Some Advice on my Plant/Storm Build please
It looks like you posted the same build twice.
Right off the bat I can tell you are going to have some serious endurance issues. Unless you are farming solo or getting outside buffs that is going to be an issue. I managed to get a net of 2.87 End/Rec in my Plant/Stormie but I am only softcapped to S/L, and I still go through blues about one a spawn when I am farming with her.
Some quick suggestions from me are to find room for a Performance Shifter proc in stamina and also make room for the Miracle Unique in health. It will be worth it.
I'll study your build in more detail when I have more time.
I'm not a farmer type, but just glancing over the builds I was puzzled by:
1. Full 6 pack of Trap of the Hunter slotted in Roots? That's got ZERO dmg enh except for the proc. I'd expect that to make things a bit slower. I know you've got Fissure as AOE, but more never hurts. I'd think maybe 5 of Posi + the TotH Proc? Roots would be a good place for dmg procs in general.
2. No Tornado? With all the -KB immob that you and Fly Trap are tossing around, Tornado is a very valuable source of dmg IMO.
3. Full suite of Trap of the Hunter in Creepers too?
4. Don't know that Tough/Weave are really worth the three slots?
5. I'd echo the concern about End usage, adding Tough/Weave on top of the existing end hungry nature of /Storm seems like it'd be a huge end sucker.
Anyway, that's my first impressions for what it's worth. Feel totally free to disregard any/all above ;-)
Comparing your first build against my plant/storm controller, I've noticed the following differences:
* You've got more smashing, lethal, and ranged defense than me; I've got more AoE defense.
* I've got more resistance across the board, particularly for smashing/lethal (I'm at 40%).
* You've got slightly higher global recharge, but that's more than countered by having far too little recharge in key powers such as Freezing Rain, Strangler, and Carrion Creepers.
* Endurance is comparable: you're using slightly more, but that's balanced by slightly more recovery.
* Carrion Creepers is massively underslotted for damage. It's a damage-dealing power, not a control power, and should be slotted as such. Except for Fly Trap, Fissure, and Seismic Smash, your other damage-dealing powers are also underenhanced.
* You don't have two of the good "panic button" powers: Vines and Tornado. An AoE hold and fire-and-forget knockback are both good ways of reducing incoming damage. Tornado is also a good damage-dealing power when facing EBs or AVs.
I'm going to be blunt here; this build is not going to do what you want it to. Your endurance consumption is massive, your recharge mediocre (and shot straight down the toilet courtesy of not slotting enough recharge in the powers themselves), your control iffy, and your damage barely half of what it could be.
Put simply, (and granted, this is largely my opinion, although I do have at least a passing familiarity with Plant/Storm building, as my own 'wrath of the sward' character is nearing the stage where I'm laying down bids for his final-build IOs), you have sacrificed far, far too much for the sake of Defense and Resistance.
Unfortunately, I don't tend to play in that direction, preferring to rely on the incredible number of options available to this set in terms of both hard and soft control to reduce incoming damage, so I'm going to limit my offered opinions to your controls and damage.
They're... uhm... not very good. You have almost no damage enhancements in your primary damage powers- Entangle, Strangler, Carrion Creepers and Roots don't have any damage boost at all (aside from the 13% global you've managed to squeeze in), and Lightning Storm has a rather sad 68.9% boost. Fissure doesn't have the damage output to make up for that lack, and Seismic Smash, while quite potent, is a single-target melee attack. Your damage is, for all intents and purposes, unslotted.
As to controls: Entangle, Roots, and Carrion Creepers will all immobilize quite well, and Seeds of Confusion will work beautifully, for obvious reasons. Beyond that..? Oog. Strangler is slotted with a low-level set, and will have some issues because of that. You don't have your mass hold, your primary debuffs (Freezing Rain and Hurricane) have four slots between them (and Freezing Rain has a rather odd, low-level set pick in the slots it does have... although the Achilles' Heel proc is an excellent choice in that power), you don't have Thunderclap to stack with Fissure (and Roots will interfere with the knockdown anyways), and you don't have Tornado for the damage and extra control (Knockback-style) it offers.
In all honesty, it looks like you've stacked massive amounts of set bonuses for Defense and Resistance in order to turn your Controller into an inefficient Scrapper. Oh- as a random aside, I don't understand your set choices for Stamina and Health; you'd be better served with the Miracle unique rather than the Numina Health/End in Health and Performance Shifter Endmod and Proc, along with a generic Endmod, in Stamina.
EDIT- you might be able to pick up some ideas in this thread, although admittedly a lot of it is slanted heavily towards my own, rather squishier style of play.
"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"
I have had more time to look at you build.
Here are my observations and suggestions:
- End will be a problem. I detoggled Tough, Snow Storm, and Hurricane. Even with those powers off it puts you at 2.19 end/sec (~46 seconds to fill up). It not spectacular but not awful. To reiterate my original suggestion I recommend investing in the Performance Shifter proc and a Miracle +recovery proc for Stamina and Health respectively. Move the extra slot out of health (leaving only Numina's and Miracle) and move that slot to stamina to do this. I 4 slotted stamina with the Performance Shifter set instead of the Efficacy Adapter, but I can see why you went with your choice. I also recommend getting the +endurance accolades. This will boost you from 2.19 end/sec to 2.48 end/sec.
- Nothing wrong with softcapping to both S/L and Range, I personally chose one or the other. Regardless you didn't sacrifice too much in doing so, but you did in some key areas. (I'll address what you did sacrifice below). I get by well on just S/L but dont let me talk you out of softcapped Ranged defense!
- I took Roots for its -kb to use in conjunction with Tornado. I didn't slot it for damage as others have suggested (IMO its damage is too low and would never slot for damage, other powers are offer more return on investment). However I don't see Tornado and I don't think Fissure gets containment bonuses (need to verify). So is Roots a set mule (only for bonuses)?
- Combat Jumping is not worth the slotting you have invested. It has low defense and a very low endurance cost that is not getting much out of the full Red Fortune set (besides the bonuses).
- I personally would want Freezing Rain slotted with more recharge. In my build I procced FR out (five procs total) and a put one lvl 50 recharge IO where its up every ~17 seconds.
- Carrion Creepers is a damage power and can be slotted accordingly. An alternate route is to place procs in it. ketch posted some good slotting in another post. I don't remember the specifics of ketch's recommended slotting, but basically use all the damage procs minus the Positron proc and get a good mix of recharge and damage. Normally I would not recommend procs but in this case I have gotten some great mileage out of these. What sold me on this strategy is when ketch or Messosoprano posted the distribution of these procs going off. This was enough evidence for me to make the investment. I have not regretted it.
- IMO Vines isn't worth it. I wouldn't recommended it as I typically opt out the AoE holds unless its Volcanic Gases or EM Pulse or a set mule. On the other hand if you really need redundant control...
- Since you went with Stone Mastery you may want to look at Thunder Clap. The stun stacks well with Fissure and both are melee range use.
- Tornado is one of the most underrated damage powers in the game. It gets a lot of hate because it typically is employed without any -KB which tends to scatter mobs. With some -kb, ala Roots, this power really shines. It is a great damage power against AVs, who have native -kb, as well. Two reasons this power is so great is that it is a persistent damage power that is fire and forget and is a also a great power for the Achilles' Heel Proc. I recommend picking this one up.
- IMO Hurricane is under-slotted if you use it a lot. With the right investment it can provide a -45 To Hit debuff before resists. That is nothing to sneeze at.
- Lightning Storm with more KB would drive me nuts. Its a damage power slot it accordingly.
- Seismic Smash is under-slotted IMO. I would want more Acc/Dmg/Rech in my slotting.
- No Earth's Embrace? This is a massive heal that puts you at the Controller HP hard-cap (~1700) and is one of the main reasons to take Stone Mastery. This will help in the survivability department.
- I took Hover in my build to allow me to position Lightning Storm. This made look at Ice Mastery a little more since Fissure can only be activate while on the ground.
Hello and thank you! I figured my friends build was better but i knew some things could be tweaked. The sad truth is that my current build (which i will now post) is great for Sister Psyche TF's but my toon gets exhausted or dies far too quickly now. It also has some legacy enhancement issues. I love the powersets for the most part (not so fond of vines,spores, O2 boost or Spirit tree). But i loved it more when i was a force of nature and held/immobilized and destroyed all before me. Anyway, once you see the build that evolved you will understand my need for a new one.
Hero Plan by Mids' Hero Designer 1.704
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Click this DataLink to open the build!
Green Judge_Current Build: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(3), Lock-EndRdx/Rchg/Hold(3), Lock-%Hold(7)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Dmg-I(A), Acc-I(5), RechRdx-I(5), Immob-I(7), Range-I(15), TotHntr-Dam%(17)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(23), Slow-I(23)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Conf%(9), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(31)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), GftotA-EndRdx/Rchg(11), GftotA-Def(15), Ksmt-ToHit+(17)
Level 12: Steamy Mist -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResPsi(37), EndRdx-I(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Freezing Rain -- Posi-Dmg/EndRdx(A), Posi-Dam%(31), ShldBrk-Acc/Rchg(31), ShldBrk-%Dam(33), Achilles-ResDeb%(33), LdyGrey-%Dam(33)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/Rchg(19), H'zdH-Heal(19), H'zdH-Heal/EndRdx(42)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21), EndMod-I(43)
Level 22: Hurricane -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb(36), DarkWD-Rchg/EndRdx(36), EndRdx-I(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Carrion Creepers -- TotHntr-Dam%(A), Posi-Dmg/Rchg(27), RechRdx-I(27), FrcFbk-Rechg%(29), Immob-I(29), RechRdx-I(43)
Level 28: Kick -- Dmg-I(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(43), EndRdx-I(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(48)
Level 32: Fly Trap -- DefDeb-I(A), Acc-I(34), EdctM'r-PetDef(34), SvgnRt-PetResDam(34)
Level 35: Weave -- GftotA-Def/EndRdx/Rchg(A), Ksmt-EndRdx/Rchg(46), GftotA-Def/EndRdx(46), Ksmt-Def/EndRdx(46)
Level 38: Lightning Storm -- RechRdx-I(A), Range-I(39), RechRdx-I(39), EnManip-Stun%(39), EnManip-EndMod/Rchg(40), Thundr-Dmg/Rchg(40)
Level 41: Tornado -- DefDeb-I(A), Dsrnt-I(42), Dmg-I(42)
Level 44: Fire Ball -- RechRdx-I(A), Dmg-I(48)
Level 47: Fire Shield -- EndRdx-I(A), EndRdx-I(48), EndRdx-I(50), ResDam-I(50)
Level 49: Consume -- EndMod-I(A), EndMod-I(50)
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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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Thank you to all who have replied; please allow me to clarify my thinking. I am fond of a fast moving and efficient play style ;as most of the teams i play on are very quick and destructive. This is why i didn't take Spirit Tree; barring AV's, i am not in one place long enough for it to help. Maybe it was my slotting but i didn't find Thunderclap or Vines very useful (for vines - just did not hit very often). Tornado is my "Oh Crap" button - combined with roots it does more damage and without it removes them from my vicinity. I agree that my best mitigation is to control & obliterate my opponents and if i could i would have Freezing Rain and Carrion Creepers up at every spawn. I will consider your advice and try to come up with a better build - not just one slapped together from what i have stored.
Thank you to all who have replied; please allow me to clarify my thinking. I am fond of a fast moving and efficient play style ;as most of the teams i play on are very quick and destructive. This is why i didn't take Spirit Tree; barring AV's, i am not in one place long enough for it to help. Maybe it was my slotting but i didn't find Thunderclap or Vines very useful (for vines - just did not hit very often). Tornado is my "Oh Crap" button - combined with roots it does more damage and without it removes them from my vicinity. I agree that my best mitigation is to control & obliterate my opponents and if i could i would have Freezing Rain and Carrion Creepers up at every spawn. I will consider your advice and try to come up with a better build - not just one slapped together from what i have stored.
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1) Seeds of Confusion is primary dmg. As a plant/storm it's easy to get in and affect the whole group. With my seeds slotted with coercive persuasion they mobs are confused the whole fight. The reason it's the highest dmg is because every last one of hose mobs are going to take the alpha strike and continuously kill each other. With Rain down under them they are taking even MORE dmg. And those bosses help mop stuff up fast.
2) Creepers: These bad boys are nice. Mine are slotted with Ragnaroks. And it's a lot of dmg.
3) Fly Trap: Slotted well this baby does a lot of dmg on foes. I've seen it thorns rip through half a LTs health.
4) Tornado/Lightning Storm: Then of course there are these. Both do good dmg and can be cast and forgotten. As I said in a previous post. I get streams of orange 20s on bosses and my tornado is only 4 slotted.
With all these damage options, there's really no absolute need to slot your strangler and roots for dmg. You can slot them for holds and ensure what you strangle is out of the fight for a good long time (bosses) or that the only need to keep usings roots is the dmg and to keep up the -KB. On a team you can lock down hordes of enemies for a while.
Can't say I entirely agree, Sunpulse; Roots are a solid, consistent source of damage for me on my Plant/Stormie for one simple reason: recharge. It's up four or five times more often than any of the other powers. The other ones are much better for burst, I'll grant, but roots is what I find I spam the most in a larger fight.
Anyways, here's a modified version of your latest build, Son of Amber. It's going to be more expensive (thanks in large part to the LotG Recharges and the Numina and Miracle uniques, although hopefully I didn't go too crazy with the money), but I managed to maintain the levels of defense and resistance that you had (I think I actually managed to squeeze a fair bit more out of things), along with a lot more recharge, quite a bit more endurance recovery, a twitch of extra damage and accuracy, and a bunch of status protection and resistance.
Biggest drawback is that your endurance usage is slightly higher- if you've got everything running, the net gain on my version is 1.39/sec as opposed to a net gain (again, with everything running) of 1.46/sec on the unedited version.
... and if anybody can improve on it, feel free- I'm a relative nooblet when it comes to builds, and happy to learn what I can.
Oh- one other thing- I didn't include the Posi's Blast Energy Proc in Carrion Creepers, because as far as I understand it, the Creepers themselves cannot set that proc off, sharply limiting its usefulness in that power.
EDIT- Oh yeh- stuck a Stealth IO into Sprint, so that you can have full invisibility if you want it with Steamy Mist running.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Green Judge_Current Build: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Acc/Hold(7), EoCur-Acc/Hold/Rchg(11), Lock-%Hold(15)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg(7), Posi-Dam%(15)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(42)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Conf%(9), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(31)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(11), LkGmblr-Rchg+(17)
Level 12: Steamy Mist -- ImpArm-EndRdx/Rchg(A), EndRdx-I(25), Aegis-Psi/Status(37), ImpArm-ResPsi(37), LkGmblr-Rchg+(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 16: Freezing Rain -- Posi-Acc/Dmg(A), LdyGrey-%Dam(17), Posi-Dam%(31), ShldBrk-Acc/Rchg(31), ShldBrk-%Dam(33), Achilles-ResDeb%(33)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Hurricane -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(23), DarkWD-ToHitDeb(36), DarkWD-Rchg/EndRdx(36), FrcFbk-Rechg%(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Carrion Creepers -- TotHntr-Dam%(A), ImpSwft-Dam%(27), ExStrk-Dam%(27), FrcFbk-Rechg%(29), RechRdx-I(29), RechRdx-I(43)
Level 28: Kick -- Dmg-I(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(48)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Weave -- GftotA-Def/EndRdx/Rchg(A), LkGmblr-Rchg+(46), GftotA-Def/EndRdx(46), Ksmt-Def/EndRdx(46)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg(39), EnManip-Stun%(39), EnManip-EndMod/Rchg(40), Thundr-Dmg/Rchg(40)
Level 41: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 44: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(48)
Level 47: Fire Shield -- EndRdx-I(A), EndRdx-I(48), ResDam-I(50), ResDam-I(50)
Level 49: Consume -- EndMod-I(A), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-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"
Can't say I entirely agree, Sunpulse; Roots are a solid, consistent source of damage for me on my Plant/Stormie for one simple reason: recharge. It's up four or five times more often than any of the other powers. The other ones are much better for burst, I'll grant, but roots is what I find I spam the most in a larger fight.
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If Roots had the proc selection of Freezing Rain I would wholeheartedly agree with you, since procs favor quick charging powers. From my experience endurance and slots are best spent elsewhere if you are looking for damage out of Roots.
Here is some "anecdotal evidence" that may give you some insight on why I see it this way.
With Stone Mastery I found that I was spamming Fissure and Roots constantly for AoE damage. As a result my endurance was practically non existent for the majority of the fights. I couldn't recover endurance fast enough for the next fight.
Since I started playing around with Ice Mastery as my APP again, I am have discovered what I believe one of the strongest synergies Plant, Storm, and Ice Mastery have with one another: the three sets have the ability to lay down persistent damage. I use Creeper's, Tornado, Lightning Storm, and Ice Storm (Seeds of Confusion as well) as example of what I mean by persistent. All of these powers are great sources of damage that basically have a high upfront endurance cost and last for a fairly long duration.
What I am finding is that these longer effects allow you to recover endurance as they persist. I don't need to spam powers like Roots as soon as its up. With enough layered persistent AoE effects I can focus on controlling the situation and keeping the critters grouped so that Tornado and Lightning Storm are even more effective. With this shift of play style most fights now end with more endurance, usually half or better, and most fights are ending faster. I can even stay hovering, for defense and positioning, for the full duration and I am still netting more endurance in the end. Damage slotting remained exactly the same with the exception of the use of Ice Storm in lieu of Fissure.
In a nutshell I think other powers provide better output than what Roots has to offer. Now if you have the endurance to spare, spamming roots for damage wont hurt anything. So don't let me talk you out of your play style, especially if it works for you!
I believe you are correct with your assessment. I suspect that Posi's proc would only fire on the initial casting of Creeper's
How did you have Roots slotted?
With a 5 pack of Posi + The TotH Proc you should have had some endred built in to help with end consumption, and with the base dmg + 2 Procs... Seems like it would be effective? Plus you'd have the tasty globals from Posi.
I don't have any real experience with sets on a mature Plant/ build, which is why I'm asking the question . I'm collecting recipes though, so I'm vitally interested in details about what's effective in the longrun!
I've been experimenting, actually- none of the procs are *terribly* expensive, so I decided to experiment- that's how I've got Creepers slotted in my live levelling build right now. It's a bit early to give a solid response (only started trying it yesterday), but things certainly seem to be dying faster. If somebody who actually understood how the procs work could weigh in, I'd certainly appreciate it, but according to my limited understanding, all those procs have a chance to fire off with every flail of the creeper vines, while the Posi's Blast proc does not.
... hmm. Poking around on Mid's with the average damage, it looks like stacking Posi's Blast in Creepers would actually give slightly higher average damage (about 20 points per), although the potential damage of the procs is much higher. That might be the way to go, then (although I'd use another proc other than the chance for Energy one, since it would only fire when you laid the Creeper patch down- the vine-flails aren't AoE, and as such wouldn't trigger it).
And Salty, looked at what you said, and... hmmm. Looks like I'll be shifting the Ragnaroks into the Creepers for my finalized build and leaving a Posi's in with the Roots (although I can't entirely complain, since that nets me a tiny bit more recharge :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"
I've been experimenting, actually- none of the procs are *terribly* expensive, so I decided to experiment- that's how I've got Creepers slotted in my live levelling build right now. It's a bit early to give a solid response (only started trying it yesterday), but things certainly seem to be dying faster. If somebody who actually understood how the procs work could weigh in, I'd certainly appreciate it, but according to my limited understanding, all those procs have a chance to fire off with every flail of the creeper vines, while the Posi's Blast proc does not.
... hmm. Poking around on Mid's with the average damage, it looks like stacking Posi's Blast in Creepers would actually give slightly higher average damage (about 20 points per), although the potential damage of the procs is much higher. That might be the way to go, then (although I'd use another proc other than the chance for Energy one, since it would only fire when you laid the Creeper patch down- the vine-flails aren't AoE, and as such wouldn't trigger it). And Salty, looked at what you said, and... hmmm. Looks like I'll be shifting the Ragnaroks into the Creepers for my finalized build and leaving a Posi's in with the Roots (although I can't entirely complain, since that nets me a tiny bit more recharge :3) |
As far as Carrion Creeper's goes it looks like there are several components: Vines and Bramble being two of them. From reading the city of data entry (http://tomax.cohtitan.com/data/power..._Creeper_Patch) it looks like the Vines would benefit from KB and Slow sets and the Bramble would benefit from Slows and Immobilize (and should from Posi's but I suspect it doesn't).
I'm sure someone else has a more definitive answer on how the power works.
Greetings again! And thank you to all who posted. I tried a few variations and this is what i am running now. It allows me to jump in Confuse the dickens out of everyone, cast Roots, drop Freezing Rain, Carrion Creepers, and Ice Storm. Lightning Storm, go into Hibernation, (if necessary) and watch the fun. Strangler and Roots for the stragglers. Repeat. Frozen Breath for variety & Tornado, just in case. I went Ice Mastery (because i Love me some Ice Storm) and i find CJ does fine for height of my Storms. I will likely upgrade some of my enhancements as they become available. Any thoughts?
Hero Plan by Mids' Hero Designer 1.707
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Green Judge_New Build: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- Lock-%Hold(A), Lock-Rchg/Hold(3), Lock-Acc/Hold(3), Lock-Acc/Rchg(13), Lock-Acc/EndRdx/Rchg/Hold(15), Lock-EndRdx/Rchg/Hold(15)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/EndRdx(17), TotHntr-Dam%(17)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(5)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(9), CoPers-Conf(9), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(13), Zephyr-Travel/EndRdx(31)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(19)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(23), Numna-Heal/Rchg(23)
Level 18: Freezing Rain -- Achilles-ResDeb%(A), ShldBrk-%Dam(21), ShldBrk-DefDeb(25), Posi-Dam%(29), HO:Lyso(31), LdyGrey-%Dam(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(31)
Level 22: Steamy Mist -- S'fstPrt-ResDam/EndRdx(A), Aegis-ResDam(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(34), GftotA-EndRdx/Rchg(34)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(33), DarkWD-Rchg/EndRdx(34), RechRdx-I(36)
Level 26: Carrion Creepers -- ExStrk-Dam%(A), ImpSwft-Dam%(27), RechRdx-I(29), TotHntr-Dam%(36), FrcFbk-Rechg%(36), RechRdx-I(37)
Level 28: Boxing -- Dsrnt-I(A)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam/EndRdx(45), RctvArm-EndRdx/Rchg(45), ImpArm-EndRdx/Rchg(46)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Dmg(43), BldM'dt-Acc(43), BldM'dt-Acc/EndRdx(43), BldM'dt-Dmg/EndRdx(45)
Level 35: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(37), Krma-Def/EndRdx(40), Ksmt-Def/EndRdx(42)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), EnManip-Stun%(39), Thundr-Dmg/EndRdx/Rchg(39), EnManip-EndMod/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
Level 41: Tornado -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-Acc/Dmg(48)
Level 44: Hibernate -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(48), RechRdx-I(48)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50)
Level 49: Ice Storm -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
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The +recharge proc in Carrion Creepers is wasted: you can only benefit from it when summoning them, and the Creepers themselves, like any pet, cannot benefit from +recharge.
Oh... yeah, think that might have been a goof left over from my earlier suggested build.
Son of Amber, what was wrong with the build I suggested? You've got pretty much squat for recharge in this latest one that you posted :/
"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"
Amber: I don't have access to Mid's at the moment, so I can't really evaluate your build. However, I see several places where you use single set IOs to Frankenslot, when a common IO would actually be better. It appears to me that in some cases, you are so focused on trying to slot for Defense bonuses that you sacrifice the utility of the powers. If you want to slot for Defense, that's up to you, but I think Recharge is more effective. And I'm not a big fan of giving up three powers for the Fighting pool. In most cases, those control powers will provide more benefit than the Fighting Pool.
Health: That Numina's Health/Rech is providing no bonus -- wouldn't a common Heal be better?
Freezing Rain: Procs are nice and all, but you need to have this up as much as possible -- the power is far more important than the procs. It needs to be slotted with Recharge first. Freezing Rain is the single most important Storm power.
Steamy Mist: A single Aegis Resist does nothing that a common Resist wouldn't do.
Hurricane: Recharge in a toggle power? You need to slot for EndRdx and ToHitDebuff. Plus, a 4th Dark Watcher gives a 5% recharge bonus.
Creepers: Slot for Recharge first. Then it is my understanding that the procs only work on those parts of the power that the proc enhances. I think all aspects of the power include a slow, so the Slow proc works, but you would probably be better to slot for pure damage rather than the other procs.
Lightning Storm: Slotting the Storm for EndMod does very little. Endurance Drain in this game is only effective if you can completely drain the foe. And that Energy Manip Chance for Stun only has a 10% chance to work. You'd do better with the Devastation Chance for Hold at 15%.
Hibernate: why slot for Heal? All it does is spead up the heal slightly. Recharge alone is what you need.
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
Freezing Rain: Procs are nice and all, but you need to have this up as much as possible -- the power is far more important than the procs. It needs to be slotted with Recharge first. Freezing Rain is the single most important Storm power.
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While the recharge on FR is good, I'd also advocate for more. Replacing the -Def and the HO with common recharge IOs gets FR to a 16.5s recharge.
Creepers: Slot for Recharge first. Then it is my understanding that the procs only work on those parts of the power that the proc enhances. I think all aspects of the power include a slow, so the Slow proc works, but you would probably be better to slot for pure damage rather than the other procs.
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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
Is there any way to export a build from in-game? A number of these suggestions look interesting and I'm always open to ways to improve my plant/storm...
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
I don't think so, Hercules. And Mezzo, the 192% recharge is a bit of an artefact of how Mid's displays some procs- specifically, the chance-for-recharge one. If you don't count that, it only has 92% global recharge with Hasten running.
"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"
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
I figure I'll add my build to the list of suggestions
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
- (A) Accuracy IO
- (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
- (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
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Recharge
- (11) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (37) Doctored Wounds - Recharge
- (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
- (A) Red Fortune - Defense/Endurance
- (43) Red Fortune - Defense
- (43) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense/Recharge
- (46) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (A) Run Speed IO
- (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)
- (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
- (A) Jumping IO
- (A) Endurance Modification IO
- (25) Endurance Modification IO
- (25) Endurance Modification IO
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (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)
- (A) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (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
- (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
- (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
- (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
- (A) Red Fortune - Defense/Endurance
- (45) Gift of the Ancients - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (48) Doctored Wounds - Recharge
- (48) Doctored Wounds - Heal/Recharge
- (48) Doctored Wounds - Heal/Endurance/Recharge
- (50) Doctored Wounds - Heal
- (A) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Brawl
- (A) Empty
- (A) Celerity - +Stealth
- (A) Empty
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
I don't think so, Hercules. And Mezzo, the 192% recharge is a bit of an artefact of how Mid's displays some procs- specifically, the chance-for-recharge one. If you don't count that, it only has 92% global recharge with Hasten running.
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Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
plantstorm: 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: Ice Mastery
Hero Profile:
Level 1: Entangle -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(7)
Level 1: Gale -- Acc(A)
Level 2: Strangler -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Hold(11), Hold(11)
Level 4: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(17)
Level 6: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(19)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(23), CoPers-Conf%(23)
Level 10: Swift -- Run(A)
Level 12: Snow Storm -- P'ngTtl-Dmg/Slow(A), P'ngTtl-Acc/EndRdx(25), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(27)
Level 14: Hasten -- RechRdx(A), RechRdx(27), RechRdx(29)
Level 16: Super Speed -- EndRdx(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(29), EndMod(31)
Level 22: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(33)
Level 24: Steamy Mist -- S'fstPrt-ResKB(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def/Rchg(34)
Level 26: Carrion Creepers -- GravAnch-Immob(A), GravAnch-Immob/Rchg(36), GravAnch-Acc/Immob/Rchg(36), GravAnch-Acc/Rchg(36), GravAnch-Immob/EndRdx(37), GravAnch-Hold%(37)
Level 28: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-Rchg/EndRdx(39), LdyGrey-DefDeb/EndRdx(39), LdyGrey-%Dam(40)
Level 30: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(40), DarkWD-ToHitDeb(40), DarkWD-ToHitDeb/EndRdx(42)
Level 32: Fly Trap -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(42), S'bndAl-Acc/Rchg(42), S'bndAl-Dmg/EndRdx(43), S'bndAl-Build%(43)
Level 35: Air Superiority -- Empty(A)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), RechRdx(45)
Level 41: Hibernate -- RechRdx(A)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46)
Level 47: Frozen Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48)
Level 49: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment
Level 6: Ninja Run
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
Greetings! I am seeking advice on my build for Green Judge. He was an absolute blast to play in his early forties. But since i have slotted him for IO sets he seems more vulnerable and slower to attack. So i and a friend have each come up with a build for him. My goal is a 'troller with good control, damage but still durable. I have almost everything i need for the first build. Your thoughts would be appreciated. Thanks!
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Green Judge v.2: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Entangle -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(11), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(15)
Level 1: Gale -- Range-I(A)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(9)
Level 4: Roots -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/EndRdx(7), TotHntr-Immob/Acc(9), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(15)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21), CoPers-Conf%(21)
Level 10: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(29)
Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 14: Super Jump -- Empty(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), ShldBrk-DefDeb/EndRdx/Rchg(33), ShldBrk-DefDeb(33)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(36)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/EndRdx(34)
Level 22: Boxing -- Dsrnt-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 28: Carrion Creepers -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(37), TotHntr-Acc/EndRdx(37), TotHntr-Immob/Acc(37), TotHntr-Acc/Immob/Rchg(39), TotHntr-Dam%(39)
Level 30: Snow Storm -- EndRdx-I(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(42)
Level 35: Hurricane -- EndRdx-I(A)
Level 38: Lightning Storm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(45)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 44: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
And my friends build:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Green Judge v.2: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Entangle -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(11), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(15)
Level 1: Gale -- Range-I(A)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(9)
Level 4: Roots -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/EndRdx(7), TotHntr-Immob/Acc(9), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(15)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21), CoPers-Conf%(21)
Level 10: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(29)
Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 14: Super Jump -- Empty(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), ShldBrk-DefDeb/EndRdx/Rchg(33), ShldBrk-DefDeb(33)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(36)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/EndRdx(34)
Level 22: Boxing -- Dsrnt-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 28: Carrion Creepers -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(37), TotHntr-Acc/EndRdx(37), TotHntr-Immob/Acc(37), TotHntr-Acc/Immob/Rchg(39), TotHntr-Dam%(39)
Level 30: Snow Storm -- EndRdx-I(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(42)
Level 35: Hurricane -- EndRdx-I(A)
Level 38: Lightning Storm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(45)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 44: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run