Plant/TA Build (Sour Weasel)


dave_p

 

Posted

Here is my current build for Sour Weasel. He is my main toon so therefor have no problem dumping gobs of INF into the build. I would like any input.

Also, is there a time in which using Disruption Arrow is better than Acid Arrow or vice versa? It seems to be that except for the wider effect on disruption arrow, acid arrow beats it in all ways. But maybe I'm reading this wrong?

Hero Plan by Mids' Hero Designer 1.91
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Sour Weasel: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), Dev'n-Hold%(5), Lock-%Hold(7)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Roots -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(7), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), GravAnch-Hold%(11)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(13), P'ngTtl-EndRdx/Rchg/Slow(13)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/Rchg(15)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(21), Lock-%Hold(23)
Level 12: Maneuvers -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(23), FtnHyp-Acc/Rchg(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Sleep(27)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), RechRdx-I(31), Lock-%Hold(31)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), AnWeak-Acc/DefDeb(31), AnWeak-Acc/Rchg(33), AnWeak-Acc/Rchg/EndRdx(33), RechRdx-I(33)
Level 22: Recall Friend -- Winter-ResSlow(A)
Level 24: Tactics -- EndRdx-I(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Dam%(34), RechRdx-I(36)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(36), EndRdx-I(36)
Level 30: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(39)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40)
Level 35: Oil Slick Arrow -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(40), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(42)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Temp Invulnerability -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(46), TtmC'tng-ResDam/EndRdx(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- H'zdH-Heal(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48)
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 9.375% Defense(Energy)
  • 9.375% Defense(Negative)
  • 7.5% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 2.5% Enhancement(Held)
  • 4% Enhancement(Heal)
  • 4% Enhancement(Confused)
  • 42% Enhancement(Accuracy)
  • 73.75% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 34.34 HP (3.376%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 4.7%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 4.7%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 4.7%
  • 24% (0.401 End/sec) Recovery
  • 20% (0.849 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 8.505% Resistance(Fire)
  • 8.505% Resistance(Cold)
  • 5% RunSpeed

------------
Set Bonuses:
Basilisk's Gaze
(Strangler)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Roots)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.425 HP/sec) Regeneration
Coercive Persuasion
(Seeds of Confusion)
  • 4% (0.067 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Basilisk's Gaze
(Ice Arrow)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Fortunata Hypnosis
(Poison Gas Arrow)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Basilisk's Gaze
(Vines)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Analyze Weakness
(Acid Arrow)
  • 10% (0.425 HP/sec) Regeneration
  • MezResist(Stun) 2.2%
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Positron's Blast
(Carrion Creepers)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
Doctored Wounds
(Spirit Tree)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Expedient Reinforcement
(Fly Trap)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Oil Slick Arrow)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Lockdown
(EMP Arrow)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Titanium Coating
(Temp Invulnerability)
  • MezResist(Sleep) 2.2%
  • 15.26 HP (1.501%) HitPoints
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery


 

Posted

Quote:
Originally Posted by FwaggleWockets View Post
Here is my current build for Sour Weasel. He is my main toon so therefor have no problem dumping gobs of INF into the build. I would like any input.
I love my Plant/TA. She may not be as strong as some other powersets, but she's a swiss army knife hero, with a tool for almost any situation.

Can't comment much on your build, because mine is build like a scraptroller -- tough and weave, and I've slotted Boxing and AA to up the damage output. With the epic Temp Invulnerability and some IOs, she has capped S/L resists and a fair defense. Yours looks to be more team-oriented, with lower damage but more control. All I can suggest is to make a couple extra slots for the Fly Trap, to give it a +Defense (or +Resist) IO and the Achilles Heel Chance for Resistance Debuff proc. Those make the Fly Trap into a pretty capable threat. If you need to free up slots I'd take them from Spirit Tree, it's useful in fewer situations than most of your powers.

Quote:
Also, is there a time in which using Disruption Arrow is better than Acid Arrow or vice versa? It seems to be that except for the wider effect on disruption arrow, acid arrow beats it in all ways. But maybe I'm reading this wrong?
Acid Arrow is better and it is awesome and you will practically have it on auto-fire. Disruption Arrow is inferior, and if you have to skip one skip DA. But if you can keep it do so -- it stacks with Acid Arrow, letting you put even more hurt on tough bosses and AVs. The best part is that DA doesn't need additional slotting at all.


...
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Life is funny. Death is funnier. Mass slaughter can be hilarious.

 

Posted

My latest pet project seems to be pointing out the effect of hold procs in single target holds.

You have both the Devastation and the Lockdown procs in Strangler, which does both Hold and Damage. Like the other single target holds, if Strangler hits, it will hold minions and lieutenants in one shot. It has a 20% chance to apply an extra Mag, which will hold bosses (the "overpower" you see). So, for any boss, you have only a 20% chance to hold him with a single shot of Strangler.

The Devastation proc can hold only if Strangler hits, and then only 15% of the time. The Lockdown proc will add 2 mag, if Strangler hits, 20% of the time. However, those effects are useless for all minions and lts. You may see the tesla cage, but all it does is stack more hold on an already-held foe. The only foes where those procs will have an effect are the 80% of bosses who are hit by Strangler but not held by the "overpower" extra mag. So, the pool of foes who will be affected by those two procs is pretty limited. I think the numbers with both procs will be that you will hold 45% of bosses vs. 20% without the procs, and that is for bosses only. While the procs will look like they are doing more than they are (they will show the tesla cage even if they are just stacking holds on already held foes), they really don't do much.

Then compare that to replacing those two procs with an Acc/Dam Hami-O and a common Damage. That would result in you (a) hitting more often due to higher accuracy and (b) doing Damage to 100% of the foes hit -- minions, lts and bosses. It seems to me that the damage slotting will provide a LOT more benefit.

Now, in Ice Arrow, the reasoning is different. Ice Arrow does not have the 20% chance to Overpower. Ice Arrow has no damage. So, the only question is whether the 20% Chance for Hold proc is worth some extra Acc/Hold/Recharge that you could put in the power. That's more of a judgment call. To some degree it depends on how you use the power. I generally use Ice Arrow to stack holds on bosses with my single target hold, so the proc wouldn't do much good for me.

Emp Arrow has a 50% chance of the extra Mag. That means that you only have a 20% chance to add 2 extra mag to 50% of the bosses -- but it is AoE so you hit a bunch of them. You can decide if it is worth it.

(I love the Devastation on my Arrows blaster -- I have 4 of them. I also love the Lockdown proc in Choking Cloud and a few other places.)

Yes, Acid Arrow is much better, but the radius is too small. I try to use them both for the stacked Resistance Debuff. TA seems to be most effective from stacking all the various effects.

Slotting Carrion Creepers is difficult. It generates pseudopets, and the enhancement of one aspect of it may not carry through to other aspects. I'm not sure that the Posi Blast set will enhance all the kinds of damage it does, since that set will only enhance the damage that is coded as "Targetted AoE Damage." Consider slotting 2-3 Acc/Dam Hami-Os (enhances all damage), 2 Recharge, and maybe the Impeaded Swiftness Slow damage proc. All parts of the power have a slow component, so the proc works all the time.


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

 

Posted

This is the build for my Plant/TA/Fire. I play it a bit different from most of the other posters. I don't take any of the powers that debuff the mobs damage or attack rate, with the exception of Flash Arrow, because I don't want the mobs to do less damage slower because they are doing that damage to themselves.

Since it's a level 50 build I'm not concerned with reducing XP gain from using confusion (not that I ever was, but some PuGs throw fits about it). I don't have the pet because at +4/x8 it doesn't even last a single spawn.

My usual tactics are to stealth in, Flash Arrow to reduce the mobs preception range, Spirit Tree (doesn't alert the mobs so no worries there), target a Boss, and then throw Seeds.

Any bosses that aren't over powered by Seeds get Ice Arrow followed by Strangler or Entangling followed by Roots.

By this time the spawn has self herded and I drop Disruption Arrow into the mix and then hit a boss with Acid Arrow.

I follow this up with either Carrion Creepers or OSA, which ever is up, and season liberally with Fire Ball, Fire Blast, and Roots.

Spirit Tree and Fire Shield are usually enough mitigation to survive what little alpha strike heads my way and if they aren't enough I can throw in Spore Burst to reset a spawn if I miss too many with Seeds (the placate proc is useful even against sleep resistant/immune foes), use Vines + EMP to lock the entire spawn down until Seeds recharges, or just Phase Shift out and run far enough away to drop aggro.

Unlike most of the previous posters I prefer Disruption to Acid Arrow (though both have their uses) for 2 simple reasons, Disruption Arrow has a larger radius and it can be double stacked.

Spawns melt quickly and I really enjoy this controller.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Becuille deDannon: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), HO:Nucle(46), HO:Perox(46)
Level 1: Entangling Arrow -- HO:Endo(A)
Level 2: Flash Arrow -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(37), DarkWD-Rchg/EndRdx(40)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), TotHntr-Dam%(34)
Level 6: Super Speed -- Zephyr-ResKB(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(31)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), EoCur-Acc/Hold/Rchg(48), G'Wdw-Acc/Hold/Rchg(50)
Level 12: Stealth -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Rchg(25)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(23), HO:Endo(50)
Level 20: Acid Arrow -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(21), AnWeak-Acc/Rchg(21), AnWeak-Acc/Rchg/EndRdx(23)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), FrcFbk-Rchg/EndRdx(29), KinCrsh-Rechg/EndRdx(31), RechRdx-I(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Phase Shift -- RechRdx-I(A)
Level 32: Spore Burst -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(33), FtnHyp-Acc/Rchg(33), FtnHyp-Sleep/EndRdx(33), FtnHyp-Plct%(34)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), Achilles-ResDeb%(37)
Level 38: EMP Arrow -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Fire Shield -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Invisibility -- 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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)



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-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

These posts are great. I especially like your attack chan explanation.

I currently use a stealth proc in leap to get to a spawn, run seeds, then acid arrow and then roots. If the alpha strike is a hard one, I will hit them wiith EMP. OSA, Creepers and Fly Trap add to the damage and I pick off attackers with ice arrow. I run at +2x4, but normally lower it on teams.

Thanks all!


 

Posted

Okay I gave it another go in Mids, would love to hear what you have to say. I dropped Poison Gas Arrow and Tactics, which isn't a huge loss except for the set loss on fortuna.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Sour Weasel: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Nucle(46)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Flash Arrow -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(37)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(13), GravAnch-Hold%(17)
Level 6: Stealth -- LkGmblr-Rchg+(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(15), HO:Perox(50)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(17), EoCur-Acc/Hold/Rchg(31), G'Wdw-Acc/Hold/Rchg(48)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Invisibility -- LkGmblr-Rchg+(A)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(23), RechRdx-I(25), HO:Endo(46)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), AnWeak-Acc/DefDeb(21), AnWeak-Acc/Rchg(21), ShldBrk-Acc/DefDeb(23), ShldBrk-Acc/Rchg(25), AnWeak-DefDeb(50)
Level 22: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal(42), Dct'dW-Heal/EndRdx/Rchg(43)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), FrcFbk-Rchg/EndRdx(29), KinCrsh-Rechg/EndRdx(29), ImpSwft-Dam%(50)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), DefDeb-I(34), Achilles-ResDeb%(46)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: EMP Arrow -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx(45)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Phase Shift -- RechRdx-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(45)
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 3.75% Defense(Ranged)
  • 96.25% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 4% Enhancement(Confused)
  • 33% Enhancement(Accuracy)
  • 5% FlySpeed
  • 49.6 HP (4.877%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 4.7%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 4.7%
  • 26.5% (0.443 End/sec) Recovery
  • 20% (0.849 HP/sec) Regeneration
  • 6.93% Resistance(Fire)
  • 6.93% Resistance(Cold)
  • 5% RunSpeed

------------
Set Bonuses:
Basilisk's Gaze
(Strangler)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Dark Watcher's Despair
(Flash Arrow)
  • 15.26 HP (1.501%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Positron's Blast
(Roots)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Coercive Persuasion
(Seeds of Confusion)
  • 4% (0.067 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Basilisk's Gaze
(Ice Arrow)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.425 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Invisibility)
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Vines)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Analyze Weakness
(Acid Arrow)
  • 10% (0.425 HP/sec) Regeneration
  • MezResist(Stun) 2.2%
Shield Breaker
(Acid Arrow)
  • 2.5% (0.042 End/sec) Recovery
Doctored Wounds
(Spirit Tree)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Fly Trap)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Oil Slick Arrow)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Unbreakable Constraint
(EMP Arrow)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Titanium Coating
(Temp Invulnerability)
  • MezResist(Sleep) 2.2%
  • 15.26 HP (1.501%) HitPoints
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery


 

Posted

Quote:
Originally Posted by Local_Man View Post
(I love the Devastation on my Arrows blaster -- I have 4 of them. I also love the Lockdown proc in Choking Cloud and a few other places.)
All the advice given above by Local_Man is excellent.

I have the Lockdown proc in all my holds, because I have a complete set of Lockdown in all my holds, because I wanted the set's defense bonuses.

I have the Devastation proc in my single target *immobilize*, along with the Gravitational Anchor proc. Together they turn my immobilize into a third single target hold that's semi-reliable.


...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.

 

Posted

This is my build for one I'm working on. The TA component is very similar to my Fire/TA who I have a lot f fun with and is arguably my best toon ever. He has Ice as an APP but she's a villain and I wanted something different - and also I wanted something that will light Oil Slick easily, hence the Mu PPP


Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Barbed Quarrel: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Concealment
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Strangler

  • (A) Entropic Chaos - Accuracy/Damage
  • (3) Entropic Chaos - Damage/Endurance
  • (3) Entropic Chaos - Damage/Recharge
  • (5) Entropic Chaos - Damage/Endurance/Recharge
Level 1: Entangling Arrow
  • (A) HamiO:Endoplasm Exposure
Level 2: Roots
  • (A) Gravitational Anchor - Immobilize
  • (7) Gravitational Anchor - Immobilize/Recharge
  • (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (9) Gravitational Anchor - Immobilize/Endurance
  • (9) Gravitational Anchor - Chance for Hold
  • (11) HamiO:Centriole Exposure
Level 4: Glue Arrow
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (5) Pacing of the Turtle - Chance of -Recharge
  • (11) Pacing of the Turtle - Accuracy/Endurance
  • (13) Pacing of the Turtle - Range/Slow
Level 6: Flash Arrow
  • (A) Siphon Insight - Accuracy/ToHit Debuff
Level 8: Seeds of Confusion
  • (A) Coercive Persuasion - Confused
  • (15) Coercive Persuasion - Confused/Recharge
  • (15) Coercive Persuasion - Accuracy/Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Recharge
  • (17) Coercive Persuasion - Confused/Endurance
Level 10: Ice Arrow
  • (A) Lockdown - Accuracy/Hold
  • (19) Lockdown - Accuracy/Recharge
  • (21) Lockdown - Recharge/Hold
  • (21) Lockdown - Endurance/Recharge/Hold
  • (23) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (23) Lockdown - Chance for +2 Mag Hold
Level 12: Spirit Tree
  • (A) Numina's Convalescence - Heal/Recharge
Level 14: Stealth
  • (A) Luck of the Gambler - Defense/Recharge
  • (27) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense/Endurance/Recharge
  • (29) Gift of the Ancients - Defense/Endurance
  • (31) Gift of the Ancients - Defense/Endurance/Recharge
Level 16: Hasten
  • (A) Recharge Reduction
  • (19) Recharge Reduction
  • (33) Recharge Reduction
Level 18: Recall Friend
  • (A) Endurance Reduction
Level 20: Teleport
  • (A) Endurance Reduction
Level 22: Vines
  • (A) Unbreakable Constraint - Hold
  • (33) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (33) Unbreakable Constraint - Accuracy/Recharge
  • (34) Unbreakable Constraint - Chance for Smashing Damage
  • (34) HamiO:Nucleolus Exposure
Level 24: Acid Arrow
  • (A) Analyze Weakness - Defense Debuff
  • (25) Analyze Weakness - Accuracy/Defense Debuff
  • (25) Analyze Weakness - Accuracy/Recharge
  • (27) Analyze Weakness - Defense Debuff/Endurance/Recharge
  • (31) Analyze Weakness - Accuracy/Endurance/Recharge
Level 26: Carrion Creepers
  • (A) HamiO:Centriole Exposure
  • (34) HamiO:Endoplasm Exposure
  • (36) HamiO:Peroxisome Exposure
  • (36) Kinetic Crash - Recharge/Knockback
  • (36) Force Feedback - Recharge/Knockback
  • (37) HamiO:Nucleolus Exposure
Level 28: Disruption Arrow
  • (A) Range
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Luck of the Gambler - Defense/Endurance
  • (37) Luck of the Gambler - Recharge Speed
Level 32: Fly Trap
  • (A) Expedient Reinforcement - Accuracy/Damage
  • (37) Expedient Reinforcement - Damage/Endurance
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (39) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (39) Soulbound Allegiance - Damage
  • (40) Soulbound Allegiance - Chance for Build Up
Level 35: Oil Slick Arrow
  • (A) Positron's Blast - Accuracy/Damage
  • (40) Positron's Blast - Damage/Endurance
  • (40) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Range
  • (42) Positron's Blast - Accuracy/Damage/Endurance
  • (42) Positron's Blast - Chance of Damage(Energy)
Level 38: EMP Arrow
  • (A) Lockdown - Accuracy/Hold
  • (43) Lockdown - Recharge/Hold
  • (43) Lockdown - Endurance/Recharge/Hold
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 41: Charged Armor
  • (A) Impervium Armor - Resistance
  • (45) Impervium Armor - Resistance/Endurance
  • (46) Impervium Armor - Resistance/Recharge
  • (46) Impervium Armor - Resistance/Endurance/Recharge
Level 44: Ball Lightning
  • (A) Energy Manipulator - Chance to Stun
  • (45) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Damage/Range
Level 47: Summon Guardian
  • (A) HamiO:Peroxisome Exposure
  • (48) HamiO:Nucleolus Exposure
  • (50) HamiO:Nucleolus Exposure
  • (50) Call to Arms - Defense Bonus Aura for Pets
  • (50) Energy Manipulator - Chance to Stun
Level 49: Spore Burst
  • (A) HamiO:Endoplasm Exposure
------------
Level 1: Brawl
  • (A) Damage Increase
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Jumping
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (13) Numina's Convalescence - Heal
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (46) Performance Shifter - EndMod/Recharge
  • (48) Performance Shifter - Accuracy/Recharge
  • (48) Performance Shifter - Chance for +End



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

I'm curious. I've noticed a trend in most of the builds in this thread, in particular the slotting of Seeds of Confusion. Is there a reason why folks choose not to slot the Contagious Confusion proc in SoC?

Slotting the proc practically ensures that you will confuse ever critter in a mob, bosses included.


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
I'm curious. I've noticed a trend in most of the builds in this thread, in particular the slotting of Seeds of Confusion. Is there a reason why folks choose not to slot the Contagous Confusion proc in SoC?

Slotting the proc practically ensures that you will confuse ever critter in a mob, bosses included.

I guess it's because it's an AoE confuse already. So once you've got a bunch of peeps confused, held, immobed and ultimately fried, there's not much time for anyone else to catch that confuse. Most people will have caught it by now.

I could be wrong but I see Contagious Confusion as being much more use in an ST Confuse power



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

I would slot Contagious Confusion just because it can hit things that are outside the cone. The help with confusing bosses helps too.


 

Posted

Quote:
Originally Posted by FwaggleWockets View Post
Okay I gave it another go in Mids, would love to hear what you have to say.
Why the perox in Seeds? It has no damage to enhance...


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I would slot Contagious Confusion just because it can hit things that are outside the cone. The help with confusing bosses helps too.
Yeah, I plan on putting the Contagious Confusion proc in my Seeds for my Plant/Kin. (I never IO'ed out my Plant/Rad.) I see three benefits, even though they are not huge: A) it has a chance to confuse foes that might have been missed by the Seeds cone. B) it might hit foes outside of the cone, and C) it will increase my chance of confusing bosses. Seeds already has a 20% chance of an extra Mag (for a much shorter duration). The proc will allow you to add extra Mag 33% of the time. Combining the two will give you about a 46% chance to confuse bosses.

Quote:
Originally Posted by MichaelB View Post
Why the perox in Seeds? It has no damage to enhance...
True. A Perox (Dam/Mez Hami-O) will be worthless in Seeds of Confusion.

I'm not crazy about that build by Scarlett Shocker. Roots need to be slotted for Damage. 5-slotting Stealth for Defense when it supresses?


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
I'm not crazy about that build by Scarlett Shocker. Roots need to be slotted for Damage. 5-slotting Stealth for Defense when it supresses?

I'm not sure what you mean by "when it supresses?" but as far as Roots, I'm not too worried about damage. I am quite happy to get them locked down and all the other powers will chip away at them. Most minions won't last long even without damage slots and Lts and Bosses won't be going anywhere so I can pick them apart. I've got both Nemesis Staff, Blackwand and Ghost Slaying Axe, so they can all come into play. Besides, once immobbed then they get to be confused and kill each other.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
I'm not sure what you mean by "when it supresses?" but as far as Roots, I'm not too worried about damage. I am quite happy to get them locked down and all the other powers will chip away at them. Most minions won't last long even without damage slots and Lts and Bosses won't be going anywhere so I can pick them apart. I've got both Nemesis Staff, Blackwand and Ghost Slaying Axe, so they can all come into play. Besides, once immobbed then they get to be confused and kill each other.
Take a look at the City of Data entry on Controller Stealth HERE. Stealth gives you 2.25% defense plus another 2.25% defense except when you attack or touch a glowie (or just about anything else). The second 2.25% is suppressed for 10 seconds. In battle, that defense is worthless -- you are only enhancing a total of 2.25% rather than 4.5% -- that's a lot of slots to devote to such a small amount of Defense. (Personally, I would take Maneuvers over Stealth, as Maneuvers is slightly more defense, but for the entire team. If I want invisibility, I usually go with Super Speed+Stealth IO.)

Roots does twice the damage that other AoE Immob powers do from other controllers. Then you double that damage for Containment. That means that while the foes are confused and can't move, you are doing a decent amount of damage over time. Slot up Roots for Damage, then add your 15% Resistance Debuff from Disruption Arrow and 15% Resistance Debuff from Acid Arrow, and you can take down large groups almost as fast as you can take down individuals. This is why Plant controllers are considered second to Fire Controllers as the best damage dealers.

Slotting for Immobilization duration isn't all that important since the power recharges much faster than the Immobilzation runs out. If you are constantly firing off Roots for Damage, the foes will all be Immobilized until they drop.

Besides, you don't really want your confused foes doing lots of damage to or killing each other. The more damage they do to each other, the less XP there is available for you and your team to earn. By slotting up Roots for Damage, you are able to do a decent amount of that damage yourself, allowing you to earn more XP.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
Besides, you don't really want your confused foes doing lots of damage to or killing each other. The more damage they do to each other, the less XP there is available for you and your team to earn.
While you absolutely should slot Roots for damage & damage procs, the confused mobs costing XP is a bit of a fallacy. Sure, the damage they do to each other does take away some of your XP, but then they're killing each other faster than you alone, which means an increased XP flow. I believe tests have shown it's a net positive at the end of the day. If you're on a high DPS team, it may end up being a tiny net negative, but likely not noticeable.

As for slotting stealth powers for def, I slot some stealth powers (SI, SM, AF, the latter two don't suppress anyway), but then I build for def. Even after suppression, SI (and I guess Stealth) gives you 2.25%, which is about the same as Maneuvers (though only for you), and if that can get you closer to def cap, it's absolutely worth slotting. If you're sitting below 20% overall def, it's likely not. And of course, sometimes you're not attacking, but are at risk, whether from high-perception mobs or just AoEs, and the full 4.5% + slotting is nothing to sneeze at.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
While you absolutely should slot Roots for damage & damage procs, the confused mobs costing XP is a bit of a fallacy. Sure, the damage they do to each other does take away some of your XP, but then they're killing each other faster than you alone, which means an increased XP flow. I believe tests have shown it's a net positive at the end of the day. If you're on a high DPS team, it may end up being a tiny net negative, but likely not noticeable.
Yeah, I'm pretty familiar with that. I spent a large section in my Illusion/Rad guide going over the myths and truths of confusion. Basically, Seeds is a wonderful control power. Yes, some foes will do damage to one another, making a small reduction to the amount of available XP. However, as long as you do a lot of the damage, you actually get bonus XP you didn't earn. The net effect is you might get a little bit less XP per foe and per mission, but you may be able to defeat foes and complete missions a little faster. So you can defeat more foes and do more missions in the same amount of time.

However, that is all based upon certain presumptions that are not always true. In total, the numbers don't make that big a difference because Seeds + Roots are important for the control of a Plant controller. The most important thing is to make sure that you are doing damage to the foes being attacked by Confused foes. Slotting Roots for Damage will accomplish that easily. Not slotting Roots for damage will mean a greater chance that you and your team will have less available XP to earn.

Quote:
As for slotting stealth powers for def, I slot some stealth powers (SI, SM, AF, the latter two don't suppress anyway), but then I build for def. Even after suppression, SI (and I guess Stealth) gives you 2.25%, which is about the same as Maneuvers (though only for you), and if that can get you closer to def cap, it's absolutely worth slotting. If you're sitting below 20% overall def, it's likely not. And of course, sometimes you're not attacking, but are at risk, whether from high-perception mobs or just AoEs, and the full 4.5% + slotting is nothing to sneeze at.
That build was not high enough defense to make it worthwhile to slot for defense, in my opinion. It showed 10.4-14% Defense, which doesn't do all that much. I agree with you that if you have enough Defense stacked up, it becomes more worthwhile, but not in the build shown.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
That build was not high enough defense to make it worthwhile to slot for defense, in my opinion. It showed 10.4-14% Defense, which doesn't do all that much. I agree with you that if you have enough Defense stacked up, it becomes more worthwhile, but not in the build shown.
Ah, yeah, I didn't look at his build specifically. At 10~14%, it's not worthwhile.


An Offensive Guide to Ice Melee

 

Posted

ok based on the feedback here I've reworked the build thusly:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Barbed Quarrel: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Strangler

  • (A) Entropic Chaos - Accuracy/Damage: Level 35
  • (3) Entropic Chaos - Damage/Endurance: Level 35
  • (3) Entropic Chaos - Damage/Recharge: Level 35
  • (5) Entropic Chaos - Damage/Endurance/Recharge: Level 35
Level 1: Entangling Arrow
  • (A) HamiO:Endoplasm Exposure
Level 2: Roots
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (7) Positron's Blast - Damage/Endurance: Level 50
  • (7) Positron's Blast - Damage/Range: Level 50
  • (9) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 4: Glue Arrow
  • (A) Pacing of the Turtle - Accuracy/Slow: Level 40
  • (5) Pacing of the Turtle - Chance of -Recharge: Level 40
  • (9) Pacing of the Turtle - Damage/Slow: Level 50
  • (11) Pacing of the Turtle - Accuracy/Endurance: Level 40
  • (11) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
  • (13) Pacing of the Turtle - Range/Slow: Level 50
Level 6: Flash Arrow
  • (A) Siphon Insight - Accuracy/ToHit Debuff: Level 40
Level 8: Seeds of Confusion
  • (A) Coercive Persuasion - Confused: Level 50
  • (15) Coercive Persuasion - Confused/Recharge: Level 50
  • (15) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (17) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (17) Coercive Persuasion - Confused/Endurance: Level 50
  • (37) Coercive Persuasion - Contagious Confusion: Level 50
Level 10: Ice Arrow
  • (A) Lockdown - Accuracy/Hold: Level 40
  • (19) Lockdown - Accuracy/Recharge: Level 40
  • (21) Lockdown - Recharge/Hold: Level 40
  • (21) Lockdown - Endurance/Recharge/Hold: Level 40
  • (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 40
  • (23) Lockdown - Chance for +2 Mag Hold: Level 50
Level 12: Hasten
  • (A) Recharge Reduction
  • (19) Recharge Reduction
  • (33) Recharge Reduction
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Defense/Recharge: Level 40
  • (27) Luck of the Gambler - Recharge Speed: Level 40
  • (29) Luck of the Gambler - Defense/Endurance/Recharge: Level 40
  • (31) Luck of the Gambler - Defense/Endurance: Level 50
Level 16: Poison Gas Arrow
  • (A) HamiO:Endoplasm Exposure
Level 18: Stealth
  • (A) Gift of the Ancients - Defense/Endurance: Level 40
  • (29) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
Level 20: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (33) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (34) Luck of the Gambler - Recharge Speed: Level 50
  • (37) Luck of the Gambler - Endurance/Recharge: Level 50
Level 22: Vines
  • (A) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
  • (31) Lockdown - Accuracy/Hold: Level 50
  • (33) HamiO:Endoplasm Exposure
Level 24: Acid Arrow
  • (A) Analyze Weakness - Defense Debuff: Level 40
  • (25) Analyze Weakness - Accuracy/Defense Debuff: Level 40
  • (25) Analyze Weakness - Accuracy/Recharge: Level 40
  • (27) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 40
  • (31) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
Level 26: Carrion Creepers
  • (A) HamiO:Centriole Exposure
  • (34) HamiO:Endoplasm Exposure
  • (36) HamiO:Peroxisome Exposure
  • (36) Kinetic Crash - Recharge/Knockback: Level 40
  • (36) Force Feedback - Recharge/Knockback: Level 40
  • (37) HamiO:Nucleolus Exposure
Level 28: Disruption Arrow
  • (A) Range
Level 30: Super Jump
  • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range: Level 50
Level 32: Fly Trap
  • (A) Expedient Reinforcement - Accuracy/Damage: Level 40
  • (34) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 40
  • (39) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 40
  • (39) Expedient Reinforcement - Damage/Endurance: Level 50
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
Level 35: Oil Slick Arrow
  • (A) Positron's Blast - Accuracy/Damage: Level 40
  • (40) Positron's Blast - Damage/Endurance: Level 40
  • (40) Positron's Blast - Damage/Recharge: Level 40
  • (42) Positron's Blast - Damage/Range: Level 40
  • (42) Positron's Blast - Accuracy/Damage/Endurance: Level 40
Level 38: EMP Arrow
  • (A) Lockdown - Accuracy/Hold: Level 40
  • (42) Lockdown - Accuracy/Recharge: Level 50
  • (43) Lockdown - Recharge/Hold: Level 40
  • (43) Lockdown - Endurance/Recharge/Hold: Level 40
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 40
  • (46) Lockdown - Chance for +2 Mag Hold: Level 50
Level 41: Charged Armor
  • (A) Impervium Armor - Resistance: Level 40
  • (45) Impervium Armor - Resistance/Endurance: Level 40
  • (46) Impervium Armor - Resistance/Endurance/Recharge: Level 40
Level 44: Ball Lightning
  • (A) Energy Manipulator - Chance to Stun: Level 20
  • (45) Positron's Blast - Chance of Damage(Energy): Level 40
  • (45) Positron's Blast - Damage/Range: Level 40
Level 47: Summon Guardian
  • (A) HamiO:Peroxisome Exposure
  • (48) HamiO:Nucleolus Exposure
  • (50) HamiO:Nucleolus Exposure
  • (50) Call to Arms - Defense Bonus Aura for Pets: Level 30
  • (50) Call to Arms - Accuracy/Recharge: Level 30
Level 49: Spore Burst
  • (A) HamiO:Endoplasm Exposure
------------
Level 1: Brawl
  • (A) Damage Increase
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Jumping
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 40
  • (13) Numina's Convalescence - Heal: Level 40
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 40
  • (46) Performance Shifter - EndMod/Recharge: Level 40
  • (48) Performance Shifter - Accuracy/Recharge: Level 40
  • (48) Performance Shifter - Chance for +End: Level 40



One other question is OSA: does elec set it off? If electric doesn't am I forced to choose fire? I'd understood there are a few powers that work to ignite OSA but reading a TA guide I was surprised to see only fire being the effective ignition source but that guide's quite old now.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
One other question is OSA: does elec set it off? If electric doesn't am I forced to choose fire?
Yes, any fire or energy damage will ignite it. My troller uses Power Blast from the APP.

I believe that if you are Magic or Tech origin, your starting origin attack (Apprentice Charm or Taser Dart) will ignite the oil slick also.


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