Plant/Psi/????
If you're interested in AoE damage, Fire Mastery is definitely the way to go. Sleet only does minor AoE damage, and Ice Storm is on a long recharge.
The Ice set is really about added survivability, with a bit of AoE damage mixed in.
Edit:
I took a deeper look at your build, and here's what I noticed:
- You don't have a travel power in your build. Hover isn't going to cover it. You'll need to drop a power to take Fly -- Rise of the Phoenix is probably the best choice to drop.
- Drop Entangle, the single target immobilize. Pick up Mind Probe and 5 slot it.
Overall, this is a good build.
Go with Ice Mastery. If having a soft-capped S/L and HP capped Dom doesn't win you over then having access to one of the strongest -res powers in the game should.
You also want to make Sleet permanent so slot it for recharge instead of the damage procs.
Actually, travel powers aren't strictly necessary. With the changes to the transit doors, Ninja Run, and Ouroboros, and the cheap jet packs you can purchase in-game, there's lots of ways to move around. Hover is good enough for getting past cliffs and the walls around Grandville, and is actually relatively fast now. And if the character is mostly for soloing, "slowing down the team" on a TF isn't a primary issue. (In my limited experience, tons of people who team all the time have Teleport Friend, and will practically fight with each other for the right to use it on someone who needs it.)
Actually, travel powers aren't strictly necessary. With the changes to the transit doors, Ninja Run, and Ouroboros, and the cheap jet packs you can purchase in-game, there's lots of ways to move around. Hover is good enough for getting past cliffs and the walls around Grandville, and is actually relatively fast now. And if the character is mostly for soloing, "slowing down the team" on a TF isn't a primary issue. (In my limited experience, tons of people who team all the time have Teleport Friend, and will practically fight with each other for the right to use it on someone who needs it.)
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I always take Ice for the reasons stated above. The -res makes up for the lack of damage (in comparison to fire's).
I always take Ice for the reasons stated above. The -res makes up for the lack of damage (in comparison to fire's).
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If you're teamed, then the -res is extremely useful as it will increase the entire team's damage throughput.
If you're doing solo farming missions, then no -- you're going to clear a map much faster with Fire.
It comes down to this: do you want to increase your own personal damage output, or do you want to increase your team's damage?
The OP did say this:
4) Fire vs. Ice - Basically do you guys think Fireball + Reign of Fire + Fire Shield is better than Sleep + Ice Storm + Ice Shield? For aoe dps for soloing? |
That is true. I would still take Ice on a solo build for Frozen Armor. I like defense better than resistance. In my opinion, Dominators die. They die a lot. If they get hit, they will die. If they don't get hit, they will not die. If you are dead, you can not have any DPS, aoe or st.
EDIT: Hoarfrost is very helpful while soloing. I don't usually take hibernate so I will not comment on that.
In the end, Ice is worse DPS than Fire, but with the increased survivability will help you hit for longer and in the end will create more damage.
That is true. I would still take Ice on a solo build for Frozen Armor. I like defense better than resistance. In my opinion, Dominators die. They die a lot. If they get hit, they will die. If they don't get hit, they will not die. If you are dead, you can not have any DPS, aoe or st.
EDIT: Hoarfrost is very helpful while soloing. I don't usually take hibernate so I will not comment on that. In the end, Ice is worse DPS than Fire, but with the increased survivability will help you hit for longer and in the end will create more damage. |
I'm finding though that my Mind/Energy hardly ever dies, teamed or solo. He hasn't even gotten to the 40s to pick up the EPP powers yet either. He's been on a couple of level 50 teams, and not only did he not die once on either of them, fighting Malta and Carnies, but hardly anyone died on those missions. One of them didn't even have a healer.
I've played a lot of Controllers and a couple of Dominators, but this is the first time that I've ever put serious investment in to a Mind character. I'm really amazed at how powerful the set is.
I totally agree that most doms die a lot on teams. It's because of AoE damage and control powers that piss off mobs that then target you. AoE immobilize powers are one of the biggest culprits. My Plant/Psi (retired), who's in his mid 40s, used to die a lot.
I'm finding though that my Mind/Energy hardly ever dies, teamed or solo. He hasn't even gotten to the 40s to pick up the EPP powers yet either. He's been on a couple of level 50 teams, and not only did he not die once on either of them, fighting Malta and Carnies, but hardly anyone died on those missions. One of them didn't even have a healer. I've played a lot of Controllers and a couple of Dominators, but this is the first time that I've ever put serious investment in to a Mind character. I'm really amazed at how powerful the set is. |
That aside, AoE immobs are very hard to use. I love it on my Fire/Earth (in his 40's) because of the "Ghetto Hold" synergy with Fire Cages and Flashfire. When we are blowing through missions, I can alternate the ghetto hold and Cinders every other mob.
The problem (or advantage) to mind is its soft control is not an imob. It's a sleep. Sleeps are VERY useful solo because people can be taken out one by one.
Plant/'s soft control is indeed imob. Therefore, you do need the survivability. It could be argued that Seeds of Confusion and Spore Burst both contradict everything I am saying so I should shut up. ( All the confused people killing each other might benifit from some -res?).
I still believe the added survivability of the Ice APP will benefit the OP as it has benefited me in many situations.
Fire is the answer to everything.
Here's my build:
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(5), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36)
Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(7)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11)
Level 10: Mental Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg(17), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(21), Decim-Acc/Dmg/Rchg(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Roots -- GravAnch-Immob/Rchg(A), GravAnch-Hold%(23), GravAnch-Acc/Immob/Rchg(23), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
Level 18: Vines -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21)
Level 20: Drain Psyche -- Mrcl-Heal/Rchg(A), P'Shift-Acc/Rchg(42), Efficacy-Acc/Rchg(46), H'zdH-Heal/Rchg(48)
Level 22: Maneuvers -- LkGmblr-Rchg+(A)
Level 24: Spore Burst -- FtnHyp-Sleep/Rchg(A), FtnHyp-Sleep(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27)
Level 26: Carrion Creepers -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(42), Det'tn-Dmg/Rchg(43), Det'tn-Acc/Dmg(43), TotHntr-Dam%(43)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 30: Super Jump -- Jump-I(A)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(33)
Level 35: Assault -- EndRdx-I(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Dmg/Rchg(42)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 44: Vengeance -- LkGmblr-Rchg+(A)
Level 47: Rain of Fire -- Posi-Dmg/Rchg(A), Det'tn-Acc/Dmg(48), AirB'st-Dmg/Rchg(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
P.S. defense is useless here. A perma-dom Plant user is locking down every mob in every spawn every time. Nothing will be able to hit you. Seeds/Roots/Carrion=a spawn that can't attack you. The one that don't get confused will spend their time attacking the creeper vines. Since I'm a stealth user I can sneak up on every spawn and hit them with Seeds before they notice I'm there.
Spore Burst and Vines will be your "oh crap" buttons.
I've looked at the APP pools and Fire and Ice appeal to me by far the most, as I would like this character to be good at aoe while also being ok at one-on-one, mostly a solo toon who can occasionally team. I have two builds, one with fire, and one with ice. I also had some specific questions:
1) I'm pretty new to the game, playing less than two months. I love the game. Is one of the two APPs acknowledged 'better' than the other or is it just personal preference. Both builds stress recharge time. The fire build has resistance while the ice build has defense. From reading these boards, it seems defense is much preferred. Does this make it required to take the ice pool? Or can my fire toon be fine with just resistance? Drain Psyche seems to give a massive regen. bonus on a big group.
2) I've tried to avoid listing purple IOs which I wouldn't be able to afford, am working on the oranges via tip missions. I've tried to remain true to the powers as the most important thing, working in set bonuses where I can, often compromising. I could work a recharge bonus into my Phoenix power but I just couldn't commit five slots to it when two is plenty. I also wanted to Frankenslot Ice Storm with more recharge but that give's up global recharge from the set. I've tried to put procs where I think they might be appropriate, without shorting regular damage. About procs, will Carrion Creepers actually proc a Force Feedback for me, to help with my recharge time?
3) The ice pool is a quandry, I so want all five powers, they all seem really great. So it comes down to, which power can I do without? Sleet and Ice Storm seem manditory, as does the defense, so that leaves Hibernate, and Hoarfrost, which is better? Which helps you more?
4) Fire vs. Ice - Basically do you guys think Fireball + Reign of Fire + Fire Shield is better than Sleep + Ice Storm + Ice Shield? For aoe dps for soloing?
Plant/Psi/Fire - Green Phoenix
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Green Phoenix: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Concealment
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(36), Dmg-I(46), Dmg-I(50)
Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A)
Level 2: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(3), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg(5), Posi-Dmg/Rng(7), TotHntr-Dam%(7)
Level 4: Entangle -- Dmg-I(A), Dmg-I(37)
Level 6: Spore Burst -- LgcRps-Acc/Sleep(A), LgcRps-Sleep/Rng(29), LgcRps-Acc/Sleep/Rchg(46)
Level 8: Seeds of Confusion -- Mlais-Acc/Conf/Rchg(A), Mlais-Dam%(9), Mlais-Acc/Rchg(9), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(21), Range-I(43)
Level 10: Mental Blast -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Acc/Dmg(11), Dev'n-Acc/Dmg/Rchg(13)
Level 12: Stealth -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(17), Posi-Dmg/Rchg(19), Posi-Dam%(19)
Level 18: Hover -- LkGmblr-Rchg+(A)
Level 20: Drain Psyche -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23), Dct'dW-Heal/Rchg(25), Nictus-Acc/Heal(25), Nictus-Heal/HP/Regen/Rchg(27)
Level 22: Invisibility -- LkGmblr-Rchg+(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dam%(27), FrcFbk-Rechg%(31), ExStrk-Dam%(31), TotHntr-Dam%(31), ImpSwft-Dam%(33)
Level 28: Subdue -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg(34), TotHntr-Dam%(48)
Level 30: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(36), BasGaze-Acc/Rchg(36), Lock-Acc/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 32: Fly Trap -- Dmg-I(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Psychic Shockwave -- Oblit-Acc/Rchg(A), Oblit-Dmg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40), Erad-%Dam(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Rain of Fire -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Dmg-I(A), Dmg-I(48)
Level 49: Fire Shield -- ResDam-I(A), ResDam-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: Domination
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(48)
Plant/Psi/Ice - Gray Orchid
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Gray Orchid: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Concealment
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(36), Dmg-I(46), Dmg-I(50)
Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A)
Level 2: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(3), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg(5), Posi-Dmg/Rng(7), TotHntr-Dam%(7)
Level 4: Entangle -- Dmg-I(A), Dmg-I(37)
Level 6: Spore Burst -- LgcRps-Acc/Sleep(A), LgcRps-Sleep/Rng(29), LgcRps-Acc/Sleep/Rchg(46)
Level 8: Seeds of Confusion -- Mlais-Acc/Conf/Rchg(A), Mlais-Dam%(9), Mlais-Acc/Rchg(9), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(21), Range-I(43)
Level 10: Mental Blast -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Acc/Dmg(11), Dev'n-Acc/Dmg/Rchg(13)
Level 12: Stealth -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(17), Posi-Dmg/Rchg(19), Posi-Dam%(19)
Level 18: Hover -- LkGmblr-Rchg+(A)
Level 20: Drain Psyche -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23), Nictus-Heal(25), Nictus-Acc/Heal(25), Nictus-Heal/HP/Regen/Rchg(27)
Level 22: Invisibility -- LkGmblr-Rchg+(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dam%(27), FrcFbk-Rechg%(31), ExStrk-Dam%(31), TotHntr-Dam%(31), ImpSwft-Dam%(33)
Level 28: Subdue -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg(34)
Level 30: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Rchg/Hold(36), BasGaze-Acc/Rchg(36), Lock-Acc/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 32: Fly Trap -- Dmg-I(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Acc/Dmg(46)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Psychic Shockwave -- Oblit-Acc/Rchg(A), Oblit-Dmg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40), Erad-%Dam(40)
Level 41: Sleet -- ImpSwft-Dam%(A), LdyGrey-%Dam(42), Achilles-ResDeb%(42), ShldBrk-%Dam(42), Posi-Dam%(43), Posi-Dmg/Rchg(45)
Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(45), S'fstPrt-ResDam/Def+(45)
Level 47: Ice Storm -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), ImpSwft-Dam%(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)