Yet another build thread (Plant/Storm)


Argentae

 

Posted

Yeh, I know- my first foray into the 'troller boards, and it's a build thread :/

Anyway, my Plant/Storm Controller is now level 41-ish, and I'm looking towards his final build. I'm building him with an eye towards moderating his rabid End-consumption and a strong dose of +Rech (mostly so that I can have Carrion Creepers up as often as possible, since they're my preferred opener).

As you can probably guess courtesy of the liberal sprinkling of purples, this is a money-is-no-object build, although thankfully Controller Ultra-Rares tend to be less psychotically contested than the more universal damage ones, keeping the price a bit more manageable. Any suggestions are welcome, particularly in the slotting of the Creepers; I slotted them with Kinetic Crash more for the tasty, tasty Knockback Protection and the extra 7.5% +Rech than anything much to do with the actual power- I'm not all that certain that I want my Creepers smashing things all over the place.

I have no plans toward using Steamy Mist for anything much- this isn't intended as a stealthy character, no matter how useful it might be (that, and, stupid as it may sound, I really don't like the graphical effect of Steamy Mist very much); and the only powers that I'm really all that willing to drop in favour of something else are Snow Storm, Spirit Tree, (although I picked each of those with a specific use in mind), and Temporary Invulnerability, which I only took because I miscalculated- I actually meant to get Power Boost, but couldn't without sacrificing a power I wanted for one I didn't really (Temp. Invul.) so as to access Power Boost.

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

Click this DataLink to open the build!

Skein: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Entangle

  • (A) Gravitational Anchor - Immobilize
  • (3) Gravitational Anchor - Immobilize/Recharge
  • (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (11) Gravitational Anchor - Accuracy/Recharge
  • (15) Gravitational Anchor - Immobilize/Endurance
  • (15) Gravitational Anchor - Chance for Hold
Level 1: Gale
  • (A) Knockback Distance IO
  • (13) Recharge Reduction IO
Level 2: Strangler
  • (A) Unbreakable Constraint - Hold
  • (5) Unbreakable Constraint - Hold/Recharge
  • (7) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (11) Unbreakable Constraint - Accuracy/Recharge
  • (17) Unbreakable Constraint - Endurance/Hold
  • (17) Unbreakable Constraint - Chance for Smashing Damage
Level 4: Roots
  • (A) Ragnarok - Damage
  • (5) Ragnarok - Damage/Recharge
  • (7) Ragnarok - Accuracy/Damage/Recharge
  • (19) Ragnarok - Accuracy/Recharge
  • (19) Ragnarok - Damage/Endurance
  • (23) Accuracy IO
Level 6: Hover
  • (A) Soaring - FlySpeed
  • (43) Soaring - Endurance
  • (43) Luck of the Gambler - Recharge Speed
Level 8: Seeds of Confusion
  • (A) Coercive Persuasion - Confused
  • (9) Coercive Persuasion - Confused/Recharge
  • (9) Coercive Persuasion - Accuracy/Confused/Recharge
  • (13) Coercive Persuasion - Accuracy/Recharge
  • (29) Coercive Persuasion - Confused/Endurance
  • (29) Coercive Persuasion - Contagious Confusion
Level 10: Snow Storm
  • (A) Endurance Reduction IO
Level 12: O2 Boost
  • (A) Numina's Convalescence - Heal/Recharge
  • (21) Numina's Convalescence - Heal
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Swift
  • (A) Flight Speed IO
Level 18: Health
  • (A) Miracle - +Recovery
  • (48) Numina's Convalescence - +Regeneration/+Recovery
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (46) Performance Shifter - Chance for +End
Level 22: Spirit Tree
  • (A) Numina's Convalescence - Heal/Recharge
  • (23) Numina's Convalescence - Heal
Level 24: Freezing Rain
  • (A) Analyze Weakness - Defense Debuff
  • (25) Analyze Weakness - Accuracy/Defense Debuff
  • (25) Analyze Weakness - Accuracy/Recharge
  • (31) Analyze Weakness - Defense Debuff/Endurance/Recharge
  • (31) Analyze Weakness - Accuracy/Endurance/Recharge
Level 26: Carrion Creepers
  • (A) Kinetic Crash - Damage/Knockback
  • (27) Kinetic Crash - Accuracy/Knockback
  • (27) Kinetic Crash - Recharge/Knockback
  • (31) Kinetic Crash - Recharge/Endurance
  • (34) Kinetic Crash - Damage/Endurance/Knockback
  • (36) Kinetic Crash - Accuracy/Damage/Knockback
Level 28: Vines
  • (A) Lockdown - Accuracy/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (42) Lockdown - Chance for +2 Mag Hold
Level 30: Thunder Clap
  • (A) Absolute Amazement - Stun
  • (40) Absolute Amazement - Stun/Recharge
Level 32: Fly Trap
  • (A) Soulbound Allegiance - Damage
  • (33) Soulbound Allegiance - Damage/Recharge
  • (33) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (33) Soulbound Allegiance - Accuracy/Recharge
  • (34) Soulbound Allegiance - Damage/Endurance
  • (34) Soulbound Allegiance - Chance for Build Up
Level 35: Hasten
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 38: Lightning Storm
  • (A) Apocalypse - Damage
  • (39) Apocalypse - Damage/Recharge
  • (39) Apocalypse - Accuracy/Damage/Recharge
  • (39) Apocalypse - Accuracy/Recharge
  • (40) Apocalypse - Damage/Endurance
  • (40) Apocalypse - Chance of Damage(Negative)
Level 41: Tornado
  • (A) Kinetic Crash - Damage/Knockback
  • (42) Kinetic Crash - Accuracy/Knockback
  • (42) Kinetic Crash - Recharge/Knockback
  • (43) Kinetic Crash - Recharge/Endurance
  • (45) Kinetic Crash - Damage/Endurance/Knockback
  • (45) Kinetic Crash - Accuracy/Damage/Knockback
Level 44: Hurricane
  • (A) Kinetic Crash - Damage/Knockback
  • (45) Kinetic Crash - Accuracy/Knockback
  • (46) Kinetic Crash - Recharge/Knockback
  • (46) Kinetic Crash - Recharge/Endurance
  • (48) Kinetic Crash - Damage/Endurance/Knockback
  • (48) Kinetic Crash - Accuracy/Damage/Knockback
Level 47: Conserve Power
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 49: Temp Invulnerability
  • (A) Aegis - Resistance/Endurance
  • (50) Aegis - Resistance
  • (50) Aegis - Psionic/Status Resistance
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 6: Ninja Run


"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

What do you plan to do with the character? Mostly team, mostly solo or mixed?

I find that Super Speed + Steamy Mist is extremely effective, not really for being Stealthy per se, but mainly so that you can get in and line up mobs for Seeds. I can where you're sacrificing a lot for + global rech, but it's a lot of extra slots burned up... Don't have access to my planner atm so i can't really look at the bonuses, but if you can provide some info on your priorities and playstyle it'll probably help folks comment on the build?


 

Posted

I don't doubt the effectiveness of Steamy Mist & Superspeed- I use a similar combo (Superspeed and Celerity: Stealth) on my main (Energy/Energy Blaster), but it just doesn't 'feel' right on this character- plus I've gotten used to a different strategy than you now- Seeds are usually around third on my attack chain- Carrion Creepers-Roots-Seeds- since the Creepers tank and bunch the mobs at the same time, then Roots lock them in place in the Creeper patch, and then Seeds to have them start bludgeoning one another rather than the Creepers.

That and it would mean two power picks, displacing powers that I have and use, in exchange for a pair of situational setup powers, which aren't terribly useful for my more Creeper-oriented playstyle. And even when Creepers are on cooldown, I can usually manage to line Seeds up without much trouble.

Most often, I'll be teaming- I love running this toon in a large team- although I'll almost always at least be duoing with my fiancee's Plant/Thermal. Soloing will be mostly occasional if I happen to feel like just throwing out raw chaos that somehow manages to kill everything- I've occasionally likened this character to throwing enemy spawns into a blender

... which sums up my playstyle fairly well, come to think of it, heh.

EDIT- was checking out your Plant/Storm journal and enjoying it, Argentae.


"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
EDIT- was checking out your Plant/Storm journal and enjoying it, Argentae.
Thanks!

Totally hear you on the difference in playstyle too. On my end it's largely a difference in current build maturity, at this point in Viri's progress Creepers is FAR from being up often enough to use as a regular opener . Given that's a major focus of what you're working to achieve it makes total sense.

Given how my Fire/Storm progressed and my experience with other Plant/ characters, I'm guessing I might well follow the same path later . Using Creepers as the alpha really is an ideal method as you mentioned it's much better at clumping, except possibly for the mobs that are on the other side of a wall doorway (I.E. office/sewer maps etc. ) from the rest of the spawn. I'll need to experiment with that, and see if the Snow Storm pull is still sometimes useful in those situations even when you can lead off Creepers.

I really need to take a look at your build in my planner, though I'll likely never sink that much inf into the purple sets the Kin Crash sets are cheap, and generally yield *decent* +dmg... Like +60% ish? The -KB is also very useful, though obviously it's the tasty +rech everyone wants.

So far I'm focused largely on +rec (and + rech sets obviously) to combat the huge end vacuum that is /Storm. Have you tried the +Rec Proc in Perf Shift yet?

One thing I might look at (just skimming without having my planner) is your slotting for Gale? With no Acc slotted do you really think you'll get enough use out of it to justify the second slot? I *generally* prefer to use surgical bursts of Hurricane for mob positioning, though I can see some reasons to use Gale depending on the geometry of the map.


 

Posted

Kinetic Crash offers a nice bonus, but it rarely enhances the portions of a power that need it. You could use Expedient Reenforcement in Tornado or Dark Watcher's Despair in Hurricane, for example. Both of those sets would enhance aspects that require it, damage and tohit debuff respectively.

Here is the data chunk for my plant/storm. It does require some expensive pieces, but ones that are more easily attainable than the numerous purples you're using.

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Posted

With all the purple IO sets I am guessing that you are going for a high recharge build?

If so looking at your build at the macro level, I don't see the point of many of the sixth IO slots. I could understand if you were pursuing bonuses only available with six slotting certain sets, but I'm not seeing that here.

/Storm in combination with +recharge bonuses will certainly demand a lot from your blue bar. To mitigate the high endurance consumption, my primary recommendation will be to pursue some +max end and +recovery bonuses to help recuperate some blue. This will allow you to continue spamming those expensive storm powers. In addition I would look at some of the sixth slots. I am willing to bet some could be converted to end reductions to help with the high endurance costs of this combination (e.g. LS, Tornado, Roots and Hurricane are culprits known for their endurance hoggishness)

At the micro level, the choice for slotting the Kinetic Crash sets are sub par for those particular powers IMO. If you want -Kb resistance I would highly recommend rolling some 10-14 Bronze Ticket Rolls. You are bound to get some quickly. I would also recommend looking at the BotZ -Kb. I haven't looked at their price on the market lately, but I do believe the nerfs to the BotZ Universal Travel Sets have brought -Kb IO's price down considerably.

Hurricane is best slotted with -To Hit Debuff sets and Endurance Reduction. This can potentially give you 45% -To Hit debuff (equivalent to "soft capped like" defense prior to debuff resistances). I mention this particularly if you use the power for "Herdicane" critters into tight groups to maximize AoE effectiveness; Enhancing the Kb aspect of this power will only serve to scatter critters vice grouping them.

Tornado, with the right -KB setup, is one of the most underrated damage powers in /Storm. If you can keep critters locked down and prevent them from scattering, I think you will surprised on how much damage Tornado can do. IMO Tornado is a damage power so I would slot it accordingly.

Tornado, Fly Trap and Freezing Rain all accept the Achilles' Heel. Typically this proc does not stack from the same user. In this case the game sees them as being proced from three different sources giving you the potential to produce a total of -60% resistance debuff in addition to Freezing Rain's inherent -30% resistance debuff. Do the math! You can nearly double your damage output when they stack!

Just my .02 Inf. Some things to possibly consider

Good luck with your Plant/Stormy!


 

Posted

My purpled plant/storm build (here) was expensive, but is a very fun, high-recharge dynamo of destruction.

Fumina Hara: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Dam%(13), TotHntr-Dam%(36)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(21)
Level 10: Steamy Mist -- ResDam-I(A), LkGmblr-Rchg+(25), S'fstPrt-ResDam/Def+(29)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Numna-Regen/Rcvry+(48), Numna-Heal(50)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(17), RechRdx-I(31), ImpSwft-Dam%(31), Posi-Dam%(33), LdyGrey-%Dam(36)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(34)
Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27), AirB'st-Dmg/Rchg(33), ExStrk-Dam%(33), TotHntr-Dam%(40), ImpSwft-Dam%(42)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-Dmg/EndRdx(42)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg/Rchg(40), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45)
Level 41: Fissure -- FrcFbk-Rechg%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 44: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(46), Hectmb-Dmg/EndRdx(48)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run

Pros: perma-Hasten, Seeds of Confusion and Freezing Rain available every 17-18 seconds, Fissure every 9 seconds, and Lightning Storm, Tornado, Creepers, Fly Trap available as necessary for more damage, control, and/or chaos.

Cons: very hard on the blue bar, even with Stamina and the +recovery uniques. (To help offset this, I highly recommend reading the "Magic of POPMENU" and "The Inspiration Maker's Guide" threads. Custom key bound to a custom popmenu, invoking inspiration-combo macros allows me to produce blue inspirations from almost any mix in my inspiration tray, using two keystrokes. Macro-fu, popmenu-fu, bind-fu. Four stars. Joe Bob says check it out....)

Acheiving high recharge without LotGs will require lots of slots, and lots of oddly slotted powers, as you probably noticed when compiling your build. But if money truly is no object, I'd recommend using LotGs rather than six-slotting multiple sets of Kinetic Crash.


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

Hmm... okay, this has already given me some stuff to think about; possible slot rejuggling, some procs, different sets...

I've got... well, I hope I've got, anyways... fairly decent Recovery; counting the Performance Shifter proc, I'm getting ~3.4 a second (without the proc, it's at 3.2 Endurance a second- 194%. So that is (at least theoretically, I'm not sure- I'm not used to running toggle-heavy characters of any sort; up until now, I've primarily played Blasters and Defenders) somewhat less of a worry.

I don't actually Herdicane, at least not yet; I don't even have the power for another few levels (despite the fact that I'm actually quite fond of KB as a control mechanic- my first character was an Energy/Energy Blaster- I've never been entirely comfortable with Hurricane, although that will likely change in the near future, as I'm getting better at the semi-controlled madness that is Plant/Storm). However, the point about the 'effective defense' is appreciated, and I've adjusted things accordingly- it's only a 2.5% recharge loss, so it doesn't sting as much as it might otherwise (and I stuck the Force Feedback chance for +Recharge proc in the last slot - apparently it doesn't accept Achilles' Heel, sadly). Speaking of Achilles' Heel, I looked at the proc I've got in the Flytrap, and, according to some fast, and probably rather questionable, math, decided that I'd likely get a more consistent damage boost from the Chance for Build Up proc. I did put the Achilles' Heel proc in Freezing Rain, though- as an AoE, it's likely to proc far more often, and it's stacking with the -Res already in there.

I'm reluctant to go with Breath of the Zephyr; I don't tend to slot my travel powers heavily, and I'd need to pull slots from elsewhere to be able to slot those. For the KB resistance, I think I'll stick with Kinetic Crash, at least in Tornado- it actually gives a halfway-decent damage boost (68.9%), and as I said, tasty, tasty +Rech

I'm still a bit fuddled as to what to do with Carrion Creepers- the Slow sets are garbage, the Immobilize sets are worse, and putting in a damage set (Positron's Blast) would give me a meager 30.18% boost in damage and 15.94% in range (which is kind of useless) at the cost of losing 26.5% recharge, 1.25% global +Rech and the KB protection that Kinetic Crash gives. Frankenslotting doesn't look much more encouraging, either.

So... here's the setup as I've got it now- still not finalized, but at least the help you guys have offered has helped me bang some of the rough edges off (and squeeze in another 5% global recharge )

EDIT- *low whistle* That's a truly impressive build, Mezzosoprano. Unfortunately, a lot of the things you have simply aren't where I want to go with this character. Mind you, I'm giving Basilisk's Gaze a good hard look- trying to decide whether that 7.5% Global Recharge is worth the weakened AoE hold...

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

Click this DataLink to open the build!

Skein: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(15)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(5), UbrkCons-Acc/Hold/Rchg(7), UbrkCons-Acc/Rchg(11), UbrkCons-EndRdx/Hold(17), UbrkCons-Dam%(17)
Level 4: Roots -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Acc-I(23)
Level 6: Hover -- Srng-Fly(A), LkGmblr-Rchg+(13), Srng-EndRdx(43)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: O2 Boost -- Numna-Heal/Rchg(A), Numna-Heal(21)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(46)
Level 22: Spirit Tree -- Numna-Heal/Rchg(A), Numna-Heal(23)
Level 24: Freezing Rain -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(25), AnWeak-Acc/Rchg(25), AnWeak-DefDeb/EndRdx/Rchg(31), AnWeak-Acc/Rchg/EndRdx(31), Achilles-ResDeb%(43)
Level 26: Carrion Creepers -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(27), KinCrsh-Rchg/KB(27), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(36)
Level 28: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(42)
Level 30: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(40)
Level 32: Fly Trap -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg/EndRdx(34), S'bndAl-Build%(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Lightning Storm -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Apoc-Dam%(40)
Level 41: Tornado -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(45), KinCrsh-Acc/Dmg/KB(45)
Level 44: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46), DarkWD-Rchg/EndRdx(48), FrcFbk-Rechg%(48)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 49: Steamy Mist -- LkGmblr-EndRdx/Rchg(A), Aegis-Psi/Status(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run


"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
I did put the Achilles' Heel proc in Freezing Rain, though- as an AoE, it's likely to proc far more often, and it's stacking with the -Res already in there.
IIRC, the procs get two chances to hit each enemy in the aoe every time you use FR -- one at the cast time, another ten seconds later. Ideally, you'd like to cram three damage, three recharge, and four procs into FR -- alas, not enough slots. Three damage procs in FR should on average do ~86 damage (further increased by the -res of FR) to each baddie in the area of effect. (The two sets of three proc rolls should have a distribution of hits 0:26%, 1:39%, 2:25%, 3:8%, 4:2%, 5&6: <1%, and each hit would do 71.8 damage at level 50, ignoring resistances.)

With slots at a premium, I think the AH proc is a fantastic option in FR.

Quote:
Originally Posted by TeChameleon View Post
I'm still a bit fuddled as to what to do with Carrion Creepers- the Slow sets are garbage, the Immobilize sets are worse, and putting in a damage set (Positron's Blast) would give me a meager 30.18% boost in damage and 15.94% in range (which is kind of useless) at the cost of losing 26.5% recharge, 1.25% global +Rech and the KB protection that Kinetic Crash gives. Frankenslotting doesn't look much more encouraging, either.
I don't use Creepers as much solo -- the patch tends not to keep up with me -- but I use it as an alpha whenever it is available. The various pets and subpowers spawned by the creeper patch all benefit from basic damage slotting, and can also trigger the procs. Of course, CC is the other power I'd love to have ten slots in -- 3 damage, 3 recharge, and 4 20% chance damage procs. I believe frankenslotting is the best option, but YMMV....

Quote:
Originally Posted by TeChameleon View Post
Mind you, I'm giving Basilisk's Gaze a good hard look- trying to decide whether that 7.5% Global Recharge is worth the weakened AoE hold...
BG is definitely a trade-off -- 7.5% global recharge with only 4 slots, but lesser enhancement values in the hold itself. For me, the choice was easy, as I use Seeds as my primary control, my every-spawn opener. Vines and Spore Burst are much more "Oops, I bit off more than I can chew...." powers. (Of course, Spore Burst is not so great in recovering a pear-shaped situation, as I usually have creepers, tornado, and/or LS throwing damage everywhere.)

Good luck with your Plant/Storm! Mine was my most fun (and fastest) trip to 50, and the first character I've ever played regularly after hitting 50.


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

Quote:
Originally Posted by Mezzosoprano View Post
BG is definitely a trade-off -- 7.5% global recharge with only 4 slots, but lesser enhancement values in the hold itself. For me, the choice was easy, as I use Seeds as my primary control, my every-spawn opener. Vines and Spore Burst are much more "Oops, I bit off more than I can chew...." powers. (Of course, Spore Burst is not so great in recovering a pear-shaped situation, as I usually have creepers, tornado, and/or LS throwing damage everywhere.)
Subbing in 4 Basilisk, the acc/rech/hold from Essence of Curare, and leaving the +2 mag proc in Chameleon's build, it looks like he'd only loose 2 seconds of recharge and 1 second of hold duration while gaining the 7.5% global recharge. It seems worth it to me.


 

Posted

... this does sound intriguing. Thanks Ketch :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

Given all of you expert Plant/Storm builders are having a nice conversation. I thought to pose my own cheapy SO build for your perusal. I mostly solo at 0:0, occasionally Duo, and rarely group. Though I am hoping that the build is group friendly.

Please offer any thoughts or criticisms.

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

Click this DataLink to open the build!

Forests Hart: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Entangle -- Dmg(A), Dmg(3), Dmg(5), Acc(15)
Level 1: Gale -- Acc(A)
Level 2: Strangler -- Dmg(A), Dmg(3), Dmg(5), Acc(46)
Level 4: O2 Boost -- Heal(A), Heal(7), Heal(7), EndRdx(37)
Level 6: Swift -- Run(A)
Level 8: Roots -- Dmg(A), Dmg(9), Dmg(9), Acc(40)
Level 10: Snow Storm -- Slow(A), Slow(11), Slow(11), EndRdx(46)
Level 12: Seeds of Confusion -- Conf(A), Conf(13), Acc(13), RechRdx(43)
Level 14: Health -- Heal(A), Heal(15)
Level 16: Steamy Mist -- DefBuff(A), DefBuff(17), DefBuff(17), EndRdx(46)
Level 18: Spirit Tree -- Heal(A), Heal(19), Heal(19), RechRdx(45), RechRdx(45)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Freezing Rain -- DefDeb(A), DefDeb(25), DefDeb(25), EndRdx(34)
Level 26: Vines -- Hold(A), Hold(27), Acc(27), EndRdx(34)
Level 28: Hurricane -- ToHitDeb(A), ToHitDeb(29), ToHitDeb(29), EndRdx(34)
Level 30: Thunder Clap -- Dsrnt(A), Dsrnt(31), Dsrnt(31), Acc(31)
Level 32: Carrion Creepers -- Dmg(A), Dmg(33), Dmg(33), Acc(33), EndRdx(45)
Level 35: Fly Trap -- Dmg(A), Dmg(36), Dmg(36), Acc(36), Acc(37), Acc(37)
Level 38: Tornado -- Dmg(A), Dmg(39), Dmg(39), DefDeb(39), DefDeb(40), DefDeb(40)
Level 41: Lightning Storm -- Dmg(A), Dmg(42), Dmg(42), Acc(42), Acc(43), Acc(43)
Level 44: Conserve Power -- EndRdx(A)
Level 47: Energy Torrent -- Dmg(A), Dmg(48), Acc(48), EndRdx(48)
Level 49: Power Boost -- RechRdx(A), RechRdx(50), RechRdx(50), EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run



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