Plant/Storm Journal


Amy_Amp

 

Posted

Quote:
Originally Posted by Argentae View Post
I think you're missing the point. I use Snow Storm to pull when the spawn is spread out, with some around a corner etc. Using Superspeed + Steamy mist for full invis, go to the guy in the back, activate Snow Storm, then run FAST back through the rest of the mobs and around a corner, drop Spirit Tree and wait with Hurricane up (turn off Super Speed and Steamy Mist to save End) standing right near the edge of the corner so the mobs mostly pile up just short of the corner. A few will probably make it through but they are thoroughly debuffed and the Tree will generally keep up with any dmg incoming from them.

That gets them all in a single clump, and the alpha is largely neutered by Hurricane. NOW hit 'em with Seeds, drop Snow Storm and go into a normal attack pattern. If you just used Seeds on the group that you could initially see, all the others on the other side of the cave bend/door/corner/crates/whatever would (most often) come running and you catch all their attacks in your teeth.

If you can see and hit the entire spawn with seeds at the beginning of the fight, then I totally agree that Seeds is perfect as an opener. Unfortunately when you're dealing with large 4/6/8 hero equivalent size spawns, the mobs are very often spread out, esp in caves and other broken geometry maps, so you need a tactic to group them up.

Carrion Crawlers is often even better if it's up, though the Snow Storm pull can also be used to herd several spawns together if you're playing with smaller size spawns, which is something that can be very effective on small teams.

The other time this method is useful is with Nemesis and other confuse resistent mobs.

Basically this method is part of a toolset, to be used when appropriate. It's not intended to be a one-size-fits-all attack pattern, but it IS quite effective in the right situation, and it's unusual and FUN.
Nice. The same thing works with Radiation Infection with a Plant/Rad, but you get -ToHit instead of slow and -Recharge. The Snow Storm method might be more effective since you have Hurricane to position the foes.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Argentae View Post
Thunder Clap to pair with Fissure.
This is one of the reasons why I ended up going back to Stone Mastery.

Ice helped me hit the soft-cap to S/L in addition to bringing +regeneration/+recovery to the table. Over time I found my self playing more in melee range, especially as I mastered the "herdicane" technique. Fissure+ T. Clap became the logical choice.

My only gripe with Ice is that Hibernate just wasn't up enough for my liking. With all the massive amounts of recharge, Hibernate would just sit in my tray completely charged yet I could not activate it due to the phase shift timeout. If that ever gets fixed I would go back to Ice Mastery in a heart beat.


 

Posted

I'm not sure if anyone else has commented on the leadership pool so far, I don't have much time this morning to read the whole thread. Here's my thoughts on it:

1. Freezing Rain pretty much completely negates any need for tactics.
2. Plant/Storm later on, when you are using everything, will run you out end pretty quickly even if the only toggle you're running is Steaming Mists. This is with three slots in Stamina, and lots of sets giving 1.5, 2, and 2.5 recovery bonuses.
3. Vines is your ONLY reliable control versus things that are resistant to charm. Not taking it will severely limit what situations you can handle comfortably. I tend to use Vines heavily vs both Rikti and Nemesis, and often vs Carnies too. Also Vines is a great panic button if you end up agroing a second or third group and other controls haven't recharged yet.

Conclusion: By taking leadership and not taking Vines, you will be looking to run yourself out of end before you get the job done, and really hamstring yourself versus several villain types.

Plus Vines really only needs three slots to e pretty effective if you give it 3x Acc/Hold/Recharge it's not bad at all for really low slotting requirements. (I ended up 6 slotting with Lockdown for the ranged defense bonus and the extra hold proc)

Honestly your way will work because Plant/Storm is very resilient but the endurance issues will probably make this build seem to bog down a bit later and, in for me, you would have to pry Vines from my cold dead fingers - it's that useful to the character as a whole.


 

Posted

Ohh just wanted to add my thoughts on the APP. I went with Ice, because Hibernate = Win. Like I said earlier, you will find yourself running out of end, and sometimes you will find yourself taking more damage than you can regenerate. Hibernate is awesome for both problems. It can quickly refill your end bar in the middle of a tough fight, and it can keep you from having to run or face plant in a different kind of tough fight.

Also Frostbreath packs a serious punch to a large group that's already been debuffed by Freezing Rain and contained by Roots. I find that using it as my 4th power in the opener, half the minions dies at that point. The rest of the spawn follows quickly after a couple more roots applications.

I definitely don't ever go into melee with this character unless it's to use Sands of Mu on a held boss so the Stone APP is much less appealing to me than on some other Storm toons.


 

Posted

*chuckle*

I may be a bit odd- I'm barely bothering with any of the APPs. I've got everything from both sets except for Spores... which, quite frankly, is kind of useless with all the AoE flying around. Took Conserve Power because, well, yeh, this is kind of an endurance-hungry beast, but beyond that, just kind of shrugged and forgot about it. Thus far it's working alright for me :3


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

Quote:
Originally Posted by Sweetmeat View Post
I'm not sure if anyone else has commented on the leadership pool so far, I don't have much time this morning to read the whole thread. Here's my thoughts on it:

1. Freezing Rain pretty much completely negates any need for tactics.
2. Plant/Storm later on, when you are using everything, will run you out end pretty quickly even if the only toggle you're running is Steaming Mists. This is with three slots in Stamina, and lots of sets giving 1.5, 2, and 2.5 recovery bonuses.
3. Vines is your ONLY reliable control versus things that are resistant to charm. Not taking it will severely limit what situations you can handle comfortably. I tend to use Vines heavily vs both Rikti and Nemesis, and often vs Carnies too. Also Vines is a great panic button if you end up agroing a second or third group and other controls haven't recharged yet.

Conclusion: By taking leadership and not taking Vines, you will be looking to run yourself out of end before you get the job done, and really hamstring yourself versus several villain types.

Plus Vines really only needs three slots to e pretty effective if you give it 3x Acc/Hold/Recharge it's not bad at all for really low slotting requirements. (I ended up 6 slotting with Lockdown for the ranged defense bonus and the extra hold proc)

Honestly your way will work because Plant/Storm is very resilient but the endurance issues will probably make this build seem to bog down a bit later and, in for me, you would have to pry Vines from my cold dead fingers - it's that useful to the character as a whole.
Good feedback and it kind of echos some feelings I've been having as well. If I take Vines in the lvl 28 slot what would you suggest for the lvl 30? I'm not really big on Spores, played around with it, and wasn't impressed, though maybe that's 'cause I'm used to Mass Hyp when it comes to AOE sleep ;-). I could pickup Thunder Clap, but that's only going to work on minions and has a fairly slow (though visually awesome!) animation. Alternatively I could take something out of a pool, I've got Hasten, SS & Hurdle,Health,Stamina. One possibility would be Hover... It would improve the ability to line up some spawns, and act as a mule for a LoTG later. Probably want to swap out Hurdle for Swift if I do that.


Quote:
Originally Posted by Sweetmeat View Post
Ohh just wanted to add my thoughts on the APP. I went with Ice, because Hibernate = Win. Like I said earlier, you will find yourself running out of end, and sometimes you will find yourself taking more damage than you can regenerate. Hibernate is awesome for both problems. It can quickly refill your end bar in the middle of a tough fight, and it can keep you from having to run or face plant in a different kind of tough fight.

Also Frostbreath packs a serious punch to a large group that's already been debuffed by Freezing Rain and contained by Roots. I find that using it as my 4th power in the opener, half the minions dies at that point. The rest of the spawn follows quickly after a couple more roots applications.

I definitely don't ever go into melee with this character unless it's to use Sands of Mu on a held boss so the Stone APP is much less appealing to me than on some other Storm toons.
::nods::

I'm leaning towards Ice for the APP as well, I can certainly see the point about Hibernate, and really, Frost Breath + Ice Storm would be *very* welcome AOE dmg as well as fitting perfectly thematically.

Current build-in-progress is:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Viridicane: Level 42 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Strangler -- Acc(A), Hold(3), Hold(5), Dmg(7), RechRdx(19), EndRdx(34)
Level 1: Gale -- Acc(A)
Level 2: Roots -- Acc(A), Acc(3), Dmg(5), Dmg(7), Dmg(13), EndRdx(19)
Level 4: Snow Storm -- EndRdx(A)
Level 6: Super Speed -- EndRdx(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Dam%(11), Bfdlng-Acc/Conf/Rchg(13)
Level 10: Hasten -- RechRdx(A), RechRdx(15), RechRdx(15)
Level 12: Hurdle -- Jump(A)
Level 14: Health -- Heal(A)
Level 16: Freezing Rain -- EndRdx(A), RechRdx(17), RechRdx(17), RechRdx(31)
Level 18: Steamy Mist -- EndRdx(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(34)
Level 24: Spirit Tree -- RechRdx(A), RechRdx(25), RechRdx(25), Heal(34), Heal(40), Heal(43)
Level 26: Carrion Creepers -- Acc(A), Dmg(27), Dmg(27), RechRdx(29), RechRdx(29), RechRdx(31)
Level 28: Vines -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(31), NrncSD-Acc/Hold/Rchg(37)
Level 30: Hover -- EndRdx(A)
Level 32: Fly Trap -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
Level 35: Tornado -- Dmg(A), Dmg(36), Dmg(36), EndRdx(36), Empty(37), Empty(37)
Level 38: Lightning Storm -- Dmg(A), Dmg(39), Dmg(39), EndRdx(39), Empty(40), Empty(40)
Level 41: Hibernate -- Empty(A), Empty(42), Empty(42)
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: Containment
Level 6: Ninja Run


 

Posted

Hover is good because it allows you to place your Lightning Storm over the top of the mob, giving Knockdown instead of knock back from it. On the other hand, since you will be spamming Roots every time it comes up, you probably don't need it for that(unless you're fighting werewolves, who pretty well ignore your roots).

I would look at O2 Boost. I know there is a lot of disagreement about the usefulness of O2 Boost, but for plant I think it's almost a must. The flytrap pet is the squishiest pet in the game, and it tends to pull a lot of agro if you yourself are playing at range. I ended up going with the recharge pet set for it because of the resistance IO to make him tougher, and because he dies so often as well. It's nice to be able to top him between fights and to keep him in the fight, taking agro that would otherwise be hitting you. Especially if you end up soloing on 6+heroes at +1-ish, there will be things that don't get controlled immediately, and they will be causing some damage before you get them locked down and arrested.

This way you have O2 boost for your pet, and Hibernate for you, to take care of any fights that start to go poorly.


 

Posted

Quote:
Originally Posted by Argentae View Post
Good feedback and it kind of echos some feelings I've been having as well. If I take Vines in the lvl 28 slot what would you suggest for the lvl 30? I'm not really big on Spores, played around with it, and wasn't impressed, though maybe that's 'cause I'm used to Mass Hyp when it comes to AOE sleep ;-). I could pickup Thunder Clap, but that's only going to work on minions and has a fairly slow (though visually awesome!) animation. Alternatively I could take something out of a pool, I've got Hasten, SS & Hurdle,Health,Stamina. One possibility would be Hover... It would improve the ability to line up some spawns, and act as a mule for a LoTG later. Probably want to swap out Hurdle for Swift if I do that.




::nods::

I'm leaning towards Ice for the APP as well, I can certainly see the point about Hibernate, and really, Frost Breath + Ice Storm would be *very* welcome AOE dmg as well as fitting perfectly thematically.

Current build-in-progress is:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Viridicane: Level 42 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Strangler -- Acc(A), Hold(3), Hold(5), Dmg(7), RechRdx(19), EndRdx(34)
Level 1: Gale -- Acc(A)
Level 2: Roots -- Acc(A), Acc(3), Dmg(5), Dmg(7), Dmg(13), EndRdx(19)
Level 4: Snow Storm -- EndRdx(A)
Level 6: Super Speed -- EndRdx(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Dam%(11), Bfdlng-Acc/Conf/Rchg(13)
Level 10: Hasten -- RechRdx(A), RechRdx(15), RechRdx(15)
Level 12: Hurdle -- Jump(A)
Level 14: Health -- Heal(A)
Level 16: Freezing Rain -- EndRdx(A), RechRdx(17), RechRdx(17), RechRdx(31)
Level 18: Steamy Mist -- EndRdx(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(34)
Level 24: Spirit Tree -- RechRdx(A), RechRdx(25), RechRdx(25), Heal(34), Heal(40), Heal(43)
Level 26: Carrion Creepers -- Acc(A), Dmg(27), Dmg(27), RechRdx(29), RechRdx(29), RechRdx(31)
Level 28: Vines -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(31), NrncSD-Acc/Hold/Rchg(37)
Level 30: Hover -- EndRdx(A)
Level 32: Fly Trap -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
Level 35: Tornado -- Dmg(A), Dmg(36), Dmg(36), EndRdx(36), Empty(37), Empty(37)
Level 38: Lightning Storm -- Dmg(A), Dmg(39), Dmg(39), EndRdx(39), Empty(40), Empty(40)
Level 41: Hibernate -- Empty(A), Empty(42), Empty(42)
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: Containment
Level 6: Ninja Run
Pretty much everything I have but the spirit tree and I went psi mastery.


 

Posted

So anything new going on with your Plant/Storm? Mine has been 50 and complete for about a week now. It's pretty powerful and fun to play. I play the concept of a Druid.


 

Posted

Quote:
Originally Posted by Sweetmeat View Post
Hover is good because it allows you to place your Lightning Storm over the top of the mob, giving Knockdown instead of knock back from it. On the other hand, since you will be spamming Roots every time it comes up, you probably don't need it for that(unless you're fighting werewolves, who pretty well ignore your roots).

I would look at O2 Boost. I know there is a lot of disagreement about the usefulness of O2 Boost, but for plant I think it's almost a must. The flytrap pet is the squishiest pet in the game, and it tends to pull a lot of agro if you yourself are playing at range. I ended up going with the recharge pet set for it because of the resistance IO to make him tougher, and because he dies so often as well. It's nice to be able to top him between fights and to keep him in the fight, taking agro that would otherwise be hitting you. Especially if you end up soloing on 6+heroes at +1-ish, there will be things that don't get controlled immediately, and they will be causing some damage before you get them locked down and arrested.

This way you have O2 boost for your pet, and Hibernate for you, to take care of any fights that start to go poorly.

I'd agree with this. O2 Boost isn't the best heal in the game but it's a handy tool to have. The secondary buffs from it are also situationally very useful when you're on teams. For example against Carnies or Malta or on the LGTF a lot of lead tanks will LOVE you for it (the -End Resistance is gold for a lot of Defensive sets like WP, Shields or Inv). Remember it's also self-stackable.*


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
I'd agree with this. O2 Boost isn't the best heal in the game but it's a handy tool to have. The secondary buffs from it are also situationally very useful when you're on teams. For example against Carnies or Malta or on the LGTF a lot of lead tanks will LOVE you for it (the -End Resistance is gold for a lot of Defensive sets like WP, Shields or Inv). Remember it's also self-stackable.*
Good input, thanks!
I'm still waffling a bit, but I think I'm going Respec at some point in the near future to clean things up. I ended up with Maneuvers at 28 (was building towards Tactics), but the points above were well made, and I picked up Vines at 30. I decided that one of the biggest PITA that Tactics helped addressed (preventing BLIND when fighting NightWidows) wasn't really that big a deal as popping a yellow is pretty easy when you get right down to it, and I simply don't have the End! :P.

The Confuse resistance isn't really needed since I've got Steamy Mist, and most of the time I can use FR to handle it when I've got high def enemies. Still not totally sold on O2 Boost as the lvl 30 (if I shift Vines to 28), but I'm strongly considering it.

Mainly I'm waiting on the Respec until I have a chance to 5 slot Spirit Tree with Doctored Wounds. It's been quite helpful in reducing downtime when I use the Snow Storm pull to put together a massive pile-o-spawn. :-) Once the build's more mature though It might not be as useful.

Quote:
Originally Posted by Sunpulse View Post
So anything new going on with your Plant/Storm? Mine has been 50 and complete for about a week now. It's pretty powerful and fun to play. I play the concept of a Druid.
Well, see above! I've gotten her up to about 31.4 or thereabouts, and am having a blast. Since about 26/27ish I've been running missions set to +1/+8 and have been able to clear them fairly reliably, which is pretty good IME compared to a lot of other combos, it's certainly fun . I'm really getting a lot of milage out of SnowStorm both soloing and on teams, it's quite an undervalued power IMO. It's a great fire and forget way to contribute to dmg mitigation on a team. And it's also useful to slow down the implosion of a spawn from Seeds when you're on a fast moving team.

Err...

Let me clarify that:

On a good steamroller team, you really don't need the dmg that spawns do to themselves under the influence of Seeds, but the CONTROL aspect of Seeds and reversing the target of buffing/healing mobs is still quite valuable. So SnowStorm gives you a easy way to shift the dmg done proportion more towards the team. Those that understand how Confusion works will understand, if you don't GROK that I'd suggest reading one of the Confusion guides, Enan and cForce explained it quite well way back when.

Anyway, gotta get back to PRW for now... BBL!


 

Posted

Ok, So Viri's up to 34 now and 1 piece away from having a 5 pack of Posi in Roots, DID get the Posi Energy Proc, so now I just need the Acc/Dmg or Dmg/End! Have a bunch of bids out on the TotH Proc as well so hopefully that'll come in soonish.

Having a LOT of fun in Croatoa doing Kelly's missions, made most of the last level just doing the "Rescue" 4 Tuatha mission. The one with a HUGE map full of Cabal spawns? With it set to +1/+8 it's a huge pile of flying mobs that I fully expected to be early impossible for me to handle. Guess what?

No real problem. I have to keep on my toes, but even with all those Lightning throwing T-Storm Summoning Hurricaning Mavens, I was able to take on those spawns time after time with only like 1 faceplant(which was just 'cause I wasn't paying attention).

Anyway, I've got Spirit Tree 4 slotted (3 heal, 1 rech) now so I should be able to get a feel for how useful it is as far as potential is concerned. I'm either going to 5 slot it with Doctored Wounds or Drop it in a respec and pick up O2 boost for Twitchy.

Twitchy: Mixed feelings. Helpful, but seems almost as much of an aggro-mad psycho as an imp sometimes. I swear, I've watched him hesitate after taking down a mob on the edge of a spawn I'm working on, and then go CHARGING off to single handedly assault another 8 hero spawn all by his lonesome. NOT. TOO. Bright.

Ok, ok, he's in a persistent vegetative state, granted. But shouldn't that make him CALM at least? I mean, when I'm dealing with Imps I KNOW how far they will range out and they tend to keep reasonably close to me. :: sigh :: Ah well, I prob just need more practice at Twitchy Trailing...

Carrion Crawlers totally rock (as we all know). I'm still trying to noodle out how I want to IO them, the Posi Proc is out as it's Targetted AOE would only trip on the initial cast, but the TotH and Impeded Swiftness Procs should still be good, yes? I need to really sit down and look at this one. Crawlers slotted for dmg are awesome, and obviously you want them maxed for rech as well. I really need 2-3 more slots for Crawlers! ;-).

Ran some team missions vs. Nemesis the other night... They did a great job reminding me WHY I HATE NEMS (Mind/ is my spiritual home as a Controller ), but Carrion Crawlers and Snow Storm were both super useful, as was Hurricane. Really need to try some Nem missions solo so I get a feel for how best to handle them without affecting teammates. I figure I'll get stuck with more NEM missions than I could ever want soon enough though, so why go begging for aggravation? .

Last Level till Tornado! [edited to change 'cane to 'nado Oops!] :: rubbing hands gleefully :: Can't wait to add it to the carnage!

Anyone have some good examples of Crawler and/or Tornado slotting? One cheap option (inf wise, not slots) for Tornado is Kin Crash, got +rech and the -kb is handy. IIRC it's got so-so dmg slotting like 60%ish? Can't remember how it stacks up -n the endred though, which is going to be important when Tornado and Lightning Storm are both coming into play.


 

Posted

*evilgrin*

If you think Twitchy (or OmNom, as I dubbed everybody's favourite walking appetite) is an aggro monkey, wait 'til you see the Tornado :3

Explosive Strike also has a smashing damage proc; the way I've got Creepers slotted right now has three damage procs (Impeded Swiftness, Explosive Strike, and Trap of the Hunter), two generic Recharge IOs, and the Force Feedback chance for +Recharge. Looking at it, I could get more damage out of it with a generic damage IO rather than the Force Feedback Proc, but I'm not sure how accurate the numbers in Mid's are- that looks like it would put out slightly more (average) damage than even slotting the power with Ragnaroks :/

Hurricane I'm planning on slotting with Kinetic Crash- more for the set bonuses than the actual enhancement bonuses. Your totals for that set are 68.9% for damage, 47.7% for accuracy and End Discount, and 53% for recharge (oh, and 173.95% for Knockback, hehehe)- nothing spectacular, but respectable. And Mag 34.1 Knockback is just fun


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

Quote:
Originally Posted by TeChameleon View Post
*evilgrin*

If you think Twitchy (or OmNom, as I dubbed everybody's favourite walking appetite) is an aggro monkey, wait 'til you see the Tornado :3
The nice thing about Tornado is that once it's grabbed aggro, it tends to throw it halfway across the map.


 

Posted

Quote:
Originally Posted by Katie V View Post
The nice thing about Tornado is that once it's grabbed aggro, it tends to throw it halfway across the map.
Heh!

Hurricane I've got slotted with a four pack of Dark Watcher, which works well for me as I actually use it moderately often ;-).

Crawlers i'm seriously considering Franken Slotting as it's just soooo useful and I can't decide what's best to enhance as everything is golden. Tornado *might* well be a good place for a Kin Crash? I did that on my Fire/Psi PermaDom (well, waterspout, but it's the same power with better FX)

The nice thing about Tornado is it's a single spawn duration. Twitchy follows you around so he has a *lot* more chances to act like an insane aggro maniac.

I just tossed over some of my enh from my Fire/Storm to help outfit Viri(Numina +Rec/Regen, TotH Proc, Achilles -Res), what's everyone's feeling on the Achiles -res proc? How much does it actually help? Do you get two or three chances for it to proc in Freezing Rain?


 

Posted

Awesome write up, been a great read. I should of done something like this as I leveled up mine.

I already had several controllers, none of them (still) are 50 but one or two were close, I decide to make a kind of nature spirit so in keeping with a theme I went Plant/Storm. To echo everyone else, by level 8, you're pretty much set, seeds/roots then damage. Then later, Seeds/Roots/Freezing rain . It was a VERY fun ride, and as such, became my next 50. I ended up with Earth Mastery as my epic, and here's why.

Rock Armor, this, combined with Combat Jumping, steamy mist and set bonuses, one could easily softcap. As it is, I am just outside the softcap. Its awesome to see those Roman Generals take swipes at you and miss time after time.

Earths Embrace. The +heal +hp is too perfect, that power right there completes the sets as far as I am concerned

Fissure. a very short targetted AoE attack that disorentates, doubly useful if you have Thunder Clap

Siesmic Smash! A lot of folks will say that the only downside to the combo is the single target damage, this is one way to make up for it, great damage (omg especially once contained!) and its a mag 4 hold !

Ice Mastery would work wonders too. Frozen armor/Hibernate for survival and of course Ice Storm! . I went with Earth purely for theme, and again, (by pure coincidence) I was rewarded with wonderful Symmetry.

The character is blazingly fast, and has so much utility I can usually get a team out of anything they may of stumbled in too. I built it as a controller first, with team support, despite earths embrace, i also took 02 boost and spirit tree. they still very much have their uses. When I am solo, I can actually farm at a decent rate, but i much prefer to taskforce!

oh, and yes as others have stated, careful with tornado (roots is fantastic for this power), I don't think there is a single power in the game that can throw as many objects as far or as fast as this one can. Use with care, take your time, you'll figure it out, its also great damage! (and can be hilarious)

Looking forward to more of your writing! Keep up the good work!


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Far as I've been able to figure, the Achilles' Heel Proc has two chances to fire in Freezing Rain (once on firing, once at the 10 second mark). Honestly, my feeling is that a chance for an extra 20% resistance debuff is nothing to sneeze at, and finding the space for it isn't a big deal.

Also, Tornado is only lasting one spawn for you?

...

Maybe I just move a little faster. I tend to find that it lasts about two and a half spawns for me (granted, that's partially because it'll occasionally decide, apparently at random, that I'm not fighting enough guys, and wander off on its own to bring me some new friends >.O).


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

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Well, how big are the spawns and what lvl are you?

As I just GOT Tornado about an hour or two ago (rare morning playtime ) It's hard to say exactly. Without the AOE from an APP available (or Lightning Storm for that matter), I'm guessing it'll probably take most of a tornado's spawn time to work through a +1/+8 spawn when soloing. So maybe a spawn and a half depending on positioning and whether a nearby spawn jumps/is dragged in.

When teaming, it's totally different obviously.

One of the things that takes awhile between spawns is positioning for Seeds... I'm strongly considering picking up Hover and switching to Swift vs Hurdle as highspeed Hover was always the best combat movement for my Grav/Storm and I imagine it would work even better with Seeds.

VERY impressed with the durability of Plant/Storm!

I had a spawn trigger (BAD Twitchy! No Compost Tea for you!) in about the worst posible sequence for me, almost nothing ready to go, spawn was spread ALL over the place making Seeds largely ineffective. After Twitchy made a total hash of things, it decided to go fling some thorns at a whole other +1/+8 spawn around the corner making it infinitely worse (VERY BAD TWITCHY! :: threatens with weedwacker :: ). I popped a green, a purple, brought Hurricane up, dropped Spirit Tree and started working the spawn. That was the closest I've come to a faceplant without ever dropping in quite some time. Luckily Crawlers came up shortly, so once those lovely tentacles started waving, things started getting better.

I DID take great pleasure in dismissing Twitchy with extreme prejudice once it was all over.


 

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I tend to have better luck with Flytrap. Though sometimes if he decides to go off on his own and gets pummelled for it, I usually mumble something about 'see thats what you get' then proceed to lock down mob.

As my first 50 controller I learnt on that controller first that there is a time to put pets away.

One easy example is the first mission on the ITF. When everyone leaps up to the altar instead of walking around, agro'ing the nictus. Dismiss him before you make that leap, or he'll decide to go the long way and agro everything.

So we have Twitchy, OmNom (cute btw ), any others? I'll put mine down, I just call him 'Trappy'


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

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Heh. Trappy -> Trapper Color him Red and olive drab and Put a big Red Cross 4077 Symbol on him.

Yeah, I suppose I figured Twitchy would be more like Jack or Singy than like an Imp. I don't have any problem with dismissing him and re-summoning when needed, just haven't quite gotten it drilled into my head yet that he's more of a big green Imp with a ranged weapon.

And just who thought giving ranged weapons to an Imp was a good idea? Haven't they ever heard of the "Personal Pointy Projectile improper Piercing Prevention Program"?!

Egads

:: shakes head ::

The Devs these days. No sense of Superhero safety... Srsly Sad.


 

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Quote:
Originally Posted by TeChameleon View Post
*evilgrin*

If you think Twitchy (or OmNom, as I dubbed everybody's favourite walking appetite) is an aggro monkey, wait 'til you see the Tornado :3

Explosive Strike also has a smashing damage proc; the way I've got Creepers slotted right now has three damage procs (Impeded Swiftness, Explosive Strike, and Trap of the Hunter), two generic Recharge IOs, and the Force Feedback chance for +Recharge. Looking at it, I could get more damage out of it with a generic damage IO rather than the Force Feedback Proc, but I'm not sure how accurate the numbers in Mid's are- that looks like it would put out slightly more (average) damage than even slotting the power with Ragnaroks :/

Hurricane I'm planning on slotting with Kinetic Crash- more for the set bonuses than the actual enhancement bonuses. Your totals for that set are 68.9% for damage, 47.7% for accuracy and End Discount, and 53% for recharge (oh, and 173.95% for Knockback, hehehe)- nothing spectacular, but respectable. And Mag 34.1 Knockback is just fun
A bit of warning on putting Force Feedback in Creepers: You will only have a chance to proc for the recharge bonus on the initial casting. After that, the Vines will have a chance to proc when using Vine Smash; unfortunately that does not carry back to the player or affect the Vines as they, like all pets, ignore +recharge. Also, note that all those procs won't fire at the same rates. Ragnarok, for example, will only fire on AoE portions of the power (once about every 10 seconds) and not in the Vine Smash or Vine Thorns used by the Vines (each cycles in 4 seconds).

As for Kinetic Crash in Hurricane, I prefer Argentae's slotting. With two less slots and more useful enhancement in the power, the difference of 2.5% recharge is negligible unless I was pursuing perma-Hasten or something similar. The knockback protection is nice, but I imagine the additional knockback in Hurricane itself could become unruly.


 

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Hmm... okay, didn't realize that the Force Feedback proc didn't feed back to the player. Going to have to ditch that, then, since it's not nearly as useful as I thought. Generic Damage IO, here we come. Also, I meant that it put out more average damage than a full set of Ragnaroks. Although not by enough to lose the Posi's Blast set bonuses. Pity, could've saved a bit there.

Also, looking at my saved Mid's build, I apparently decided to go with Expedient Reinforcement on Tornado, rather than Kinetic Crash. *blinks* Bit of a surprise there, but alright- looking at the various set bonuses, it's not too bad; I just skipped the 10% resistance bonus, which is kind of useless for Tornado anyways, and stuck the slot in Hover and gave it the Blessing of the Zephyr KB protection for an extra mag of Knockback protection. Although part of me is a bit sad to lose the 34.1 Mag Knockback >.>

Oh, and as to movement speed, looks like I was getting mixed between my teaming and my soloing (+0/+8)- solo, Tornado lasts me about one, maybe one and a half spawns (assuming I've got everything ready to go). Gotta say, though... at level forty-ish (level 45 now), Plant/Storm is like tossing mobs into a blender. If you have a decent grouping to start with, Creepers-Seeds-Roots-Hurricane-Lightning Storm-spam Roots as needed, and my inspiration box fills up so fast that the little 'bing' noise can't keep up.


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

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Quote:
Originally Posted by TeChameleon View Post
Gotta say, though... at level forty-ish (level 45 now), Plant/Storm is like tossing mobs into a blender. If you have a decent grouping to start with, Creepers-Seeds-Roots-Hurricane-Lightning Storm-spam Roots as needed, and my inspiration box fills up so fast that the little 'bing' noise can't keep up.
It gets better! APPs only add to the "Pain Train".

I don't own a Fire/Kin personally; I have always been curious if a well built Plant/Storm/XXX could churn out more "reward "/time than a well built F/K or do you end up loosing too much "reward" using Seeds. On a solo farm I can't use my inspirations fast enough; going "full throttle" is never a problem


 

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Quote:
Originally Posted by saltyhero13 View Post
It gets better! APPs only add to the "Pain Train".

I don't own a Fire/Kin personally; I have always been curious if a well built Plant/Storm/XXX could churn out more "reward "/time than a well built F/K or do you end up loosing too much "reward" using Seeds. On a solo farm I can't use my inspirations fast enough; going "full throttle" is never a problem
I'd have to search the Market forum, but I think someone did some research on confusion and drops. The conclusion, if I recall correctly, was that confusion wasn't detrimental to drops in anyway. No matter how you defeated 100 enemies they would always drop the same percentage of salvage, recipes, etc.


 

Posted

Quote:
Originally Posted by saltyhero13 View Post
It gets better! APPs only add to the "Pain Train".

I don't own a Fire/Kin personally; I have always been curious if a well built Plant/Storm/XXX could churn out more "reward "/time than a well built F/K or do you end up loosing too much "reward" using Seeds. On a solo farm I can't use my inspirations fast enough; going "full throttle" is never a problem
Oh I think the Plant/Storm/XXX will be a lot more FUN, but I doubt it'll be as fast. What makes /Kin so perfect for farming is the +rech from Siphon Speed and the tremendous dmg boost from Fulcrum Shift.

I don't think the reward % diff from Seeds would be much different, but the Number of powers you need to use on Plant/Storm is more than on Fire/Kin, so I think it'd always be slower. Plus /Kin never runs out of end (if played right on a cherry picked map) and can just go full bore flat out constantly.

Flip side?

Plant/Storm is way WAY more flexible/survivable in my experience. I did play with a Plant/Kin and it was really rough in a scenario with non-optimum spawn configuration. If the mobs were scattered, I had a good chance of faceplanting, Plant/Kin just plain lacks the soft control.

Now, in a fully IOd Purpled out Farm build with soft capped def? Heck ANYTHING would be survivable . A Plant/Storm with that kind of build would be a total beast, I'd love to see one taking a map apart like fried chicken, but it'll still probably be slower than a similar Fire/Kin.

And before anyone asks, yes I have a Fire/Kin, and a Fire/Psi Permadom and a Mind/Kin all with completed builds (as well as bunches of related builds in the 40s) and yes I do Know Kinetics :-). I actually like playing my Fire/Storm more than I do my Fire/Kin. My Mind/Kin is my favorite Kinetic to play, and my Fire/Psi is the unstoppable juggernaut. He was built to tear EB's apart and laugh at their puny struggles. Fire/Psi is the best Dom (IME) for being hell-on-wheels for both Hard Single Target and large spawn mowing both.

Ack... Sorry to ramble.

The point? If anyone HAS a Plant/Storm build optimized for farming I'd love to see it in operation too!