Help needed with slotting a melee-focused Plant/Dom
Well I was going to give a wack at your build but I feel def on a plant dom or any dom that has a confuse power isn't nessassary or warented. In my experience with a plant troller and plant dom, if the enemies aren't confused, then you just hold them and take them down first. My plant troller has a hard time with bosses unlike my dom which doesn't, so if you have had a different experience I'm sry, but I think you should build for acc, and recharge. I'll give ya my plant/earth build and reply to any questions you have on it.
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( Edited, didn't have my build changes in it. )
[QR] Thanks for the replies. This is not my first plant dom - I've taken a Plant/Ice and a Plant/Thorn to 50 previously. Also, my first villain 50 was a Mind/Thorn dom, and my first hero was an Ill/Storm troller, so I'm rather familiar with Confuse.
You're absolutely right about there being no need for defence when everything's locked down, and it's pretty easy to keep everything locked down in most situations with an AoE confuse plus the rest of the usual controls.
Given that, I still want to build up THIS dom's melee def for fits and giggles, and not necessarily for effectiveness. Taking that desire as a given constraint or limitation, I was curious if anyone could help me with my slotting. Think of it in the vein of other restrictions/challenges, such as 'Given that I'm not taking any pets on my mastermind, what powers should I pick?' or 'Given that I want to be strong and pretty as a War Mace/EA brute, what pools should I take?'.
While not exactly what I was looking for this time, your build was interesting to look at, and had a few neat ideas I'll consider for other characters. Thanks for sharing it.
My melee-centric Plant/Earth is now level 36, and I'm very happy with how she performs. She's satisfyingly powerful, plays well on teams and already has decent melee defence from set bonuses.
As she makes her way to 50, I'd like to raise her melee defence to as near the soft cap as possible, for as little inf as possible.
Unfortunately, this leaves me with some harrowing decisions to make regarding enhancement slots. There just aren't enough to go around.
At the moment, I have Roots one-slotted (I know, I know...), and the last three powers from the Psionic Mastery ancillary are budgeted only two slots each.
Can the experts here help me make the build more effective? I'm not asking for ultimate dominator perfection, just a build that'll perform reasonably well while sticking to the melee-centric/build for melee def approach.
I'm willing to replace spore burst and change ancillary pool, if needed. Many of the sets in the build are already slotted, such as the Obliteration, Neuronic Shutdown and Touches of Death.
Thanks in advance!
Villain Plan by Mids' Villain Designer 1.803
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Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Strangler -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(5), NrncSD-Acc/Hold/Rchg(5), NrncSD-Dam%(7)
Level 1: Stone Spears -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9)
Level 2: Stone Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(15)
Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19)
Level 6: Spore Burst -- Acc-I(A)
Level 8: Seeds of Confusion -- Pplx-Acc/Rchg(A), Pplx-EndRdx/Conf(21), Pplx-Acc/EndRdx(21), Pplx-Conf/Rng(23), Pplx-Acc/Conf/Rchg(23), Pplx-Rchg/Conf(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(31)
Level 22: Heavy Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(34)
Level 24: Roots -- Acc-I(A)
Level 26: Carrion Creepers -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(27), Enf'dOp-Acc/EndRdx(27), Enf'dOp-Immob/Rng(29), Enf'dOp-Acc/Immob/Rchg(29), Enf'dOp-Acc/Immob(31)
Level 28: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(36)
Level 30: Super Jump -- Jump-I(A)
Level 32: Fly Trap -- BriL'shp-Acc/Dmg(A), LdyGrey-%Dam(37), Achilles-ResDeb%(37), BldM'dt-Acc/Dmg(48), U'Loyal-Acc/Dmg(48), Dmg-I(48)
Level 35: Mud Pots -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(37), Dmg-I(45), M'Strk-Dmg/EndRdx(46), C'ngBlow-Dmg/EndRdx(46), Sciroc-Dmg/EndRdx(46)
Level 38: Fissure -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rchg(39), Det'tn-Dmg/Rng(39), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/EndRdx/Rng(40)
Level 41: Link Minds -- RedFtn-Def/Rchg(A), LkGmblr-Def/Rchg(43), S'dpty-Def/Rchg(43), Ksmt-Def/Rchg(43), Krma-Def/Rchg(45), GftotA-Def/Rchg(45)
Level 44: World of Confusion -- Acc-I(A), Acc-I(50)
Level 47: Mind Over Body -- ResDam-I(A), ResDam-I(50)
Level 49: Indomitable Will -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 1: Ninja Run
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Set Bonus Totals: