plant/kin farm build
Why would you want ranged def when you are standing in melee range using fissure on them?
The posted build does not have the Earth APP.
I saw the word farm and thought you might want some recharge rather than defenses. My fire/rad who roams in packs of other fire/rads has no defense, we don't allow an alpha from our prey.
I'm not sure you'll be as fast as I've set this up to be. And I'm sure even more recharge can be squeezed out. But you're perma-hasten with a three second "overlap." 185%, woooooo!
Tell me any flaws, guys.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Sativa of Justice: Level 50 Technology Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Rchg:30(15), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(36), Thundr-Dmg/Rchg:50(37), Dmg-I:50(40)
Level 1: Transfusion -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(3), Nictus-Acc/EndRdx/Rchg:50(5), Nictus-Heal/HP/Regen/Rchg:50(9), Nictus-Heal:50(17)
Level 2: Roots -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(3), Posi-Dmg/Rchg:50(5), Posi-Dam%:50(9), Posi-Acc/Dmg/EndRdx:50(15), GravAnch-Hold%:50(17)
Level 4: Entangle -- Apoc-Dam%:50(A), Apoc-Dmg/Rchg:50(43), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46), HO:Perox(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(11), TmpRdns-Acc/EndRdx:50(11), TmpRdns-Rng/Slow:50(19), TmpRdns-EndRdx/Rchg/Slow:50(21), TmpRdns-Acc/Dmg/Slow:50(21)
Level 12: Seeds of Confusion -- CoPers-Acc/Conf/Rchg:50(A), CoPers-Acc/Rchg:50(13), CoPers-Conf/EndRdx:50(13), CoPers-Conf/Rchg:50(42), CoPers-Conf:50(43), CoPers-Conf%:50(43)
Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(40)
Level 16: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(33), LkGmblr-Rchg+:50(34)
Level 18: Tactics -- HO:Cyto(A)
Level 20: Speed Boost -- EndMod-I:50(A)
Level 22: Vines -- Lock-%Hold:50(A), BasGaze-Acc/Hold:30(23), BasGaze-Acc/Rchg:30(23), BasGaze-Rchg/Hold:30(34), BasGaze-EndRdx/Rchg/Hold:30(34), RechRdx-I:50(37)
Level 24: Boxing -- Empty(A)
Level 26: Carrion Creepers -- RechRdx-I:50(A), Acc-I:50(27), Posi-Dam%:50(27), TotHntr-Dam%:50(29), ImpSwft-Dam%:30(29), ExStrk-Dam%:20(31)
Level 28: Tough -- HO:Ribo(A)
Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(31), LkGmblr-Rchg+:50(33), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(50)
Level 32: Increase Density -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Transference -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Mind Over Body -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
Level 47: Psionic Tornado -- Ragnrk-Acc/Dmg/Rchg:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Dmg:50(50)
Level 49: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(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:
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 12.7% Defense(Energy)
- 12.7% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 14.9% Defense(Ranged)
- 3% Defense(AoE)
- 3.15% Max End
- 95% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 1.5% Enhancement(RunSpeed)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(JumpHeight)
- 33% Enhancement(Accuracy)
- 1.5% Enhancement(JumpSpeed)
- 5% Enhancement(Heal)
- 61 HP (6%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 4.4%
- 17.5% (0.29 End/sec) Recovery
- 26% (1.1 HP/sec) Regeneration
- 6.62% Resistance(Fire)
- 6.62% Resistance(Cold)
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I guess you could say I'm going for an unconventional farm build. My strategy so far is to open with roots, unless there's 2 mobs close together then I open with creepers, then out come the creepers. While the baddies are busy with the creepers I get in closer and hit FS back up and keep spamming roots and Psy tornado while putting all my ST attacks on the harder targets. Even though I have Seeds I don't use it that much unless things really go south. That's my Oh S**t button if vines is not up.
I do realize that without stamina I'll have to fire off transference every time it's up. Getting in close doesn't bother me much with the mez prot and the resists from tough and mind over body, that build has 60.9% S/L resist.
I'm tossing around the idea to dump ID, was chosen instead of the pets cuz I had to put the pet slots elsewhere, and get the pet back with 6 slots and just eat a small purple to softcap.
With maneuvers slotted the way it is and both def uniques slotted in the pet would that improve it's survivability enough to warrant doing that?
I was going to slot it with 3xsoulbound w/build up proc, Achilles heel -resist, and the 2 pet def uniques.
I don't know the ins-and-outs of plant, but here's what tends to be done:
Groups mez -> Lockdown -> pain and suffering -> next.
Any time I hear that someone is going to do something unconventional, it really means they don't want advice.
Well I'm always open to new ideas.
Stop opening with Roots. Start opening with Seeds. That will solve 99% of your problems.
I'm tossing around the idea to dump ID, was chosen instead of the pets cuz I had to put the pet slots elsewhere, and get the pet back with 6 slots and just eat a small purple to softcap.
With maneuvers slotted the way it is and both def uniques slotted in the pet would that improve it's survivability enough to warrant doing that? I was going to slot it with 3xsoulbound w/build up proc, Achilles heel -resist, and the 2 pet def uniques. |
Ok I decided to go with the build to see how it goes. Here's how it's slotted currently, still have the last purple confuse to craft. Even without that last 5% ranged def it plays ok. The recharge proc in Psy Nado proc's a lot more than I ever noticed using Fissure.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Sativa of Justice: Level 50 Technology Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/EndRdx/Rchg(5), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Heal(17)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dam%(9), Posi-Acc/Dmg/EndRdx(15), TotHntr-Dam%(17)
Level 4: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Combat Jumping -- Krma-ResKB(A)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Acc/EndRdx(11), P'ngTtl-Rng/Slow(19), P'ngTtl-EndRdx/Rchg/Slow(21), P'ngTtl--Rchg%(21)
Level 12: Seeds of Confusion -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13), CoPers-Conf%(39), CoPers-Conf/Rchg(42), Empty(43)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(33), S'dpty-Def/EndRdx(33)
Level 18: Tactics -- Empty(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(23), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(31)
Level 24: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
Level 26: Carrion Creepers -- RechRdx-I(A), Acc-I(27), Posi-Dam%(27), TotHntr-Dam%(29), ImpSwft-Dam%(29), ExStrk-Dam%(31)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A)
Level 30: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(31), S'dpty-Def/EndRdx(40)
Level 32: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), Empty(43)
Level 44: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx(45)
Level 47: Psionic Tornado -- Acc-I(A), Acc-I(48), RechRdx-I(48), RechRdx-I(48), Ragnrk-Dmg/EndRdx(50), FrcFbk-Rechg%(50)
Level 49: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(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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Let me know what you think. So far I believe it's doable and I really like the force feedback proc going off a lot. Needs more testing.
If you're trying to tighten up the spawns, open with seeds, give it a few seconds for the mobs to bunch up as they run in to attack each other, THEN hit them with Roots to lock them in place.
Unfortunatly with the purple recipe it doesn't boost the range on it. To really make it help me group them better it needs a longer range. I've never been one to jump on the confuse herding bandwagon, altho I have seen a plant dom clear the cim wall with ease. His range was long enough to hit a whole line standing.
If I slot for range in it I would be more apt to go that route but I was going for the ranged def bonus of the purple set.
If you're trying to tighten up the spawns, open with seeds, give it a few seconds for the mobs to bunch up as they run in to attack each other, THEN hit them with Roots to lock them in place.
|
... have you changed your opinion on opening with Snow Storm?
The Sly Bold Renardine - " I am Scraptastic!"
@Renardine
Nope. It still works great when there is a need for it.
Understand that I *DON'T* open with snow storm if it's in an open environment/map and/or I can see the vast majority of the spawn all at once. Snow Storm is useful if the spawn is spread out with some mobs in adjacent rooms/caves/around corners etc. If I can hit most/all of the mobs with Seeds, than that's exactly what I'll open with.
If I can only hit 1/2 to 2/3 of the spawn right off the bat, and there's a corner available for me to duck behind, then I'll use the Snow Storm pull to clump them up and debuff their acc all to heck with Hurricane as they *try* to come around the corner.
@Debt_Magnet
Not sure why extended range is such an issue? I mean it's nice, and I'd love to have a much longer range on Seeds too, but I don't have much trouble handling +2/+8 spawns with pretty much stock range on my Seeds. I think I get a couple extra feet out of the tiny amound of + range in my lvl 25ish set of Malaise, but it's not much at all.
Unfortunatly with the purple recipe it doesn't boost the range on it. To really make it help me group them better it needs a longer range. I've never been one to jump on the confuse herding bandwagon, altho I have seen a plant dom clear the cim wall with ease. His range was long enough to hit a whole line standing.
If I slot for range in it I would be more apt to go that route but I was going for the ranged def bonus of the purple set. |
Personally, I find a bit of stealth helps more than range. If you position yourself well you can hit the entire mob in one go. Then stealth carries benefits elsewhere.
Well if nobody else is having problems with seeds hitting the whole mob then maybe the mob AI doesn't like me. I find that if I map out my freak farm, done so I don't have to face boss's when I'm PLing my 2nd account, the mob has a tendancy to wander around a bit. They wander far enough away from their spawn point that it feels like I have to round them all up. Maybe I should go with fly for my travel. Using seeds from above would cover more area than if it were used on the ground. That might compensate for the wandering I'm seeing in the mob AI.
Are you not using Contagious Confusion?
I've had a plant/kin at 50 for a little while now and I'm currently spec'd with roughly 46% S/L def, I dont have a mids build for that one.
I tinkered around with mids to see if I could manage to get to the ranged softcap. I'm sure I could with some creative slotting but I think this build should allow me to be close enough without shorting myself elsewhere. I went with Psy app for the mez protection. Very tired of being mezzed while farming Freaks.
Very doubtful I'll change slotting on carrion creepers.
Tear it apart and let me know if I can rearange any slots or sets for more ranged def.