Plant/Kin critique!
For Creepers, I like to use 2 recharge IO's, 2 Nucleolus Exposures (accuracy and damage), and the damage procs from Impeded Swiftness and Explosive Strike. All parts of the Creepers (the initial pet, the bramble, and the vines) do slow and will be able to take advantage of the Impeded Swiftness proc; only the Vines' smash will trigger Explosive Strike, but it is used fairly often. The Hami-O's, unlike some sets, will enhance every aspect of the Creepers.
I'd recommend shifting a few slots to Boxing so that you can slot Kinetic Combat and reach 45% smashing/lethal defense. Personally, I would drop slots from Hibernate. The 5% recharge bonus could be sacrificed to achieve better things. I'd also slot up Siphon Speed more as well, preferably with 2 recharge and 2 accuracy. You can drop the enhancement from Super Speed as well, replacing it with a much more useful stealth IO. When you are in combat Siphon Speed will address your movement needs.
For holds, I generally like the following slotting. From Basilisk's Gaze: Acc/Hold, Acc/Recharge, Recharge/Hold, Acc/End/Recharge/Hold and from Essence of Curare Acc/Recharge/Hold. That'll give you 78% enhancement across the board in accuracy, hold, and recharge. However, it might be worth slotting some damage (via Hami-O's) into your single target hold since that seems a weak point for this build. The chance for +2 mag is nice when you need it, but that's only against bosses. Either the more enhancement overall or more damage would probably be more beneficial than the proc.
The chance for +2 mag is nice when you need it, but that's only against bosses. Either the more enhancement overall or more damage would probably be more beneficial than the proc.
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Think about it for a sec. The single target hold will, if it hits, hold a minion or lieutenant all by itself. The proc may trigger, but it will provide no benefit -- but it may show its pretty tesla cage so that it looks like it is doing something. The Single Target Hold also has a 20% chance to add an extra mag to hit bosses on the first try -- That's the "overpower" you see. So, that means that the Lockdown proc will only provide a benefit 20% of the time against 80% of the bosses who are hit by the Hold power -- that's 16% of Bosses . . . if it hits, and it may not. (The Devastation proc is even worse, since it hits only 15% of the time.) That's a pretty low return on a slot.
On the other hand, if you slot for Damage, you get damage on 100% of the Minions, Lieutenants and Bosses hit. That sure seems like a better return on the slot.
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
Thanks for that guys!
Local you made a great point about the Chance for Hold procs...i guess i was trying to get more "hold" outta them...but since thats not really the case i added the Ghost Widows Embrace damage proc instead...better?
Ketch, thanks for the advice on CC...i really had nowhere to go...but what you said seems sound enough to me. I wasnt really sure how slotting affects all the pseudo-pets CC throws out but now i have more of an idea so thank you
i decided to change ancillary's though...to make it easier to reach softcap s/l...this is what ive come up with...
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Vyrul: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), G'Wdw-Dam%(5)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
Level 12: Boxing -- Acc-I(A)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Siphon Speed -- Acc-I(A), RechRdx-I(46)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), EoCur-Acc/Hold/Rchg(25)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(27), S'fstPrt-ResKB(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 26: Carrion Creepers -- ExStrk-Dam%(A), ImpSwft-Dam%(33), HO:Nucle(33), HO:Nucle(33), RechRdx-I(34), RechRdx-I(34)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), Amaze-ToHitDeb%(50)
Level 44: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(31)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
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does this all seem valid points or am i just complaining to much...specially considering the cardiac alpha's endurance help now...*shrugs*
help XD
50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.
This looks better I think. There are still a few minor changes I would make though. For instance, the -tohit proc in Fissure is a bit questionable. I think you would get a lot more mileage out of the Force Feedback chance for recharge proc. Changing your Touch of Death set in Seismic Smash to Kinetic Combat (with a regular accuracy IO in the 5th) will also shore up defense better and free up a slot.
Also, the Ghost Widow proc in Stangler won't add the damage you're looking for there. One damage IO will increase Strangler's damage to the same amount that you get when the proc fires, and considering the proc only fires 20% of the time it's easily outshined. My general advice for using damage procs is this: use them in AoE powers and/or powers that fire frequently. Fissure, for example, is a good place to slot a damage proc. In fact, dropping the damage/range and adding the chance for energy damage from Positron's set still leaves you with damage enhancment above 95%, but now with a chance to proc on multiple enemies with each use.
This looks better I think. There are still a few minor changes I would make though. For instance, the -tohit proc in Fissure is a bit questionable. I think you would get a lot more mileage out of the Force Feedback chance for recharge proc. Changing your Touch of Death set in Seismic Smash to Kinetic Combat (with a regular accuracy IO in the 5th) will also shore up defense better and free up a slot.
Also, the Ghost Widow proc in Stangler won't add the damage you're looking for there. One damage IO will increase Strangler's damage to the same amount that you get when the proc fires, and considering the proc only fires 20% of the time it's easily outshined. My general advice for using damage procs is this: use them in AoE powers and/or powers that fire frequently. Fissure, for example, is a good place to slot a damage proc. In fact, dropping the damage/range and adding the chance for energy damage from Positron's set still leaves you with damage enhancment above 95%, but now with a chance to proc on multiple enemies with each use. |
So slot that single target hold for straight damage over a 20% Chance for Damage proc. (Sometimes, simple is better than complicated!)
By the way, I believe the Absolute Amazement proc is currently bugged and does Absolutely Nothing. I generally finish out the Posi Blast set with a Recharge in the 6th slot unless I have good global recharge. As Ketch said, a proc may be a good idea in an AoE power that is already damage capped -- either damage or the force feedback.
When I use 4 from the Kinetic Combat set, I usually finish it out with a 5th slot for an Acc/Dam Hami-O. That would be good slotting for Seismic Smash, adding more Smash/Lethal Defense.
The Gaussian's set in Tactics gives positional defense. Is it worth 6 slots when you should be going for S/L? Move 3 to Boxing for another Kin Combat set.
Do you really need the Micro in Super Speed? I have sold a couple of those things for 400 mil, which amazes me. Super Speed is so close to the speed cap that I throw an EndRdx in it an call it done. Or a Celerity Stealth if I don't have another type of Stealth power. AND, a */Kin can always boost his speed with Siphon Speed. In my Plant/Kin, I have SS with the Stealth. It lets me get in postion to throw Seeds more easily.
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
Wow my proc placing is really fail isnt it?:P
I was throwing procs around to see what might fit...but i guess none of them do:P
but thats a downer that the AA proc is bugged...i was hoping for a little -tohit from Fissure would help with survivability...but unfortunately not. At least now thanks to you 2 i have a better understanding of where procs are best used.
so ive learned something here which is great, so i think i'll go tweak some more from what you guys said and see what I come up with.
once again thanks very much
Fox
50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.
this is my spin on you build...moved some slots around and changed up some IO. one nice proc that went unmentioned was the chance for hold from gravitational anchor..put that in roots.
you lose some regen/hp but keep s/l softcap. also with one application of siphon speed you get permahasten
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Vyrul: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) Damage Increase IO
- (27) Damage Increase IO
- (A) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (7) Touch of the Nictus - Accuracy/Healing
- (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (9) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Chance of Damage(Energy)
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (15) Gravitational Anchor - Chance for Hold
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Coercive Persuasion - Contagious Confusion
- (17) Coercive Persuasion - Confused/Recharge
- (19) Coercive Persuasion - Accuracy/Confused/Recharge
- (19) Coercive Persuasion - Accuracy/Recharge
- (21) Coercive Persuasion - Confused/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (A) HamiO:Microfilament Exposure
- (A) Accuracy IO
- (46) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (23) Basilisk's Gaze - Accuracy/Recharge
- (23) Basilisk's Gaze - Recharge/Hold
- (25) Basilisk's Gaze - Endurance/Recharge/Hold
- (25) Essence of Curare - Accuracy/Hold/Recharge
- (A) Endurance Modification IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (27) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (A) Explosive Strike - Chance for Smashing Damage
- (33) Impeded Swiftness - Chance of Damage(Smashing)
- (33) HamiO:Nucleolus Exposure
- (33) HamiO:Nucleolus Exposure
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Call to Arms - Accuracy/Recharge
- (39) Call to Arms - Accuracy/Damage
- (39) Call to Arms - Damage/Endurance
- (39) Call to Arms - Accuracy/Damage/Recharge
- (A) Efficacy Adaptor - EndMod
- (40) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (40) Efficacy Adaptor - Accuracy/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy
- (42) Efficacy Adaptor - EndMod/Endurance
- (A) Accuracy IO
- (42) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (50) Force Feedback - Chance for +Recharge
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (45) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (50) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (31) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (29) Performance Shifter - EndMod
- (29) Performance Shifter - EndMod/Accuracy
Set Bonus Totals:
- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 86.25% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 4% Enhancement(Confused)
- 10% FlySpeed
- 148.79 HP (14.63%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8.8%
- 21% (0.351 End/sec) Recovery
- 50% (2.123 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 10% RunSpeed
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@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM
love it chaos the perfect tweaking to suit the build and my play style.
I should have slotted my holds for damage all along...after all its what a splattroller does best right?
50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.
ok so never having had a Plant/ troller past lvl 8, but seeing what io'd out lvl 50 Plant/Kins' are capable of, i really want to make a go of making one of these myself...so...this is what ive come up with through extensive reading and lurking of the forums:P
1 concern though...ive just no idea how to slot Carrion Creepers...?? so any help there especially would be great.
this toon is meant to be a splattroller as thats my kinda playstyle for a controller...was the reason why my 1st controller was a fire/kin...i love being in the face of every conflict
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Vyrul: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Lock-%Hold(5)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
Level 12: Boxing -- Acc-I(A)
Level 14: Super Speed -- Run-I(A), EndRdx-I(46)
Level 16: Siphon Speed -- Acc-I(A)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), Lock-%Hold(25)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(27), S'fstPrt-ResKB(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 26: Carrion Creepers -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43)
Level 41: Hibernate -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(43), Dct'dW-EndRdx/Rchg(45), Dct'dW-Rchg(46), Dct'dW-Heal/Rchg(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), P'ngTtl--Rchg%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(31)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
so with that...my question is (apart from the above about CC):
how does plant/kin compare to a fire/kin? ie damage output, control, speed through mobs...
and aside from that i would love any advice/questions/queries on power choices...slotting etc...as im really ADD about it:P
Thanks in advance,
Fox
50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.