Plant/Rad?
If I may ask, where does your trouble with Plant originate? I find my plant/storm to be a very versatile character even when facing Nemesis, the bane of plant controllers. I find /storm covers nicely for plant's lack of single target damage. That's something that /rad won't be able to do. However, you will find more safety with /rad's -tohit and -damage debuffs.
In terms of speed, I imagine they're fairly similar since both offer nice -recharge, -resist, -def and -tohit. Solo, /storm helps out against lieutenants and bosses though. Of course, /rad offers -regen for AV's. In terms of debuffs, the operate in different ways but with generally the same result. If you're having trouble with plant/storm, it may have a bit to do with your approach. If you change to plant/rad you might find the same problems persisting.
Plant/Rad works very well. To give you some idea I have 2 level 50s and I like to try new power combos so the fact that I HAVE to means I enjoyed playing the first. Solos nicely and always welcome on a team since you can lock everything down and then debuff them. My second actually TFed her way up through the levels and needs only a SUCCESSUL STF and a KAHN to have all of them ecept the ones in the Shard.
Nor sure why you are having better luck with Plant/Storm but if you do decide to try a /Rad I think you'll enjoy it. Have fun! :-D
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
As soon as Plant was added for controllers, I made a Plant/Rad. It is a fun combo that works well. The combination of Seeds+Roots handles most groups, and if Seeds is recharging, then Roots + Radiation Infection + Enervating Field will prevent you from taking as much damage while doing more damage to the foes.
I found that Plant/Rad is a pretty loose build: Entangle, Spore Burst and Spirit Tree are all optional from Plant, while Mutation, Fallout and Mutation are optional from Rad. My solo build has Entangle and Spore Burst with Air Sup., while my team build has the Leadership Toggles and Spirit Tree.
The biggest weakness solo is a lack of single-target damage. Sometimes you don't want to use Seeds on two or three. Entangle helps, Air Sup helps, and then single target blasts or Seismic Smash from the APPs help, too. I also found that some kind of stealth really helps, too, to get in position for best use of seeds.
My concept for my Plant/Rad is making me consider him for shifting a little to the bad side . . . His parents were "Flower Children" in the 60's who never gave up their ways. He grew up cultivating a special "herb" in the swamp behind their home, not knowing that Crey were dumping Radioactive waste in the swamp. After years of smoking his "herb," he developed the ability to control the plants. That's how he got the name, "Pot Holder." He became a 60's themed environmental extremist. You can see how he could move to Vigilante in GR.
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
Thanks for all the replies. I think the trouble with my plant/storm is what you were saying, my approach. I am not 100% confident on what to open with most of the time. The mezzes are also troublesome lol. I was doing CoS since they die so quickly to my thorn/pet damage, but the master illusionist/illusionist always get me mezzed with normally gets me killed after while. I tried council also, but warwolves are problematic with their slow resist and their KO blows lol.
I started carrying a full load of break free which helps a lot, but I am still not sure how I should open to take less alpha. I use CC a lot and I think that might be the best, but I was also thinking about snow storm and how that might be better to keep them all in place for seeds. I have also thought about dropping aid self, and doing a respec to get spore burst and put call of the sandman chance for self heal in that with my hibernate and that might end up being of more use to me solo. There are so many choices lol.
"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."
Thanks for all the replies. I think the trouble with my plant/storm is what you were saying, my approach. I am not 100% confident on what to open with most of the time. The mezzes are also troublesome lol. I was doing CoS since they die so quickly to my thorn/pet damage, but the master illusionist/illusionist always get me mezzed with normally gets me killed after while. I tried council also, but warwolves are problematic with their slow resist and their KO blows lol.
I started carrying a full load of break free which helps a lot, but I am still not sure how I should open to take less alpha. I use CC a lot and I think that might be the best, but I was also thinking about snow storm and how that might be better to keep them all in place for seeds. I have also thought about dropping aid self, and doing a respec to get spore burst and put call of the sandman chance for self heal in that with my hibernate and that might end up being of more use to me solo. There are so many choices lol. |
I will sometimes use Spore Burst or Vines for additional groups who add in while Seeds is recharging. Sometimes is is just better to back off until Seeds has recharged.
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
while Mutation, Fallout and Mutation are optional from Rad |
My concept for my Plant/Rad is making me consider him for shifting a little to the bad side . . . His parents were "Flower Children" in the 60's who never gave up their ways. He grew up cultivating a special "herb" in the swamp behind their home, not knowing that Crey were dumping Radioactive waste in the swamp. After years of smoking his "herb," he developed the ability to control the plants. That's how he got the name, "Pot Holder." He became a 60's themed environmental extremist. You can see how he could move to Vigilante in GR. |
As to the OP, plant/rad is an amazing combo. And on the rad side, one of the best things about plant/rad, is it gets spore burst, and seeds of confusion, which gets you two cheap purples sets to get high recharge on the build to perma your AM, Hasten, and especially what is great about this build is perma Carrion Creepers.
Here's the build I'd use, very close to the one I do use, but this was before Ninja Run, which I suggest picking up. Could always swap out mutation or EE, (or hibernate on the other suggested build I had for it as ice mastery)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Plant Rad Entangle: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40), Hold-I(43)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(43)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(15), Efficacy-EndMod/Acc(17), Efficacy-EndMod/EndRdx(39)
Level 6: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Entangle -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(34)
Level 22: Lingering Radiation -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(23), P'ngTtl-Rng/Slow(23), P'ngTtl-EndRdx/Rchg/Slow(29), RechRdx-I(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), TmpRdns-EndRdx/Rchg/Slow(27)
Level 28: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(50)
Level 30: Vines -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(31), NrncSD-Acc/EndRdx(31), NrncSD-Acc/Hold/Rchg(31), Para-EndRdx/Hold(50), Para-Acc/Hold/Rchg(50)
Level 32: Fly Trap -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(34)
Level 35: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: Mutation -- RechRdx-I(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(46)
Level 44: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A)
Level 49: Earth's Embrace -- Dct'dW-Heal/EndRdx/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:
- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 4.5% Max End
- 4% Enhancement(Confused)
- 8% Enhancement(Heal)
- 56% Enhancement(Accuracy)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(JumpHeight)
- 91.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 110.6 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 2.75%
- MezResist(Terrorized) 4.4%
- 23% (0.38 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 8.19% Resistance(Fire)
- 8.19% Resistance(Cold)
- 5% RunSpeed
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
However, I feel that if you take Fallout, you really should take Mutation too. It is just rude to blow up a teammate's body without Rezzing him afterwards.
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
Just since I like posting builds, this is the layout I'm shooting for. I'm currently level 31, IIRC.
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Flower Witch: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(13), Lock-Acc/EndRdx/Rchg/Hold(13)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(40)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(43)
Level 8: Seeds of Confusion -- Mlais-Acc/Conf/Rchg(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Conf%(40)
Level 10: Recall Friend -- Zephyr-ResKB(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Mutation -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(23), TmpRdns-Rng/Slow(43), TmpRdns-EndRdx/Rchg/Slow(46), TmpRdns-Acc/Dmg/Slow(46)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Carrion Creepers -- Det'tn-Dmg/Rchg(A), Det'tn-Acc/Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), GravAnch-Immob/Rchg(29), GravAnch-Acc/Immob/Rchg(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 30: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), EoCur-Acc/Hold/Rchg(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(40)
Level 35: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
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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
Sure, I like Mutation. It is just in today's game, there are so many Rez options that it is not all that badly needed. You have the temp self-rez from Bank missions, then you have Awakens that can be created with 3 of any other Inpiration, plus the Rez Ally power you can get as a Day Job temp power. Plus, in the later game, several sets have self-rez powers, such as the new Rise of the Phoenix added to the Fire APP for Controllers.
However, I feel that if you take Fallout, you really should take Mutation too. It is just rude to blow up a teammate's body without Rezzing him afterwards. |
1st part, I was just making a joke cause you said it twice :P
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Couple things unicycle. For one, check your Seeds, especially on a perma AM/Hasten plant/rad build, that malaise you have (which btw is more expensive for no bonuses, might as well use a perplex at the same level which doesn't require a rare salvage cost IIRC ), but that acc/conf/rech is doing so very little (since it does not have an acc penalty, you can get acc bonuses, the extra acc is mostly all you notice, if that, i just 5 slot it and be done with it, since controllers already get the chance to mag 4 on it, i don't feel it much for the confusion proc but to each his own)
Creepers: Especially by slotting roots with a damage set, which means you'll likely be spamming it as an attack, you really don't need any immobilize sets in carrion creepers, and I don't feel the 4% recovery is much necessary, let alone worth the cost for the two gravitational anchors. Even if they are only 20 mil (which not sure but would assume they're higher), I'd much rather use those slots elsewhere.
Spirit tree: ditch the end/rech, and put the heal/end/rech there. You barely lose any en/drech stats, and get the heal up which is more important since its beyond perma as is anyways.
Rest of the build looks pretty good, except for recall friend, I'd ditch that in a heartbeat. Even as the "tp and mutation" tool, its not really necessary for almost anything with carrion creepers and seeds. I just use the vet tp, with a perma AM/Hasten build, its up about every 10 minutes, which if you have people dying that much with perma creepers and 15 second recharging seeds, something is wrong. (or at least on the validity that with perma creepers, you can easily go into the mob where the fallen ally is and rez him there.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Wind,
I like the Contagious Confusion proc, even in an AOE. It is just fun. I hear ya on the Malaise but I already happen to have a few already crafted from a respec from some other controller where I changed some stuff around. So I'm OK with my seeds slotting.
For the Carrion Creepers, I agree that my slotting isn't ideal, but I couldn't really decide what my slotting should be. I want to keep it 6-slotted tho for sure, because even if I can get my acc, dam, rech and end where I want in less than 6-slots, then I'd throw a proc in or something for giggles. But yeah, my slotting on CC is kinda "meh".
As for Recall Friend, I love having it. I'm often 3-boxing, and/or teaming with a friend who can 6-box, plus some other friends, so there always a bunch of characters to teleport around every mission. Plus, in this build, Recall Friend is my only source of knockback protection. Also, not even considering mutation, it is nice to have the full stealth + recall friend for task forces. Its just a fun power and I really dig it.
Thanks for the comments tho, and I'd be open to anyone giving suggestions for good Carrion Creepers slotting.
Lewis
Random AT Generation!
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This is how I slot creepers on my plant/rad:
Level 26: Carrion Creepers -- RechRdx-I(A), EndRdx-I(27), Posi-Dam%(33), ImpSwft-Dam%(36), TotHntr-Dam%(43), ExStrk-Dam%(46)
I've got it more than perma thanks to perma hasten/am.
Full build can be seen here: http://handprints.phpbbhosts.co.uk/v...=2616&start=10
I've also got near perma mez protection from the psi epic pool power, which is just awesome against those Rikti.
If you're going to 6 slot it, I'd go 5 positron's blast and a recharge. With Perma hasten/AM its past perma that way. Since you already have maxed out 6.25% recharge bonuses then i'd say it lets you ditch one of the others, or just go 4 positrons blast, and then 2 tempered readiness to cap off your damage and get a 1.5% recovery bonus.
You also should REALLY not need the numina unique on this build. The miracle in the base slot is great, since you dont need the regen from the power. But without the numina, you're recovering, with RI and EF on too no less, 3.1 end/sec. When you flip on the accolades which you forgot to do, you're recovering 3.58 end/sec. Which is more than enough for this build. the only real end intensive thing you have is spamming your roots. Everything else with some end reduction really doesn't use that much. My fire/rad spams fire cages, and that actually has more end/cast than roots does, plus he runs hotfeet and CC and maneuvers/assault.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Still though IMO the damage they do is little enough its really not worth wasting the 6 slots in the power to begin with. Any enhancing of damage/slow/immobilize in the power is pretty minor with the way it works. The slow is probably more useful for the actual location based power to trap enemies on that. Immobilize has next to zero purpose especially with you spamming roots, and I've honestly never really noticed much of the damage they did. Enhance it some perhaps, but I don't feel the slots are warranted to go for it. We're talking 3 slots that can go to your strangler, vines, empulse, etc.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
You can get some better slotting on Roots. It's going to eat your end, plus dmg procs in roots are great especially since you should be spamming it. Try the following:
Level 2: Roots -- DblAc-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(7), TotHntr-Acc/EndRdx(9), TotHntr-Dam%(11), Posi-Dam%(11)
I disagree with Wind's take on Creepers. In my experience, the damage from Creepers is extremely noticeable. I eschew set bonuses to use Hami-O's and proc's for the most damage out of CC. Because of the nature of Creepers, you need to slot in a manner that carries damage enhancement and proc's to the sub-pets. Hami-O's will affect all portions so they're a good resource. If you slot an AoE set it will only affect the AoE portion of the power.
Check Weatherby Goode's guide for the skinny on how it all works.
I disagree with Wind's take on Creepers. In my experience, the damage from Creepers is extremely noticeable. I eschew set bonuses to use Hami-O's and proc's for the most damage out of CC. Because of the nature of Creepers, you need to slot in a manner that carries damage enhancement and proc's to the sub-pets. Hami-O's will affect all portions so they're a good resource. If you slot an AoE set it will only affect the AoE portion of the power.
Check Weatherby Goode's guide for the skinny on how it all works. |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
All Nemesis have some confusion protection so you have to stack at least two SoC (or score an overpower) in order to confuse them. As Seeds are Plant's primary control you can imagine why it can become difficult. However, you can play it smart and still making things much easier. For example, open with Creepers from around a corner or forgo your immobilize so that the knockdown of Freezing Rain mitigates some of the damage. You can even leverage Tornado in some situations to keep the enemy off their feet.
Some combinations like plant/emp, which offers little mitigation from its secondary, take a sharp blow from losing the utility of Seeds.
OK. That's good to know. Thanks.
The WORST though are any enemies that happen to have Steamy Mists. I have only ever run into that in the AE, so its rare. But that power gives -8.65% AoE Confusion, 40ft range (i.e. 15 feet bigger than Disperion Bubble). Put two of those guys in a stack and the mob might as well be immune to Confusion.
Force Field and really anything that grants positional or lethal defense should also possibly be mentioned as an annoyance. It doesn't reduce the Confusion mag but it does make it harder to hit. Mainly a problem when you're up against +3s or +4s. The other Confusion powers (in Mind and Illusion) ignore positional defense so they bypass Force Field completely, and Ice's Arctic Air power is auto-hit (with a random 30% chance to Confuse that is completely unrelated to To Hit rolls, level, or defense).
All Nemesis have some confusion protection so you have to stack at least two SoC (or score an overpower) in order to confuse them. As Seeds are Plant's primary control you can imagine why it can become difficult. However, you can play it smart and still making things much easier. For example, open with Creepers from around a corner or forgo your immobilize so that the knockdown of Freezing Rain mitigates some of the damage. You can even leverage Tornado in some situations to keep the enemy off their feet.
Some combinations like plant/emp, which offers little mitigation from its secondary, take a sharp blow from losing the utility of Seeds. |
They also have a lot of aoe damage, that deals knockback as well, which even with creepers can knock them back and kill them forcing a few seconds before they re-cast another vine per enemy.
Nemesis = extremely annoying XD
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Any other builds people have run with Plant/Rad? This is my 1st hero hitting 50 and soon Im going to dump a lot of money into it for IO sets. Im sitting on 300m or so, nothing crazy but I can farm more if needed.
Primarily I want a decent farm build with a side of group love. I have enjoyed the controller class a ton but we sure are squishy.
I think maximizing the damage procs available on my AE skills (roots and even the holds) is what I want to focus on. Epic powers ~ maybe fire? Travel ~ no huge pref but not a huge fan of wasting a pool on anything cept Haste / Superspeed.
I trio with a D3 Defender and Blaster incase that makes any difference in the build.
Thanks again for any advice.
I am wondering why I do not see any guides or post about plant/rad? It seems like a nice combo. My plant/storm is 46 now and I do like him, but even with hibernate and aid self it seems like he dies fairly easily and that can be quite annoying (on +0/+8 or +1/+8). I REALLY like my L50 fire/rad and the self heal is always awesome and INSTANT which is great. I am thinking about making plant/rad next and wondering if anyone has tried it and if anyone has any thoughts on it? I am sure local man will make some comments also which are always welcome! TYVM!
PS: I make all my controllers to solo +0/+8 or +1/+8 so any comments on doing that is welcome also. I know pretty much any combo will be fine in groups, I was looking for mainly solo comments or suggestions, but all are welcome.
"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."