wdw-Hold/Rng(13)
Level 1: Stone Spears -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(23)
Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17)
Level 6: Super Speed -- EndRdx-I(A)
Level 8: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9)
Level 10: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 12: Stealth -- EndRdx-I(A)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(23)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Det'tn-Dmg/Rchg(27)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 2,5% Defense(Smashing)
- 2,5% Defense(Lethal)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 1,25% Defense(Melee)
- 2,5% Defense(Ranged)
- 2,25% Max End
- 3% Enhancement(Immobilize)
- 2,5% Enhancement(Held)
- 3,75% Enhancement(RechargeTime)
- 14% Enhancement(Accuracy)
- 30,5 HP (3%) HitPoints
- MezResist(Held) 2,2%
- MezResist(Immobilize) 6,6%
- MezResist(Stun) 2,2%
- 6,5% (0,11 End/sec) Recovery
- 1,88% Resistance(Negative)
- 5% RunSpeed
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The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
The very first thing you should do is to respec into Seeds of Confusion. Most of Plant Control's effectiveness is tied up in this power.
I would also recommend Power Boost. The boost in duration for Vines makes the power a useful substitute for Seeds of Confusion with confusion-resistant enemies. It also has some nice synergy with the Leadership and Medicine pools which are both areas you should consider as you get into the mid-30s and 40s.
The very first thing you should do is to respec into Seeds of Confusion. Most of Plant Control's effectiveness is tied up in this power.
I would also recommend Power Boost. The boost in duration for Vines makes the power a useful substitute for Seeds of Confusion with confusion-resistant enemies. It also has some nice synergy with the Leadership and Medicine pools which are both areas you should consider as you get into the mid-30s and 40s. |
But pretty much everything else minMin stated. Seeds of Confusion along with Carrion creepers is this Primaries bread and butter.
I didn't bother with Vines at the later levels as confusion and the hold proc in roots is enough to keep enemies off me.
Regarding Medicine I agree, with the notable exception of Ice Control. That set really doesn't have much for dealing with alpha strikes and you tend to take more damage than the other control sets.
Yeh.Iv noted that Power Boost negates the need for the Medicine Pool on my Earth/Earth Dominator as well.
So I agree that if you need that pool your doing something wrong.
Ok, here's the template I planned. Still I have some doubts about the travel power, do you think SS is good or maybe another is better? Any other suggestion will be welcomed.
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Strangler -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(3), G'Wdw-Acc/EndRdx(7), G'Wdw-Hold/Rng(13), G'Wdw-Acc/Hold/Rchg(15)
Level 1: Stone Spears -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(36)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob(15)
Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(36)
Level 6: Super Speed -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(36)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(39)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Carrion Creepers -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Det'tn-Dmg/Rchg(27), AirB'st-Dmg/Rchg(31), Enf'dOp-Acc/Rchg(39)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(39)
Level 30: Stealth -- EndRdx-I(A)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(34), C'Arms-Acc/Dmg/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(34), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 35: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), TmpRdns-Acc/EndRdx(43), TmpRdns-EndRdx/Rchg/Slow(43)
Level 38: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42)
Level 41: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), UndDef-DefDeb(45), UndDef-DefDeb/Rchg(45), UndDef-Rchg/EndRdx(45), Achilles-ResDeb%(46)
Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 49: Summon Tarantula -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(50), C'Arms-Acc/Dmg/Rchg(50), C'Arms-EndRdx/Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:
- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 2,5% Defense(Smashing)
- 2,5% Defense(Lethal)
- 1,25% Defense(Fire)
- 1,25% Defense(Cold)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 1,25% Defense(Melee)
- 2,5% Defense(Ranged)
- 2,5% Defense(AoE)
- 4,05% Max End
- 3% Enhancement(Immobilize)
- 5% Enhancement(Held)
- 37,5% Enhancement(RechargeTime)
- 53% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 8% FlySpeed
- 114,5 HP (11,3%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- MezResist(Held) 2,2%
- MezResist(Immobilize) 6,6%
- 19,5% (0,33 End/sec) Recovery
- 32% (1,36 HP/sec) Regeneration
- 1,58% Resistance(Fire)
- 1,58% Resistance(Cold)
- 5% Resistance(Negative)
- 13% RunSpeed
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The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
Ok, here's the template I planned. Still I have some doubts about the travel power, do you think SS is good or maybe another is better? Any other suggestion will be welcomed.
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What is your budget? I'm seeing a few fairly pricey recipes here, but at the same time it doesn't look like you're trying to stack any particular type of set bonus.
I agree with MinMin, you really should take Seeds. That's like Plant's signature power, and my head is asploding that you still haven't taken it.
You don't need an end red in SS, put a +run speed in there or if you can afford it, put a stealth IO in there and save yoursef taking stealth.
Replace the def IO in CJ for a Karma -kb, you're going to need it since you are not perma.
You need more acc in your Creepers.
I would recommend 6 slotting Seismic Smash, it's your best move and worth another rech in there.
I don't know what you're trying to do with Flytrap, you can slot to the same effectiveness using 4 lvl 50 Exp. Reinforcements recipes in place of Call to Arms and still retain the +rech bonus, and you free up 2 slots that you can fill with procs.
Fissure is your best AoE attack, don't slot it as a stun power.
Seems a bit odd to slot Poisonous Ray as an attack. I don't think even Earth Assault is that desperate for ranged attacks.
Your Disrupter Blast is one Posi's Blast away from a +rech bonus. I would recommend swapping it where Scorp Shield or Poisonous Ray is so you can add it.
Again, use the Exp. Reinforcements instead of Call to Arms for the PPP pet.
A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread
Mmm, guys I started to have a doubt: is usefull for a Dom to maximize the End Recovery IO set bonus? I always try to do so, but now I'm not so sure a Dom could need it...
The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
I wouldn't say rich, but if the payoff is good enough I'm willing to work for it. I've already IOed out two toons, just don't have a whole lot of inf floating around right now.
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If only we could attach multiple of the same item to an email....
This is great I just rolled a plant/EA hes lvl 12 now and I was wondering what to do next (I do have confusion already) but loving the powers in EA so far
www.paragonianknights.com
Prestige Award
My DA page
@Fire Chief
Guys a question: considering my template (it's above), when I19 will go live what you think I can take to substite Fitness?
The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
Ok, let's be more precise: considering my template (in previous page), when I19 will go live which Power Pool you think I can take to substite Fitness?
The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
This thread inspired me to finish my Plant/Earth, who is currently sitting at level 22. This is a build I slapped together real quick, stealing as many ideas as possible from this thread What do ya think?
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Tremor -- Oblit-Dmg(A), Oblit-Dmg/Rchg(15), Oblit-Acc/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 6: Hurdle -- Empty(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf%(40)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(11), LkGmblr-Def(11)
Level 12: Super Jump -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(36)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(31)
Level 28: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), Mako-Dmg/Rchg(46), C'ngImp-Dmg/Rchg(46)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), LkGmblr-Def(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Spore Burst -- FtnHyp-Plct%(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43)
Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Enzym(42), LkGmblr-Def(42)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A), Krma-ResKB(46)
Level 47: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob/Rchg(48)
Level 49: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-Acc/Dmg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
So, my awesome Plant/Earth Dom is rounding the corner, just over 42, and should be on track to hit 50 if I can stay focused. I've been looking over some builds and I can't decide what I want to do with her as far as IOs are concerned. Since permadom isn't tied to damage now I thought I could shoot for a range DEF build or build for +DMG, though I'm starting to wonder if that's worth it or if I should just go for permadom anyway.
Here's what I came up with so far. It has about 72% recharge and 21% ranged DEF, which isn't a whole lot. I'm starting to question the ranged DEF entirely since I'm more of a melee-oriented Dom after the initial volley. But I am at risk of being hit by ranged attacks while opening. And once in melee I tend to have enemies near me under control (through knockdowns and holds), but not enemies farther away.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Kigi Kidate: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Strangler -- Hold-I:50(A)
Level 1: Stone Spears -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 2: Stone Mallet -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(15)
Level 4: Tremor -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(5), Oblit-Dmg/Rchg:50(5), Oblit-Acc/Dmg/Rchg:50(7), Oblit-Acc/Dmg/EndRdx/Rchg:50(7)
Level 6: Swift -- Run-I:50(A)
Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(11), CoPers-Conf/EndRdx:50(13), CoPers-Conf%:50(13)
Level 10: Roots -- TotHntr-Acc/EndRdx:50(A), Enf'dOp-Acc/EndRdx:50(11)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Combat Jumping -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(48), LkGmblr-Rchg+:50(50)
Level 16: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Health -- Numna-Regen/Rcvry+:50(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(46)
Level 22: Heavy Mallet -- 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(43), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 24: Vines -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(25), UbrkCons-Acc/Hold/Rchg:50(25), UbrkCons-Acc/Rchg:50(40), UbrkCons-EndRdx/Hold:50(40)
Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(27), Det'tn-Dmg/Rchg:50(27), AirB'st-Dmg/Rchg:50(34), Enf'dOp-Acc/Rchg:50(37)
Level 28: Seismic Smash -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), SvgnRt-Acc/Dmg:50(34)
Level 35: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(36), Sciroc-Dam%:50(36), M'Strk-Dmg/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(37)
Level 38: Fissure -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39), Posi-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(50)
Level 41: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), S'fstPrt-ResDam/Def+:30(42), EndRdx-I:50(43)
Level 44: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
Level 47: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(48)
Level 49: Stealth -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
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Set Bonus Totals: