Plant/Kin Farmer? --HELP!
I'd recommend posting a build for us to go over or at least giving us more information than, "help I made a farmer...give me a build".
We are very friendly and helpful here in the controller forums. We don't, however, take to doing all the work for you. Make a tiny effort and you'll get tons back in return.
Look for guides, search through the forums first.
Find a build and post if you don't have one or can't make one.
Tell us what you want, don't want, etc.
Give us an idea on the budget.
Corrections-
1. Seeds doesn't/shouldn't give you -xp, that is a fallacy. Mass confuses can and should actually increase xp over time, even with slight reduction in xp per kill. i.e. you kill things faster which is important on a farmer.
2. Your aoe power isn't just doing 88 damage per kill. There are factors like containment and that little power called fulcrum shift.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Huh. On my Mid's, a 5 slotted Fissure with posi's (no dam/range) does 121 dmg. With containment, you should be doing fine. What are you fighting, at what con?
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
-One thing. The only thing wrong with Seeds of Conf. is that they do minus XP for the lowbie farming, but it is good for recharge so please get it in the build =D Thank you!
|
At 50% of the damage dealt, you're earning 80% of the experience.
At 50% of the xp earned, you're only dealing 20% of the damage.
At low levels before AT modifier's come into full swing a controller's damage is most similar to everyone else. However, you now have the advantage that you only have to do a portion of the work to gain the majority of the experience. Unless you stand back and do next to nothing, Seeds can only increase your xp/time ratio. In fact, at lower levels confusion can be less detrimental because bosses and lieutenants have fewer AoE powers to damage the entire mob. At higher levels, you should be able to contribute considerable damage with Roots, Carrion Creepers, and Fissure... especially with Fulcrum Shift.
Here's my plant/kin farming build
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Strangler
(A) Lockdown - Chance for +2 Mag Hold: Level 50
(3) Basilisk's Gaze - Accuracy/Hold: Level 30
(7) Basilisk's Gaze - Accuracy/Recharge: Level 30
(13) Basilisk's Gaze - Recharge/Hold: Level 30
(39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 1: Transfusion
(A) Touch of the Nictus - Healing: Level 50
(5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
(15) Touch of the Nictus - Accuracy/Healing: Level 50
(15) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
(19) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
Level 2: Roots
(A) Gravitational Anchor - Chance for Hold: Level 50
(3) Gravitational Anchor - Immobilize/Recharge: Level 50
(5) Enfeebled Operation - Accuracy/Recharge: Level 50
(7) Enfeebled Operation - Accuracy/Endurance: Level 50
(13) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(17) Enfeebled Operation - Accuracy/Immobilize: Level 50
Level 4: Siphon Power
(A) Recharge Reduction IO: Level 50
Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(17) Recharge Reduction IO: Level 50
(25) Recharge Reduction IO: Level 50
Level 8: Seeds of Confusion
(A) Coercive Persuasion - Contagious Confusion: Level 50
(9) Coercive Persuasion - Confused/Recharge: Level 50
(9) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
(11) Coercive Persuasion - Accuracy/Recharge: Level 50
(11) Coercive Persuasion - Confused/Endurance: Level 50
Level 10: Siphon Speed
(A) Recharge Reduction IO: Level 50
Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
Level 14: Super Jump
(A) HamiO:Microfilament Exposure
Level 16: Swift
(A) Run Speed IO: Level 50
Level 18: Health
(A) Miracle - +Recovery: Level 40
(19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(46) Numina's Convalescence - Heal: Level 50
(46) Numina's Convalescence - Heal/Endurance: Level 50
Level 20: Vines
(A) Lockdown - Chance for +2 Mag Hold: Level 50
(21) Unbreakable Constraint - Hold/Recharge: Level 50
(21) Unbreakable Constraint - Hold: Level 50
(23) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(23) Unbreakable Constraint - Accuracy/Recharge: Level 50
(40) Unbreakable Constraint - Endurance/Hold: Level 50
Level 22: Stamina
(A) Performance Shifter - Chance for +End: Level 50
Level 24: Kick
(A) Kinetic Combat - Accuracy/Damage: Level 35
(25) Kinetic Combat - Damage/Endurance: Level 35
(40) Kinetic Combat - Damage/Recharge: Level 35
(40) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 26: Carrion Creepers
(A) Force Feedback - Chance for +Recharge: Level 50
(27) Ragnarok - Chance for Knockdown: Level 50
(27) Ragnarok - Damage/Recharge: Level 50
(29) Ragnarok - Accuracy/Damage/Recharge: Level 50
(29) Ragnarok - Accuracy/Recharge: Level 50
(50) Ragnarok - Damage/Endurance: Level 50
Level 28: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(31) Steadfast Protection - Knockback Protection: Level 30
(31) Reactive Armor - Resistance/Endurance: Level 40
(34) Reactive Armor - Resistance: Level 40
(37) Reactive Armor - Endurance: Level 40
(39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 30: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(31) Luck of the Gambler - Defense: Level 50
(34) Luck of the Gambler - Defense/Endurance: Level 50
(39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 32: Fly Trap
(A) Soulbound Allegiance - Chance for Build Up: Level 50
(33) Soulbound Allegiance - Damage: Level 50
(33) Expedient Reinforcement - Accuracy/Recharge: Level 50
(33) Expedient Reinforcement - Accuracy/Damage: Level 50
(34) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
(43) Expedient Reinforcement - Damage/Endurance: Level 50
Level 35: Transference
(A) Efficacy Adaptor - EndMod: Level 50
(36) Efficacy Adaptor - EndMod/Recharge: Level 50
(36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(36) Efficacy Adaptor - Accuracy/Recharge: Level 50
(37) Efficacy Adaptor - EndMod/Accuracy: Level 50
(37) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 38: Fulcrum Shift
(A) Recharge Reduction IO: Level 50
Level 41: Fissure
(A) Force Feedback - Chance for +Recharge: Level 50
(42) Absolute Amazement - Chance for ToHit Debuff: Level 50
(42) Absolute Amazement - Stun/Recharge: Level 50
(42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(43) Absolute Amazement - Accuracy/Recharge: Level 50
(43) Absolute Amazement - Endurance/Stun: Level 50
Level 44: Rock Armor
(A) Luck of the Gambler - Recharge Speed: Level 50
(45) Luck of the Gambler - Defense: Level 50
(45) Luck of the Gambler - Defense/Endurance: Level 50
(45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
(46) Kismet - Accuracy +6%: Level 30
Level 47: Seismic Smash
(A) Kinetic Combat - Accuracy/Damage: Level 35
(48) Kinetic Combat - Damage/Endurance: Level 35
(48) Kinetic Combat - Damage/Recharge: Level 35
(48) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 49: Earth's Embrace
(A) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:
9.5% DamageBuff(Smashing)
9.5% DamageBuff(Lethal)
9.5% DamageBuff(Fire)
9.5% DamageBuff(Cold)
9.5% DamageBuff(Energy)
9.5% DamageBuff(Negative)
9.5% DamageBuff(Toxic)
9.5% DamageBuff(Psionic)
14.3% Defense(Smashing)
14.3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
6.75% Defense(Energy)
6.75% Defense(Negative)
3% Defense(Psionic)
8.63% Defense(Melee)
4.88% Defense(Ranged)
3% Defense(AoE)
2.25% Max End
4% Enhancement(Confused)
3% Enhancement(Immobilize)
5% Enhancement(Heal)
81.3% Enhancement(RechargeTime)
72% Enhancement(Accuracy)
103 HP (10.1%) HitPoints
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.5%
MezResist(Held) 2.5%
MezResist(Immobilize) 9.1%
MezResist(Sleep) 2.5%
MezResist(Stun) 2.5%
MezResist(Terrorized) 2.5%
25% (0.42 End/sec) Recovery
58% (2.46 HP/sec) Regeneration
7.56% Resistance(Fire)
7.56% Resistance(Cold)
1.88% Resistance(Negative)
------------
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)
Touch of the Nictus
(Transfusion)
19.1 HP (1.88%) HitPoints
9% Enhancement(Accuracy)
5% Enhancement(Heal)
2.25% Max End
Gravitational Anchor
(Roots)
4% (0.07 End/sec) Recovery
Enfeebled Operation
(Roots)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Coercive Persuasion
(Seeds of Confusion)
4% (0.07 End/sec) Recovery
4% Enhancement(Confused)
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
12% (0.51 HP/sec) Regeneration
19.1 HP (1.88%) HitPoints
Unbreakable Constraint
(Vines)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Kinetic Combat
(Kick)
MezResist(Immobilize) 2.75%
15.3 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Ragnarok
(Carrion Creepers)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Knockback Protection (Mag -4)
Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Soulbound Allegiance
(Fly Trap)
16% (0.68 HP/sec) Regeneration
Expedient Reinforcement
(Fly Trap)
Status Resistance 2.5%
3% DamageBuff(All)
6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Transference)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)
Absolute Amazement
(Fissure)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Rock Armor)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Kinetic Combat
(Seismic Smash)
MezResist(Immobilize) 2.75%
15.3 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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The recovery/regen procs are of incredibly limited benefit in a Kin and Fulcrum/Siphon Speed need some accuracy and more recharge.
Global acc and recharge isn't going to cut it if you really want to go fast or fight anything other than even cons.
The Melee Teaming Guide for Melee Mans
I recently made a plant/kin farmer, got him to 50, and now...he's not that good. I'm having trouble with a build because I don't know what mastery to take. Currently, with Posi's blast, fissure only does around 88 dmg, and thats a problem. If anyone could help me with a build of anytype please please please!
-One thing. The only thing wrong with Seeds of Conf. is that they do minus XP for the lowbie farming, but it is good for recharge so please get it in the build =D Thank you! |
Seeds is decent, be sure to look up how confuse actually works and if you are going for drops vs per mob inf it is a massive boost. And really you should be making a lot more money off of drops than kill inf.
The only time it tends to be an issue is if the mobs you are farming use a lot of aoes and they will pretty much wipe themselves out really quick. This can be a serious issue if you set up a handpicked vanilla mob farm in ae like I tried where they only have a grenade launcher power. Lol seeds and they all turn and aoe each other to death in about 3 seconds. That was a failed experiment.
There isn't much to the build, make sure you have roots, seeds, carrion creepers, heal, siphon speed, transference and fulcrum. From stone take fissure, seismic, dullpain, and the def shield. Build so you have at least 40% s/l def and then go kill things.
/kin/stone is nice because you don't need to bother grinding any accolades thx to perma dullpain.
*cough*Earth's Embrace*cough*
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
The recovery/regen procs are of incredibly limited benefit in a Kin and Fulcrum/Siphon Speed need some accuracy and more recharge.
Global acc and recharge isn't going to cut it if you really want to go fast or fight anything other than even cons. |
lolol @ even cons
Even without using Seeds my plant/kin farmer can mow down mobs quickly. I packed a buttload of procs in my build and they're paying off I believe.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
How much more recharge does one need with 80% global, hasten, siphon speed and 2 +rech procs?
Just like the fire/kin thread I commented in recently, there's a lot of different ways to build a plant/kin. Everyone has their own opinion, none of which are wrong (i guess lol). But I've farmed A LOT on both my plant/kin and fire/kin.
My builds work.
If you have problems playing them, its your attack chain or skill. I have 0 problems staying alive and kill mobs quickly. I would advise to slot it to your own playing style so long as your get your 45% s/l defense. That's all that really matters here.
Not to get into anyone elses tiff, but to be perfectly honest you can farm with just common IOs, I'm not even so sure that soft capping is all that important. Nice, yes. Important? meh.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I find it odd that no one has suggested proc's for Roots since FS takes care of damage for the most part or proc's for Carrion Creepers which greatly benefit from the extra damage.
How much more recharge does one need with 80% global, hasten, siphon speed and 2 +rech procs?
Just like the fire/kin thread I commented in recently, there's a lot of different ways to build a plant/kin. Everyone has their own opinion, none of which are wrong (i guess lol). But I've farmed A LOT on both my plant/kin and fire/kin. My builds work. If you have problems playing them, its your attack chain or skill. I have 0 problems staying alive and kill mobs quickly. I would advise to slot it to your own playing style so long as your get your 45% s/l defense. That's all that really matters here. |
The global recharge procs don't stack. And you've got one of them in a pet (Carrion Creepers) so when that one goes off, it'll buff the Creepers, not you. The FFB proc also has a suppression period, so unless you're using in conjunction with a stopwatch, you're going to be getting the buff suppressed a lot.
I have it in Footstomp on my SS/FA Brute, I don't watch for the buff to make sure I optimize it. I spam it because the damage is more important, the recharge is just a nice bonus. But you're misleading yourself if you think your two recharge procs are providing you with significant benefit.
If you go back up and read my post, you'll notice I didn't say anything about it not being workable. I didn't say anything about it not being able to kill mobs fast or stay alive.
I only made suggestions as to how it could be optimized more. Seeing as you've got the build fully purpled, I would have imagined you'd be interested in optimizing your build.
Needing more global recharge is a personal thing so I won't comment on how much is enough or whatever, if it's enough for you it's enough. But do you mind elaborating on why I'm wrong for saying you don't need the Numi or Miracle procs in a Kin?
The only person here commenting on player skill here is you. If I were you, I wouldn't be so eager to do so.
My way of building any kind of farm character is so that the character is effective. Not just in farming, but normal gameplay too. I'd rather not sacrifice key powers or effectiveness in key powers for farming. Given how flexible /kin is as a secondary, it's especially unnecessary.
If all you ever do with a character is farm and you only ever want to use it for farming, these kind of builds are perfect. For myself, I'd rather not be limited by my build.
The Melee Teaming Guide for Melee Mans
If this is in regards to my build, then sorry to tell ya but you're wrong.
lolol @ even cons |
Silas already pointed out the flaw with your proc slotting. So I'll toss out the fact, that the build that follows caps defense and only trails yours by 10% without going beyond a single purple set. I'll grant that it does use some expensive pieces especially in LotG: Recharge. Still it's not far off from your build while be much more easily attainable. In my, eyes even this is pretty flawed, but it would do quite fine for farming.
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ketch your build is fine, I just think you wasted a lot of slots on unnecessary recovery bonuses for a kin like the kismets (especially since it seems it's a farmer build, no speed boost, so it's not like you'll be exemplaring a lot to make use of those useless recovery bonuses, especially if the IOs are 30-40 like in the build you posted) when you could use another rech IO in fulcrum and make Earth's Embrace perma easily, improve S. Smash's rech and acc if you rearranged some stuff.
ketch your build is fine, I just think you wasted a lot of slots on unnecessary recovery bonuses for a kin like the kismets (especially since it seems it's a farmer build, no speed boost, so it's not like you'll be exemplaring a lot to make use of those useless recovery bonuses, especially if the IOs are 30-40 like in the build you posted) when you could use another rech IO in fulcrum and make Earth's Embrace perma easily, improve S. Smash's rech and acc if you rearranged some stuff.
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Also, with two Siphon Speed's you hit both perma-hasten and perma-Earth's Embrace. Given the amount of recharge, it shouldn't be difficult to maintain. Like I said though, I think it's still a bit of a flawed build. I don't tend to build for the sole purpose of farming because I find it tedious.
Wow, Thanks A LOT guys, much build help. And MM, I did make a build, and have made multiple, its just I didn't want my ideas influencing what you create. I have 10 50's 5 of which are farmers, two controllers, just got my plant/kin to 50 so not really sure the best way to roll it. Thanks again for all the help guys and gals!
@Mini-Kin
Freedom is Ma Server
Need a PL? Contact me!
Good discussion. And thanks War Admiral for the build, gives me a good baseline to work with.
Wow, Thanks A LOT guys, much build help. And MM, I did make a build, and have made multiple, its just I didn't want my ideas influencing what you create. I have 10 50's 5 of which are farmers, two controllers, just got my plant/kin to 50 so not really sure the best way to roll it. Thanks again for all the help guys and gals!
|
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Needing more global recharge is a personal thing so I won't comment on how much is enough or whatever, if it's enough for you it's enough. But do you mind elaborating on why I'm wrong for saying you don't need the Numi or Miracle procs in a Kin? The only person here commenting on player skill here is you. If I were you, I wouldn't be so eager to do so. |
I know several of the members of my SG has seen the build and its odd nobody has told me about the +rech procs not stacking. Maybe they didn't know either. Glad you told me and I thank you. I'll have to move that slot elsewhere now.
Thats said, responding to the skill comment, seriously?. It's a game and I really don't give a **** about you or anyone elses opinion in regards to my skill level. If you're a L337 player, good for you. I know you get off on trying to be the best. That's not me bro and never will be.
Have we even played together before? I dunno. I don't care.
I do have a team build for this very same toon and with what I've learned, it needs a little tweak as well. If you're going to use a toon to farm (especially if you're solo), I've found that the pure farming builds work best and I believe in this case, a plant/kin farmer is played totally different than a plant/kin team build. Totally different.
And in the end, what are we talking about....optimizing? I've got influence. If I can afford purples, then I'll use them to make my toon better. Even if it's 10% better (Ketch). If you can't afford purples, that's your problem. Are some things necessary? No. Every little bit helps though IMO.
IO'd builds can do the job. In some cases, purpled out builds do the job better. EOM
...wow.
The Melee Teaming Guide for Melee Mans
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Splat: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(21), Numna-Regen/Rcvry+(23)
Level 2: Roots -- Acc-I(A), Posi-Dmg/Rchg(3), Posi-Acc/Dmg(3), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(19), Posi-Dam%(25)
Level 4: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(23)
Level 6: Hover -- Ksmt-ToHit+(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(15), Mlais-Acc/Conf/Rchg(15), Mlais-Dam%(21)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), EndMod-I(40)
Level 22: Flurry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-KB%(36), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(46)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), TotHntr-Acc/Rchg(27), TotHntr-Dam%(29), ImpSwft-Dam%(29), Posi-Dam%(31)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(34), RedFtn-EndRdx(36), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx/Rchg(45)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(39)
Level 35: Transference -- Efficacy-EndMod/Acc(A)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(43)
Level 41: Indomitable Will -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(42), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
Softcapped ranged defense and Psionic defense (you can still use Transference and Transfusion outside of melee range). Also 55% S/L resistance (some Psionic resistance too). Basically very hard to kill since even those nasty Mind/ AVs can't hit ya.
1.5 seconds off perma Hasten, 14 seconds off perma Indomitable Will (which also softcaps Psionic defense).
No purples, no LOTGs. Only costly items are Numina set and Miracle unique. The Miracle unique isn't even really needed due to Transference but I take it to round it out. You need the Numina unique for the 6 slot bonus.
Could it be made better with more money? Sure. But I'd like to see a better build at the same or cheaper price.
But I'd like to see a better build at the same or cheaper price.
|
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), Heal-I(40)
Level 2: Roots -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(5), TotHntr-Acc/Immob/Rchg(5), TotHntr-Dam%(7)
Level 4: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(17)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(19), Mlais-Acc/EndRdx(19), Mlais-Conf/Rng(21), Mlais-Acc/Conf/Rchg(21), Mlais-Dam%(23)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Hurdle -- Empty(A)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(36)
Level 20: Speed Boost -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(42)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Kick -- Mako-Acc/Dmg(A), Mako-Dam%(39), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(40)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam(29)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(34), BldM'dt-Dmg(36)
Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Rchg(37), Efficacy-EndMod/Acc(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39)
Level 41: Indomitable Will -- RedFtn-Def/Rchg(A), LkGmblr-Def/Rchg(42), RechRdx-I(46)
Level 44: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
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46.1 Ranged Def
64% S/L resist
Most importantly, better slotting on key powers like transfusion and transference.
No stamina though, but that's what transference is for.
I recently made a plant/kin farmer, got him to 50, and now...he's not that good. I'm having trouble with a build because I don't know what mastery to take. Currently, with Posi's blast, fissure only does around 88 dmg, and thats a problem. If anyone could help me with a build of anytype please please please!
-One thing. The only thing wrong with Seeds of Conf. is that they do minus XP for the lowbie farming, but it is good for recharge so please get it in the build =D Thank you!
@Mini-Kin
Freedom is Ma Server
Need a PL? Contact me!