Fire/Ki--haha, just kidding. Plant/Kin question.
Seeds is your bread and butter attack and you get something at level 8 that another set has to wait 32 levels for. As far as repel and Carrion Creepers go, I'm not sure of the question? CC will spawn random creeper vines for the duration of the power, so you could repel enemies into them?
/gignore @username is the best feature of this game. It's also probably the least used feature.
Can't get enough Hazy? /chanjoin robo's lounge today!
Thanks for the response. On the CCs, I thought for some reason that they had AoE immobs, but that's what Roots are for, haha. CCs just do AoE slow, -jump, -fly... I see that now.
So, what about Roots, then? What happens to KB when they're immobed? Does it work the way it should, or do they get knocked-up instead? Or does it do nothing at all?
Thanks for the response. On the CCs, I thought for some reason that they had AoE immobs, but that's what Roots are for, haha. CCs just do AoE slow, -jump, -fly... I see that now.
So, what about Roots, then? What happens to KB when they're immobed? Does it work the way it should, or do they get knocked-up instead? Or does it do nothing at all? |
When you run into foes with -knockback while running Repel, the only thing that happens is you get to drain your endurance. Repel uses endurance for every foe in range.
Note, however that the -knockback only lasts 12 seconds even though the Immob works longer. After that, they will bounce back but still be immobilized. To keep the -knockback, you have to recast the power every 10-12 seconds.
In general, Repel is the most skipped power in the Kinetics set.
Seeds of Confusion is one of the most powerful AoE controls in the game. Don't get mislead by the "you're gonna lose XP" nonsense. The truth is that you earn XP faster using confuse powers because you get bonus XP for damage you don't do. My Illusion/Radiation guide has a long discussion about the misunderstandings that are common about confuse powers. The short version: you may earn a little bit less per foe killed, but you kill foes faster and you get some of the XP for damage done by the confused foes as long as you do some of the damage -- which is virtually automatic if you use the Seeds+Roots combo. If you do 50% of the damage, you get 80% of the XP, but you don't actually LOSE any XP. You earn a little less per foe but kill foes faster and get more XP than you desearve for the damage you did.
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
Great! Thanks a ton for these responses, they help a ton with my build.
Sorry to double post, but I've got one more question (I know I could edit but then the topic wouldn't be listed as "new" for those who have posted in it/seen it already)...
Carrion Creepers... do they really need any sort of accuracy enhancement? Or do they not miss often? I know the AoE field doesn't have an accuracy attribute, but what about the creepers themselves?
Also, here's my build I've got right now. It's tweaked for price... I really don't have a lot of money, so I can't go for HOs and such (unless Acc/Dam HOs are cheaper than the ones I chose for Carrion Creepers?). This build was created with teamplay in mind -- I'm going to always have a tank in the party when I'm using this toon.
Ignore the enhancement slot levels -- they're not when I'm actually going to slot them. I'll slot what the character needs at that time until it matches this build.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Unnamed Hero: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- Acc-I:40(A), Acc-I:40(3), Hold-I:40(7), Hold-I:40(31), EoCur-Acc/Hold:40(42), EndRdx-I:40(43)
Level 1: Transfusion -- Acc-I:40(A), Acc-I:40(3), Heal-I:40(5), Heal-I:40(9), Theft-Acc/Heal:30(23), EndRdx-I:40(45)
Level 2: Siphon Power -- Acc-I:40(A), Acc-I:40(5), Acc-I:40(19), RechRdx-I:40(23), RechRdx-I:40(43)
Level 4: Roots -- Acc-I:40(A), Acc-I:40(7), Immob-I:40(17), Immob-I:40(42), Enf'dOp-Acc/Immob:40(43), EndRdx-I:40(45)
Level 6: Swift -- Run-I:40(A)
Level 8: Seeds of Confusion -- Acc-I:40(A), Acc-I:40(9), Acc-I:40(19), Conf-I:40(37), Conf-I:40(46)
Level 10: Siphon Speed -- Acc-I:40(A), Acc-I:40(11), Acc-I:40(11), RechRdx-I:40(13), RechRdx-I:40(15), RechRdx-I:40(42)
Level 12: Hasten -- RechRdx-I:40(A), RechRdx-I:40(13), RechRdx-I:40(17)
Level 14: Super Speed -- Run-I:40(A), Run-I:40(15)
Level 16: Health -- Heal-I:40(A)
Level 18: Spirit Tree -- RechRdx-I:40(A), RechRdx-I:40(31), Heal-I:40(34), Heal-I:40(40), Mrcl-Heal/Rchg:40(46)
Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(21), EndMod-I:40(21)
Level 22: Speed Boost -- EndRdx-I:40(A)
Level 24: Vines -- Acc-I:40(A), Acc-I:40(25), RechRdx-I:40(25), RechRdx-I:40(37), EoCur-Acc/Rchg:40(50), Hold-I:40(50)
Level 26: Carrion Creepers -- RechRdx-I:40(A), RechRdx-I:40(27), RechRdx-I:40(27), AirB'st-Acc/Dmg:40(29), Det'tn-Acc/Dmg:40(29), JavVoll-Acc/Dmg:40(31)
Level 28: Inertial Reduction -- Jump-I:40(A)
Level 30: Recall Friend -- IntRdx-I:40(A)
Level 32: Fly Trap -- Acc-I:40(A), Acc-I:40(33), Acc-I:40(33), Dmg-I:40(33), Dmg-I:40(34), Dmg-I:40(34)
Level 35: Transference -- Acc-I:40(A), Acc-I:40(36), EndMod-I:40(36), EndMod-I:40(36), Efficacy-EndMod/Acc:40(37)
Level 38: Fulcrum Shift -- Acc-I:40(A), Acc-I:40(39), Acc-I:40(39), RechRdx-I:40(39), RechRdx-I:40(40), RechRdx-I:40(40)
Level 41: Hibernate -- RechRdx-I:40(A)
Level 44: Frost Breath -- Acc-I:40(A), Acc-I:40(45), Acc-I:40(46)
Level 47: Ice Storm -- RechRdx-I:40(A), RechRdx-I:40(48), RechRdx-I:40(48), Dmg-I:40(48), Dmg-I:40(50)
Level 49: Increase Density -- EndRdx-I:40(A)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Run-I:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Containment
Level 6: Ninja Run
Won't it push them though, Local. Similar to hurricane?
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Funny enough, Repel doesn't do Repel. It only does Knockback. Hurricane does both, so even if a mob resists the KB, they'll still get pushed back by the repel.
Ok, gotcha. Never took repel on my kin trollers.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Sure you can be all jaded and min-maxy and take Siphon Power instead of Repel, but Repel is more fun.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Haha. I love messing around with KB, but I'll be playing with a Tank that's gonna want packed-in mobs -- he'll probably hate me if I send some flying.
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
A bit of a bump here... if possible, could I get any critiques/suggestions on my build? Thanks so much!
Frankenslot Seeds so it's accurate, long-lasting, and up often. I'd do something such as
Level 8: Seeds of Confusion -- Pplx-EndRdx/Conf:35(A), Pplx-Acc/Conf/Rchg:35(9), C'phny-Acc/Conf/Rchg:30(9), Bfdlng-Acc/Conf/Rchg:30(11), Pplx-Acc/Rchg:35(11), Pplx-Rchg/Conf:35(13)
For 75% acc/ 94% rech/ 94% conf/ 22% end redux (if the IOs are merely 30/35s). You want Seeds up as often as possible. (This makes it up 7 seconds faster when Hasten is up, 29 seconds faster when Hasten isn't active.)
I'd slot Roots for damage rather than immob, after acc/endredux and a little recharge, since they're double the damage of other troller immobs, this doubling is doubled again with containment (on the second firing of Roots), and it's your only real AoE to grab that xp before the critters wipe each other out. (And then there's Fulcrum Shift later...) Except against Confuse resistant opponents, the loss of knockdown won't hurt a lot.
Done on both suggestions, thanks!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Unnamed Hero: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- Acc-I:40(A), Acc-I:40(3), Hold-I:40(7), Hold-I:40(31), EoCur-Acc/Hold:40(42), EndRdx-I:40(43)
Level 1: Transfusion -- Acc-I:40(A), Acc-I:40(3), Heal-I:40(5), Heal-I:40(9), Theft-Acc/Heal:30(23), EndRdx-I:40(45)
Level 2: Siphon Power -- Acc-I:40(A), Acc-I:40(5), Acc-I:40(19), RechRdx-I:40(23), RechRdx-I:40(43)
Level 4: Roots -- Acc-I:40(A), Acc-I:40(7), Dmg-I:40(17), Dmg-I:40(42), AirB'st-Acc/Dmg:40(43), EndRdx-I:40(45)
Level 6: Swift -- Run-I:40(A)
Level 8: Seeds of Confusion -- Pplx-EndRdx/Conf:40(A), Pplx-Acc/Conf/Rchg:40(9), C'phny-Acc/Conf/Rchg:30(19), Bfdlng-Acc/Conf/Rchg:30(37), Pplx-Acc/Rchg:40(46), Pplx-Rchg/Conf:40(48)
Level 10: Siphon Speed -- Acc-I:40(A), Acc-I:40(11), Acc-I:40(11), RechRdx-I:40(13), RechRdx-I:40(15), RechRdx-I:40(42)
Level 12: Hasten -- RechRdx-I:40(A), RechRdx-I:40(13), RechRdx-I:40(17)
Level 14: Super Speed -- Run-I:40(A), Run-I:40(15)
Level 16: Health -- Heal-I:40(A)
Level 18: Spirit Tree -- RechRdx-I:40(A), RechRdx-I:40(31), Heal-I:40(34), Heal-I:40(40), Mrcl-Heal/Rchg:40(46)
Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(21), EndMod-I:40(21)
Level 22: Speed Boost -- EndRdx-I:40(A)
Level 24: Vines -- Acc-I:40(A), Acc-I:40(25), RechRdx-I:40(25), RechRdx-I:40(37), EoCur-Acc/Rchg:40(50), Hold-I:40(50)
Level 26: Carrion Creepers -- RechRdx-I:40(A), RechRdx-I:40(27), RechRdx-I:40(27), AirB'st-Acc/Dmg:40(29), Det'tn-Acc/Dmg:40(29), JavVoll-Acc/Dmg:40(31)
Level 28: Inertial Reduction -- Jump-I:40(A)
Level 30: Recall Friend -- IntRdx-I:40(A)
Level 32: Fly Trap -- Acc-I:40(A), Acc-I:40(33), Acc-I:40(33), Dmg-I:40(33), Dmg-I:40(34), Dmg-I:40(34)
Level 35: Transference -- Acc-I:40(A), Acc-I:40(36), EndMod-I:40(36), EndMod-I:40(36), Efficacy-EndMod/Acc:40(37)
Level 38: Fulcrum Shift -- Acc-I:40(A), Acc-I:40(39), Acc-I:40(39), RechRdx-I:40(39), RechRdx-I:40(40), RechRdx-I:40(40)
Level 41: Hibernate -- RechRdx-I:40(A)
Level 44: Frost Breath -- Acc-I:40(A), Acc-I:40(45), Acc-I:40(46)
Level 47: Ice Storm -- RechRdx-I:40(A), RechRdx-I:40(48), Dmg-I:40(48), Dmg-I:40(50)
Level 49: Increase Density -- EndRdx-I:40(A)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Run-I:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Containment
Level 6: Ninja Run
Any other suggestions, anyone?
Hello, everyone.
I'm planning on rolling out a plant/kin toon (carrion creepers sound fantastic). I had a quick question, though -- if I use Carrion Creepers with Repel, will nothing happen? Will they just knock up instead of back? Or will it KB?
Oh, also -- is it smart to forego Seeds of Confusion? It seems incredibly useful, but the XP decline...
Thanks!