Seeking Plant/Earth build advice/critique


Deacon_NA

 

Posted

So I started a Plant/Earth Dominator recently. It's my first dominator after a long time of playing Scrappers, and as such, I really don't have any clue what I'm doing. I threw this together in Mid's, but I'm pretty sure it needs work.

Of note, what I'm looking for is simply a solid build for everyday play, and with a mind toward leveling (i.e., I'm looking for something to follow as I go, not to respec into at 50). Redside market being what it is, being able to perform without a large outlay on expensive set IOs would be highly preferable - I have about 6 million infamy to work with plus a Karma KB prot recipe, at present.

My plans for this character, long-term, is to have a build that's fun to solo while still performing well on teams. MOST of the time, she'll be on smaller (4 or less) teams, but if she can scale up to bigger teams well, that's definitely a bonus. When Going Rogue releases, she's very likely going blue.

I'd especially like to know if there are any powers I'm over/underslotting, slotting too early/late, that sort of thing - all my experience with slot placement's on scrappers.

Anyway, here's what I came up with, using SOs (and the one Karma KB prot I have).

Villain Plan by Mids' Villain Designer 1.621
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: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Strangler

  • (A) Accuracy
  • (11) Damage Increase
  • (11) Damage Increase
  • (46) Damage Increase
Level 1: Stone Spears
  • (A) Accuracy
  • (3) Damage Increase
  • (5) Damage Increase
  • (17) Damage Increase
Level 2: Stone Mallet
  • (A) Accuracy
  • (3) Damage Increase
  • (5) Damage Increase
  • (17) Damage Increase
  • (43) Endurance Reduction
Level 4: Roots
  • (A) Accuracy
  • (7) Damage Increase
  • (7) Damage Increase
  • (19) Damage Increase
  • (37) Endurance Reduction
Level 6: Swift
  • (A) Run Speed
Level 8: Seeds of Confusion
  • (A) Accuracy
  • (9) Accuracy
  • (9) Recharge Reduction
  • (15) Recharge Reduction
  • (15) Confuse Duration
  • (45) Confuse Duration
Level 10: Hasten
  • (A) Recharge Reduction
  • (25) Recharge Reduction
  • (40) Recharge Reduction
Level 12: Tremor
  • (A) Accuracy
  • (13) Damage Increase
  • (13) Damage Increase
  • (37) Damage Increase
  • (46) Endurance Reduction
Level 14: Super Speed
  • (A) Run Speed
Level 16: Health
  • (A) Healing
  • (31) Healing
  • (42) Healing
Level 18: Vines
  • (A) Accuracy
  • (19) Accuracy
  • (31) Recharge Reduction
  • (43) Recharge Reduction
Level 20: Stamina
  • (A) Endurance Modification
  • (21) Endurance Modification
  • (21) Endurance Modification
Level 22: Heavy Mallet
  • (A) Accuracy
  • (23) Damage Increase
  • (23) Damage Increase
  • (34) Damage Increase
  • (37) Endurance Reduction
Level 24: Power Boost
  • (A) Recharge Reduction
  • (25) Recharge Reduction
  • (40) Recharge Reduction
Level 26: Carrion Creepers
  • (A) Accuracy
  • (27) Damage Increase
  • (27) Damage Increase
  • (34) Recharge Reduction
  • (36) Recharge Reduction
Level 28: Seismic Smash
  • (A) Accuracy
  • (29) Damage Increase
  • (29) Damage Increase
  • (34) Damage Increase
  • (36) Endurance Reduction
Level 30: Maneuvers
  • (A) Endurance Reduction
  • (31) Defense Buff
  • (36) Defense Buff
  • (48) Karma - Knockback Protection
Level 32: Fly Trap
  • (A) Accuracy
  • (33) Damage Increase
  • (33) Damage Increase
  • (33) Recharge Reduction
  • (43) Recharge Reduction
Level 35: Recall Friend
  • (A) Range
Level 38: Fissure
  • (A) Accuracy
  • (39) Damage Increase
  • (39) Damage Increase
  • (39) Damage Increase
  • (40) Endurance Reduction
Level 41: Dark Consumption
  • (A) Accuracy
  • (42) Recharge Reduction
  • (42) Recharge Reduction
Level 44: Soul Drain
  • (A) Accuracy
  • (45) Damage Increase
  • (45) Damage Increase
  • (46) Damage Increase
  • (50) To Hit Buff
Level 47: Tactics
  • (A) Endurance Reduction
  • (48) To Hit Buff
  • (48) To Hit Buff
  • (50) To Hit Buff
Level 49: Vengeance
  • (A) Defense Buff
  • (50) Defense Buff
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Domination
Level 4: Ninja Run


 

Posted

I'm leveling up this combo. I'm not that far along, just got Mud Pots at 35. When I say "just" I mean I selected just before I last logged off , so I don't know how that plays within the set.

Still, I do know Mud Pots from some stoners I've made and wouldn't want to miss on the added aoe damage.

Personally I think 4 slotting Maneuvers isn't a great use of enhancers. I get you want to use your Karma IO so I won't suggest not taking the power (I went for Combat Jumping to hold Karma). I'd either take away 2 slots, leaving just an Endurance as the other, or take away 3 slots and not turn it on.

Also, not sure what's up with the 2 recharges in Fly Trap. He only despawns if he dies.

I know you're going for an SO build, but I'd be on the lookout for cheap IOs to frankenslot. The one accuracy you stick in your powers isn't going to scale up very well (fighting higher conning enemies). Switch a Dmg slot with an Acc/whatever/whatever IO. If you make one of the "whatever"s damage you won't even notice a decrease in Dmg.

If you take away the 4 slots I mention above (2 from Maneuvers, 2 from Fly Trap) I'd move one to Fissure to get more Acc/Rch/End (not saying that specific IO, but something with any or all of those attributes). One to Seismic Smash for some Acc/Rch/End/Hold. One ot Roots for Acc/Rch. One to Carrior Creepers for Acc/Dmg/Rch.

It's a simple enough combo to play. Confuse, spam Roots, hold and smash whoever you missed with confuse. Let Creepers creep.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
I'm leveling up this combo. I'm not that far along, just got Mud Pots at 35. When I say "just" I mean I selected just before I last logged off , so I don't know how that plays within the set.

Still, I do know Mud Pots from some stoners I've made and wouldn't want to miss on the added aoe damage.

Personally I think 4 slotting Maneuvers isn't a great use of enhancers. I get you want to use your Karma IO so I won't suggest not taking the power (I went for Combat Jumping to hold Karma). I'd either take away 2 slots, leaving just an Endurance as the other, or take away 3 slots and not turn it on.

Also, not sure what's up with the 2 recharges in Fly Trap. He only despawns if he dies.

I know you're going for an SO build, but I'd be on the lookout for cheap IOs to frankenslot. The one accuracy you stick in your powers isn't going to scale up very well (fighting higher conning enemies). Switch a Dmg slot with an Acc/whatever/whatever IO. If you make one of the "whatever"s damage you won't even notice a decrease in Dmg.

If you take away the 4 slots I mention above (2 from Maneuvers, 2 from Fly Trap) I'd move one to Fissure to get more Acc/Rch/End (not saying that specific IO, but something with any or all of those attributes). One to Seismic Smash for some Acc/Rch/End/Hold. One ot Roots for Acc/Rch. One to Carrior Creepers for Acc/Dmg/Rch.

It's a simple enough combo to play. Confuse, spam Roots, hold and smash whoever you missed with confuse. Let Creepers creep.
Thanks for the advice - didn't know that about Fly Trap, so the recharges definitely can go, and Maneuvers same thing there. And yeah, I plan to be looking for IOs to frankenslot (particularly the ones that drop for me).