Need some help building my Plant/Rad 'Troller


Local_Man

 

Posted

Hey all.

I've finally gotten into leveling an alt, and I chose to roll Plant/Rad for a few reasons. I love Rad's debuffs, and I've always wanted to contribute something to the team besides damage for a change, I am crazy in love with Seeds of Confusion (who isn't? ), and I like the stacking holds between the 2 sets. (Between Strangler, Vines, Choking Cloud and EM Pulse, I should be able to lock down enemies pretty well if the powers work together as well as I hope).

The problem is, I've never leveled a Controller very far, and right now, my Plant/Rad is at level 18. I've planned out a rough idea of what order I want to pick my powers in, so as of now, what's below is the order I've been picking my powers.

I was wondering if I could get some more experienced 'trollers to critique my power picks and to help with some slotting. (Personally, I'm a fan of keeping end costs and recharge times low)

So, here it is:


Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Strangler -- Empty(A)
Level 1: Radiant Aura -- Empty(A)
Level 2: Radiation Infection -- Empty(A)
Level 4: Accelerate Metabolism -- Empty(A)
Level 6: Recall Friend -- Empty(A)
Level 8: Seeds of Confusion -- Empty(A)
Level 10: Enervating Field -- Empty(A)
Level 12: Swift -- Empty(A)
Level 14: Teleport -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Vines -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Lingering Radiation -- Empty(A)
Level 24: Hasten -- Empty(A)
Level 26: Carrion Creepers -- Empty(A)
Level 28: Choking Cloud -- Empty(A)
Level 30: Mutation -- Empty(A)
Level 32: Fly Trap -- Empty(A)
Level 35: Fallout -- Empty(A)
Level 38: EM Pulse -- Empty(A)
Level 41: Conserve Power -- Empty(A)
Level 44: Temp Invulnerability -- Empty(A)
Level 47: Spirit Tree -- Empty(A)
Level 49: Power Boost -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


 

Posted

Try to work in Roots--It's very good in conjunction with both Seeds (your only AoE til late; lots of damage for a controller AoE) and RI and EF (keeps them in the debuff fields). I would probably pick it up as early as possible, dump Choking Cloud (probably too much control, with Seeds, Vines, EMP), and push Lingering Radiation back.

Forget Spirit Tree, you've got a mobile (and quick-recharging) heal in Radiant Aura. Pick up instead some sort of AoE damage in your epic, especially if you plan on soloing. (I'd pick the power epic last of all, probably--early AoEs in Earth and Fire, multiple AoEs in Ice.)

For slotting I'd frankenslot the most useful powers (e.g., four Acc/Conf/Rech from four different sets in Seeds), or aim for recharge bonuses.

Slotting musts:
Max recharge in AM, Seeds, Carrion Creepers, and Hasten
50%+ end redux in EF (even more in Choking Cloud if you grab that, plus holds)
50%+ tohitdebuff in RI (pick up 4 Dark Watcher's Despair at lvl 25 for cheap, nice set)
6 slots for Seeds, Creepers, and Strangler
Lots of accuracy in Vines, then recharge
Accuracy and endredux in Roots, and then damage if you have the space


 

Posted

Plant/Rad is a very open build. It is pretty easy to get the essential powers, and then there are a bunch of "nice to have but not necessary" and a few "Nice to have on some buids, but less necessary on this build" powers.

On Plant, the essentials are Strangler, Roots, Seeds of Confusion, Carrion Creepers and Venus Fly Trap. These five should be picked as soon as they are available. Roots is different than other AoE Immobs because it does twice the damage -- or four times the damage with Containment. It is your main source of damage in the long run. Vines is optional, but highly recommended. Entangle is some single target damage for soloing. Spirit Tree and Spore Burst have their uses but are skippable.

On Rad, the essentials are Radiant Aura (no choice), Accelerate Metabolism, Radiation Infection, Enervating Field and Lingering Radiation. These should be taken, but not necessarily as soon as they become available. EM Pulse is strongly recommended, as it is often considered to be one of the best AoE Hold powers in the game -- at the cost of no Recovery for a few seconds and a long recharge. Mutation is a nice rez, but there are lots of rez options in the game today. Fallout and Choking Cloud are situational -- often skipped, but many people love them.

Hasten is a good idea on almost any Controller. If you are taking Recall Friend, Mutation and Fallout, I presume this will be a team character. You could go with Super Speed instead of Teleport -- the stealth comes in handy, especially if you get a stealth IO to stack to give full invisibility.

Choking Cloud is a odd power. My Illusion/Radiation Guide (link in the sig) explains how the power works. I has to be max slotted for EndRdx and Hold. It works very well with Fire/Rad. It works well with Ice/Rad. It MIGHT work with a team focused Plant/Rad under the right situations, but I didn't take it on my Plant/Rad --I actually went with Assault to add to team damage. But you might like it.

Fallout is very situational, but under the right situation, it can be very powerful. I probably would not take it on a "power build" but I might on a "just have fun with it" build. (I have Fallout on my Earth/Rad.) If you want to maximize the team, Leadership might help more since it is working all the time. However, if you are taking Fallout, you really should take Mutation -- not rezzing a teammate after exploding his body is simply rude.


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

 

Posted

Thanks for the advice.

I'll probably drop Spirit Tree for Roots then. I was considering dropping it for something in the first place, but I wasn't sure what.


 

Posted

Ok, I've updated my plan, now with Frankenslotting and a slightly rearranged power order.


Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Mutation Radiation: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Strangler -- Lock-Acc/EndRdx/Rchg/Hold(A), G'Wdw-Acc/Hold/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), EoCur-Acc/Hold/Rchg(21), Lock-EndRdx/Rchg/Hold(21), Dev'n-Dmg/EndRdx(36)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(42), Mrcl-Heal/EndRdx/Rchg(42), H'zdH-Heal/EndRdx/Rchg(43)
Level 2: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DampS-ToHitDeb/EndRdx(3), LdyGrey-DefDeb/EndRdx(3), DarkWD-Slow%(17), DarkWD-ToHitDeb(17)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 6: Roots -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(7), Det'tn-Acc/Dmg/EndRdx(7), Enf'dOp-Acc/Immob(13), TotHntr-EndRdx/Immob(15), EndRdx-I(15)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(11), Mlais-Acc/Conf/Rchg(11), Mlais-Dam%(13)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 12: Recall Friend -- IntRdx-I(A)
Level 14: Teleport -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(23)
Level 16: Swift -- Run-I(A)
Level 18: Vines -- Lock-Acc/Hold(A), G'Wdw-Acc/Rchg(27), Lock-Rchg/Hold(27), G'Wdw-Acc/Hold/Rchg(29), G'Wdw-EndRdx/Hold(29)
Level 20: Health -- Heal-I(A), Heal-I(43)
Level 22: Stamina -- EndMod-I(A), EndMod-I(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Carrion Creepers -- TotHntr-Acc/Rchg(A), Det'tn-Dmg/Rchg(31), TotHntr-Immob/Acc(31), Enf'dOp-Acc/Immob/Rchg(31), TmpRdns-EndRdx/Rchg/Slow(33), FrcFbk-Rchg/EndRdx(33)
Level 28: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl-Acc/EndRdx(46), TmpRdns-Acc/EndRdx(46), TmpRdns-Acc/Slow(48), P'ngTtl-Acc/Slow(48)
Level 30: Choking Cloud -- G'Wdw-Acc/EndRdx(A), Lock-Acc/Hold(36), EoCur-Acc/Hold(37), EoCur-EndRdx/Hold(37), Lock-EndRdx/Rchg/Hold(37), EoCur-Acc/EndRdx(39)
Level 32: Fly Trap -- AnWeak-Acc/DefDeb(A), BldM'dt-Acc/Dmg/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), LdyGrey-DefDeb/EndRdx(34), SvgnRt-Acc/Dmg(34), BldM'dt-Acc/Dmg(36)
Level 35: Mutation -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(50), EndRdx-I(50)
Level 38: EM Pulse -- Lock-Acc/Hold(A), G'Wdw-Acc/Hold/Rchg(39), EoCur-Acc/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), P'Shift-Acc/Rchg(40), Lock-Rchg/Hold(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx(45)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Fallout -- Det'tn-Acc/Dmg(A), Posi-Acc/Dmg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 2.19% Defense(Energy)
  • 2.19% Defense(Negative)
  • 4.38% Defense(Ranged)
  • 2.5% Enhancement(Held)
  • 4% Enhancement(JumpSpeed)
  • 4% Enhancement(JumpHeight)
  • 4% Enhancement(FlySpeed)
  • 4% Enhancement(RunSpeed)
  • 6.25% Enhancement(RechargeTime)
  • 2.5% Enhancement(Confused)
  • 8% Enhancement(Immobilize)
  • 34.3 HP (3.38%) HitPoints
  • MezResist(Confused) 1.65%
  • MezResist(Sleep) 5.5%
  • MezResist(Terrorized) 1.65%
  • 8% (0.13 End/sec) Recovery
  • 12% (0.51 HP/sec) Regeneration
  • 1.88% Resistance(Negative)
  • 5% RunSpeed