Plant/Storm Journal


Amy_Amp

 

Posted

Quote:
Originally Posted by ketch View Post
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.
I didn't think it did significantly beyond what we know about "confuse and XP". Thanks for the reply.


 

Posted

@Argentae

No ramble, I think you hit the "nail on the head" as far as the end management comment.

F/K has less "set up"; basically built in end and health management.


 

Posted

Well, not quite to 36 yet as there hasn't been much chance to play busy with PRW stuff.

I've decided that Tuatha in Croatoa are probably Viri's favorite mobs, even better than BP. I've bumped the slider up to +2/+8 and hand a lot of fun last night mowing down Tuatha spawns in one of Kelly's later missions. With just a single greyish dmg SO in Tornado, it contributes quite a bit of damage in a tightly packed spawn. Currently planning to give two more slots to Tornado (so it'll have 3 dmg and I can get a feel for how it'll be in the lategame), and a 4th to Freezing Rain so I can add in the Achilles -Res proc.

Spirit Tree evaluation:

So far I'm really kind of liking the Tree despite the prevalent opinion that it's a skippable power. One of the things that's nice is the ability to drop it *before* I start in on a spawn as it doesn't trigger any aggro. Three slotted with heals, it makes a *substantial* difference to my ability to handle incoming dmg that gets through other mitigation, and generally gets me fully healed by the time I'm done with the spawn and ready to move on. And once it's down I don't have to take time out of my attack chains to self-heal, it's a fire and forget (other than staying near it) that lasts the whole combat, even if it goes all pear shaped and takes a lot longer because it devolved into a lot of single target work.


 

Posted

Random comment- I've noticed (and commented on it in-game) that nothing much beats Plant/Storm for setting up a killbox. Drop your pseudo-pets, throw your confuse, root the spawn, and watch as the whole lot of them comes apart like they were dropped into a blender and hit puree. The Spirit Tree is pretty much a natural outgrowth of that- since Plant/Stormies playstyle is... not static, exactly, but typically confined to a relatively small area... the stationary heal makes sense, since you'll rarely be hopping out of range of it during combat.


"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

Exactly. If I was play Mind/Kin and was jumping around in and out of melee, or Fire/ and just getting in melee and staying with the spawn, it'd be different.

Plant/Storm you get to pick your ground and pretty much... ahem... Plant yourself there for the duration of the combat while you watch the spawn simultaneously implode and be shredded. Even without APP's in the mix or Lightning Storm it's pretty freaking impressive!

1. Stealth in on +2/+8 spawn and lineup for Seeds.
2. Drop Spirit Tree between me and the spawn.
3. Pop Seeds and queue up Roots.
4. Drop Carrion Crawlers in the middle of the Spawn.
5. Drop Freezing Rain in the Middle of the Spawn.
6. Roots on a mob near center.
7. Tornado near Center.
7a. If it looks like someone might have been missed, bring up Hurricane for protection.
8. Profit!

The order can vary, if Crawlers are already following me, I generally toss out the Tornado right after the first Roots goes off, then add Freezing Rain to the mix. The key is making SURE you keep Roots firing as it comes up for the -kb. If the spawn is spread out a bit, I'll often use FR before Roots to give the spawn a chance to tighten up, unless there are mobs with KB powers that will scatter the spawn.

The sheer speed with which you can shred a huge spawn is quite impressive though, esp as it keeps getting faster as I get more and more AOE to stack on top... Can't wait for Lightning Storm and the APP AOE! :-). And I love how survivable it is if things break bad.

Fun
Fun
Fun


 

Posted

Quote:
Originally Posted by Argentae View Post
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.
Quote:
Originally Posted by Argentae View Post
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.
As you noted, Plant/Storm is an amazingly fun combo for plowing through large spawns. I don't know the average inf/hour rate of the ever-popular Fire/Kin, but I just ran several tests with my Plant/Storm for my own analysis.

PI Demons @ +2/x6: ~15M influence/hour from enemy defeats
Custom AE @ +2/x6: ~17M - 20M influence/hour from enemy defeats

What amazed me in my HeroStats data was the amount of damage done by my pets and by damage proc IOs....

Controller ~98 DPS
- Roots ~35 DPS
- Fissure ~37 DPS
- Other ~2 DPS
- 2 Procs (in roots) ~24 DPS

Pets ~141 DPS
- Bite (Fly Trap) ~2 DPS
- Fling Thorns (Fly Trap) ~3 DPS
- Thorny Darts (Fly Trap) ~7 DPS
- Entangle (Fly Trap & CC?) ~43 DPS
- Creeper Vine (CC) ~4 DPS
- Vine Smash (CC) ~4 DPS
- Vine Thorns (CC) ~7 DPS
- Procs (3 in FR, 3 in CC) ~71 DPS

Overall, damage procs accounted for almost 40% of my total damage -- zoiks!


Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu
- SS/WP B

 

Posted

Whats everyone thing about my current Plant/Storm Build?


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

Click this DataLink to open the build!

leo 3.0: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle

  • (A) Enfeebled Operation - Accuracy/Recharge
  • (3) Enfeebled Operation - Endurance/Immobilize
  • (13) Enfeebled Operation - Accuracy/Endurance
  • (13) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (15) Enfeebled Operation - Accuracy/Immobilize
Level 1: Gale
  • (A) Accuracy IO
Level 2: Strangler
  • (A) Gladiator's Net - Accuracy/Hold
  • (3) Gladiator's Net - Accuracy/Recharge
  • (11) Gladiator's Net - Recharge/Hold
  • (15) Gladiator's Net - Endurance/Recharge/Hold
  • (23) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
  • (50) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 4: Roots
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (5) Enfeebled Operation - Endurance/Immobilize
  • (5) Enfeebled Operation - Accuracy/Endurance
  • (7) Trap of the Hunter - Chance of Damage(Lethal)
  • (23) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (50) Enfeebled Operation - Accuracy/Immobilize
Level 6: O2 Boost
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Heal/Recharge
  • (11) Doctored Wounds - Heal/Endurance/Recharge
  • (37) Doctored Wounds - Heal
  • (37) Doctored Wounds - Recharge
Level 8: Seeds of Confusion
  • (A) Coercive Persuasion - Confused
  • (9) Coercive Persuasion - Confused/Recharge
  • (9) Coercive Persuasion - Accuracy/Confused/Recharge
  • (29) Coercive Persuasion - Accuracy/Recharge
  • (29) Coercive Persuasion - Confused/Endurance
Level 10: Steamy Mist
  • (A) Red Fortune - Defense/Endurance
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Defense/Recharge
  • (46) Red Fortune - Endurance
Level 12: Snow Storm
  • (A) Endurance Reduction IO
Level 14: Swift
  • (A) Run Speed IO
Level 16: Freezing Rain
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (40) Achilles' Heel - Chance for Res Debuff
  • (45) Impeded Swiftness - Chance of Damage(Smashing)
Level 18: Vines
  • (A) Lockdown - Accuracy/Hold
  • (19) Lockdown - Accuracy/Recharge
  • (19) Lockdown - Recharge/Hold
  • (21) Lockdown - Endurance/Recharge/Hold
  • (21) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 20: Hurdle
  • (A) Jumping IO
Level 22: Stamina
  • (A) Endurance Modification IO
  • (25) Endurance Modification IO
  • (25) Endurance Modification IO
Level 24: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 26: Carrion Creepers
  • (A) Ragnarok - Damage/Recharge
  • (27) Positron's Blast - Damage/Recharge
  • (27) Detonation - Damage/Recharge
  • (31) Trap of the Hunter - Chance of Damage(Lethal)
  • (34) Ragnarok - Accuracy/Damage/Recharge
  • (34) Impeded Swiftness - Chance of Damage(Smashing)
Level 28: Thunder Clap
  • (A) Absolute Amazement - Accuracy/Stun/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Fly Trap
  • (A) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Accuracy/Recharge
Level 35: Tornado
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Shield Breaker - Chance for Lethal Damage
  • (37) Explosive Strike - Chance for Smashing Damage
Level 38: Lightning Storm
  • (A) Decimation - Accuracy/Damage
  • (39) Decimation - Damage/Endurance
  • (39) Decimation - Damage/Recharge
  • (39) Decimation - Accuracy/Endurance/Recharge
  • (40) Decimation - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Damage/Recharge
Level 41: Fissure
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 44: Rock Armor
  • (A) Red Fortune - Defense/Endurance
  • (45) Gift of the Ancients - Defense/Endurance
  • (45) Luck of the Gambler - Defense/Endurance
Level 47: Earth's Embrace
  • (A) Doctored Wounds - Heal/Endurance
  • (48) Doctored Wounds - Recharge
  • (48) Doctored Wounds - Heal/Recharge
  • (48) Doctored Wounds - Heal/Endurance/Recharge
  • (50) Doctored Wounds - Heal
Level 49: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 6: Ninja Run


"I think I'm cute. I've got gold medals.
I've got the moves that make them all tap out.
The Angle Slam, the Ankle Lock.
Marty Jannetty...still can't walk.
I'm just the sexy Kurt.
I'll make your ankle hurt.
I'm just the sexy Kurt.
I'll make your ankle hurt."
Kurt Angle

 

Posted

Just a couple of quick comments before I go coma from jet lag.

  • Taking both Sprint and Hurdle is a waste of a power choice IMO. If you keep one keep Hurdle and take Health earlier in its place. (Assuming you use Ninja Run as your means of travel)
  • End recovery looks good. If your recovery is not enough you may get good mileage out of the Performance Shifter and/or the Miracle +recovery procs.
  • I dont know how effective the procs in Tornado will be; I think you'll get considerably more out of 'nado by slotting for damage in lieu of the two procs. The pets set can also give you some good recharge bonuses here.
  • Earth's Embrace alone without any slotting can put you at the HP cap (if you have all the accolades that provide +HP). Unless its a set mule I think you can get more for your slots elsewhere.
  • You can squeeze more S/L defense out of the build with some changes in your slotting: e.g. moving slots form Earth's Embrace into Thunderclap in order to slot the Razzle Dazzle set. Assuming you have a modest budget you can soft cap to S/L fairly easy with Stone and Ice Mastery without sacrificing recharge.
  • I find that Contagious Confusion proc helps out against groups with bosses.
  • Nothing too bad but in some places your choice of sets puzzled me. In places where you could get more recharge or S/L defense you picked up other sets.
  • You picked up Thunderclap but you chose to not slot it. Any reason why?
  • You picked up Stone Mastery but no Seismic Smash? It can hit for 300-400 pts of damage a hit (depending on buffs/debuffs/procs) and recharges fairly quickly.


 

Posted

Sorry it took so long to get back here some good info above thanks.

I took sprint and hurdle mostly because I really didn't want the other powers avail, neither needed any real slots invested, and yes to boost Ninja Run.

Honestly I'm not sure what to do with Tornado. On my earth/storm I used it all the time for damage but with my plant/storm I find I rarely use it outside of EB/AVs or asa panic button in case things go wrong and I need to buy some time. I don't think I want to drop it because when I do use Tornado it is really handy. I was thinking about putting the force feedback +recharge proc in it but again I use it so rarely not sure it would really help. (plus if I do change my build I think I would get more out of it in fissure)

I didn't know that about Earths Embrace but honestly I don't have a single accolade yet. I use this mostly for the heal when I am in trouble than the HP boost and the slotting was simply to get a bit more global recharge.

I'd def like to see more info on getting capped Defense. I pretty much tried to build based on high recharge and the mindset that the best defense is a good offense.

Contagious Confusion is something I wondered about but wasn't sure how it would work in an aoe confuse power.

thunder clap is another rarely used power I picked up because I didn't really have anything else I wanted. Occasionally I use it to stack with Fissure but very very rarely do I need to use it.

Seismic Smash I thought about as well but I wanted to go a more AOE route and I was worried about having the slots for it.

Overall I'm open to some build changes although I must say at the moment my controller plays wonderfully. I'm far from the pro farmer but I do use this toon for some farming at times so keeping that in mind and with the info above any other suggestions?


"I think I'm cute. I've got gold medals.
I've got the moves that make them all tap out.
The Angle Slam, the Ankle Lock.
Marty Jannetty...still can't walk.
I'm just the sexy Kurt.
I'll make your ankle hurt.
I'm just the sexy Kurt.
I'll make your ankle hurt."
Kurt Angle

 

Posted

Quote:
Originally Posted by pmgunnerxx View Post
I was thinking about putting the force feedback +recharge proc in it but again I use it so rarely not sure it would really help. (plus if I do change my build I think I would get more out of it in fissure)
Don't do this. It will only have a chance to buff you when you summon 'nado. After that the proc will only trigger and buff the tornado (which can't be buffed for +recharge)

Keep it in Fissure if you keep it at all.

Quote:
Originally Posted by pmgunnerxx View Post
I didn't know that about Earths Embrace but honestly I don't have a single accolade yet. I use this mostly for the heal when I am in trouble than the HP boost and the slotting was simply to get a bit more global recharge.
I though that it was a mule for the set bonuses

Quote:
Originally Posted by pmgunnerxx View Post
I'd def like to see more info on getting capped Defense. I pretty much tried to build based on high recharge and the mindset that the best defense is a good offense.
Going for defense would mean you are getting hit less often. This is especially good for a build that doesn't have a quick charging self healing capability.

Here is a great post brought to you by Dechs Kaison discussing defense and soft-capping: http://boards.cityofheroes.com/showthread.php?t=185167

Arcanaville has written a long guide to defense. She put together the original guide describing the math behind the defense/accuracy/to hit mechanics. I cant find it right now.

Another good source of info is the Paragon Wiki site. They have a few articles discussing this as well

Quote:
Originally Posted by pmgunnerxx View Post
Contagious Confusion is something I wondered about but wasn't sure how it would work in an aoe confuse power.
It doesn't last very long but helps diminish the alpha from bosses that typically don't get confused with Seeds.

Quote:
Originally Posted by pmgunnerxx View Post
thunder clap is another rarely used power I picked up because I didn't really have anything else I wanted. Occasionally I use it to stack with Fissure but very very rarely do I need to use it.
It helps control enemies that are resistant to confuse even though its on a long timer.

Quote:
Originally Posted by pmgunnerxx View Post
Seismic Smash I thought about as well but I wanted to go a more AOE route and I was worried about having the slots for it.
Get both!

Here is a quick sample build I put together by modifying my Plant/Storm/Ice into a Plant/Storm/Stone. Its soft capped to S/L. Feel free to use it however you see fit:

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Anyway that's my 2 influence.

Good luck!


 

Posted

Quote:
Originally Posted by Argentae View Post
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.
Argentae, if you slot a cone-based power for Range, it extends the reach of the cone. On wider cones--like Seeds of Confusion at 60 degrees and 50' range--this can be very, very effective.


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Hey CB! Long time no see!
::waves::

Re: the rng enh: ::nods:: I know, that was something I pondered long and hard earlier. I get some minor +rng enh from the 5 pack of Posi Blast 20-25th lvl that I was outfitting with and I was trying to decide whether to go with a tri aspect Acc/Conf/Rech from another set or something that would boost the range more. In the end I went with the tri aspect as I really needed to boost the acc and rchg. I might well revisit it later though, even the +12% rng (IIRC) from the Posi set makes a significant difference. Really need another slot or two for Seeds though, 6 just isn't enough!

Needs 7 or 8 slots in Creepers even more though .


 

Posted

I know, I know. I've just been really quiet lately. I'd say I've been busy, but that'd be a lie.

I usually don't use Set IOs unless they're going to fit the powers and slotting I'm choosing anyway.

I actually don't use Seeds of Confusion that often, so I don't need Recharge on it. When I do want to use it, I want it to hit as many targets as possible. Right now, I have it slotted 2 ACC / 3 Confuse / 1 Range.

Creepers is just a mess.


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Looong time since I've posted on this thread... Sorry!

I took quite a break from my live characters while playing with the GR beta. And now that it's out I've been spending a lot of time playing with some of the new toys, like my current alt: Elec/Psi Dom.

Viri is still a primary character for me though, and I've gotten her up to about 37.5 IIRC... So LS is very VERY close . Most of my recent experience has been similar to the previous though, she's still able to handle 8 man spawns at +2 (8/+2) with no bosses. Some mob types are trickier than others, and she hasn't gotten to Nems yet, which is likely to be the real PITA group for her.

Kinda have her on hold waiting for the upcoming I19 inherent Stamina change, as that will free up a lot of power slots for her... Need to revisit her overall build. Nice problem to have...


 

Posted

Since you seem to be getting close to APP level and are already thinking of revisiting your build, I'm going to suggest you take a look at the Leviathan mastery now that its available to us. My Plant/Storm just respecced into it and I'm enjoying it so far. Tornado + Water spout is fun carnage and while the coralax pet isn't all that survivable it still puts out decent damage to pair with fly trap.

At current I'm at 40% ranged defense, so that survivability and hovering at the back lines while two pets, lightning storm, tornado and waterspout are wrecking the mob I just locked down with seeds, roots and creepers makes me feel VERY powerful, and water spout fits right in visually and thematically with /Storm.


 

Posted

Spent awhile playing Viri again last night, and had the (highly estimable) joy of running into her first Nem missions while working through some Tips. As expected they were a total pain, I needed to drop from 8/+2 to 8/0. BUT I was able to complete the mission, though there were a couple face-plants as I figured out some of the quirks.

Having Seeds being largely useless makes such a huge difference (as I knew it would), so thank GOD for Snow Storm and Spirit Tree + Hurricane! Creepers remain the mainstay and I find myself doing most of the fighting from around a corner with Hurricane and Tornado helping to keep most of the spawn off of me. Still a highly effective and survivable build, even against the Confusion Resistent Nemesis.


 

Posted

Oh... Forgot to mention that I found myself able to have two Spirit Trees out at once (occasionally depending on Hasten drop), and I have to say, 2X the Trees made quite a difference.


 

Posted

Whelp...

Been a long time I know. I've been very busy working on some things IRL, and haven't had a heck of a lot of game time. Finally dusted off my COH, and spent some time last night skipping around from alt to alt, and came back to Viri again. Need to get back in the groove, but of the dozen or so characters I played around with she was the most fun, and one of the best for survivability. Still need to respec her into the inherent fitness pool (yes, it's been THAT long), but even without that, and with a rusty player behind the mouse, she was kicking butt and taking names.

Anything major change while I've been gone that would affect a Plant/Storm on the way up? I'm waffling on whether I should check out the incarnate stuff with Arg (Mind/Kin 50), One of my 50 doms (Mind/Psi, Fire/Psi, Mind/Elec etc) or finish leveling up Viri... Decisions decisions...


 

Posted

Quote:
Originally Posted by Argentae View Post
Whelp...

Been a long time I know. I've been very busy working on some things IRL, and haven't had a heck of a lot of game time. Finally dusted off my COH, and spent some time last night skipping around from alt to alt, and came back to Viri again. Need to get back in the groove, but of the dozen or so characters I played around with she was the most fun, and one of the best for survivability. Still need to respec her into the inherent fitness pool (yes, it's been THAT long), but even without that, and with a rusty player behind the mouse, she was kicking butt and taking names.

Anything major change while I've been gone that would affect a Plant/Storm on the way up? I'm waffling on whether I should check out the incarnate stuff with Arg (Mind/Kin 50), One of my 50 doms (Mind/Psi, Fire/Psi, Mind/Elec etc) or finish leveling up Viri... Decisions decisions...
Getting the Alpha Slot and putting Cardiac into it will make a HUGE difference on a Plant/Storm . . . and any */Storm. Not only that, but the upper tier Cardiac has a Damage Resistance buff . . . so if you slotted Steamy Mist for Defense, you get some Damage Resist for free.


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Got mine to 46 and it very likely might be the first to do the Incarnate stuff. I keep wanting to make a dom, and I figured I would go Plant/fire, but I just figured I might as well just play the controller version since it's already built.


 

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If you're looking for how things have changed you REALLY need to check out the new Incarnate content.

There is a thread running right now in this forum about the big boost in damage Plant/Storm & Fire/Storm can get by going the Reactive Interface route. Basically it adds regularly proc damage to pets and pseudo-pets (Plant/Storm have an embarrassingly large no. of these).

This is all anecdotal for me (my 50 Plant/Storm hasn't got there yet) but the results reported look VERY impressive.


 

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Viri's up to 46 and as mentioned elsewhere she's getting a LOT more effective with the +76ish global rech.

I know it's not optimal slotting but I've got three Kin Crash sets (Gale, Thunderstorm and C. Crawlers), it's not a final build choice, but Kin Crash is sooooooo cheap, doesn't have any expensive salvage at all and all the recipes go for chump change. At mid 40's a full set gives you about 66% dmg with decent rech, endred etc. @ +7.5 rech each set + the -KB I've found it a very cost effective temp solution. BTW the +KB from Kin Crash does NOT cause a problem for Crawlers, they are actually applying NEGATIVE kb and that seems to be what is enhanced. Eventually I'll slot up Crawlers with procs, but that's for later once Viri has the cash.

Very happy with the # of slots freed up by going with a 4 pack of Basilisk for Vines, 4 pack of Expedient Reinforcement for both Tornado and Twitchy and a 4 pack of Dark Watcher for Hurricane.

Spirit Tree and O2 Boost both get a 5 pack of Dr. Wounds, SOC gets Malaise and a tri aspect to round it out. Don't have Mids available ATM but that's most of it.

Had a BLAST running around the first Portal mission from Tina Mcintyre (sp?) in PI, the clockwork king set for +2/+8 no bosses. Viri was tearing clockwork apart like fried chicken. Tasty. BTW stacked fully + Heal slotted Spirit Tree makes a BIG difference, though the fight almost never lasts long enough to get the second out.

I think I'm going to take a break from her for a bit and play her younger brother Photokinthesis. Have to get my Kinetics fix...


 

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Quote:
Originally Posted by Amy_Amp View Post
Got mine to 46 and it very likely might be the first to do the Incarnate stuff.
I got mine to 50. Still waiting on doing Incarnate stuff, but looking forward to helping out with the end issues and I'll build for recharge with IOs.


 

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Quote:
Originally Posted by Amy_Amp View Post
I got mine to 50. Still waiting on doing Incarnate stuff, but looking forward to helping out with the end issues and I'll build for recharge with IOs.
Finally got on a BAF and that was one of the more humbling experiences I have had in game and likely on the level of dealing with some issues on my namesake way back in the day. It was interesting to see how little of my build actually worked on the escapees. No IOs, or anything in terms of alpha so I was going to struggle anyway, but it felt like at times if I even looked at combat I got killed. We failed the trial and that's a first for me so maybe it wasn't in the cards, but I'm getting an idea why I see so few controllers do the trials. Hard is one thing, powers being useless is another.


 

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So I'm thinking of making a Plant/Storm Controller.....

Looking for build help though...

Is O2 Boost, Snow Storm worth it (in the lvl 45+ end-game)? Sure O2 Boost is nice for teammates but if you'd solo, would you pick it up to heal the Fly Trap pet?


Any builds out there for a S/L def. capped Plant/Storm by chance?


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