Plant/Storm/Earth and a random question.


Amy_Amp

 

Posted

I am thinking about making a Plant/Storm/Earth and have two questions.

(1) If I take Invisibilty And steamy mist, will I be detected by ambushes in the AE farms? (Yes, I will be PL'ing this toon into the mid-late 20's with an Alt Account).

(2) I have heard, but never seen, that this can be an insane farmer (with capped S/L defense). If true, how good are they? Same level as Fire/Kin or SS/Fire Brute? Not building this toon to be a sole farmer, but I like to hop in farms from time to time.

Thanks!


 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
(1) If I take Invisibilty And steamy mist, will I be detected by ambushes in the AE farms? (Yes, I will be PL'ing this toon into the mid-late 20's with an Alt Account).
They won't stack since you can only have one toggled at a time. The stealth IOs do stack with Steamy Mist; Super Speed does as well.

Quote:
Originally Posted by Black_Aftermath View Post
(2) I have heard, but never seen, that this can be an insane farmer (with capped S/L defense). If true, how good are they? Same level as Fire/Kin or SS/Fire Brute? Not building this toon to be a sole farmer, but I like to hop in farms from time to time.
As far as performance goes I haven't seen any hard numbers for a side by side comparison. The Market Forums had a thread discussing influence/minute of various builds, you may find answers there.

The two other farmer builds you mentioned require very little investment to make them "farm capable"; people tend to follow the path of least resistance, or in this case the path of least investment.

I warn you that Plant/Storm/Stone is end heavy. Even with IOs you'll probably be locked into the Cardiac Alpha to offset the high endurance usage. Also be aware that /Stone requires you to be on the ground for Fissure and Hurl Boulder. For this reason alone I switched to /Ice. Hovering allows you to effectively position Lighting Storm. If you actively "herdicane" hovering makes Hurricane a little more forgiving, knockback becomes a psuedo knockdown, thus reducing scatter.


 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
(2) I have heard, but never seen, that this can be an insane farmer (with capped S/L defense). If true, how good are they? Same level as Fire/Kin or SS/Fire Brute?
No. Why not? Both have damage auras which are the best way to pump out AoE damage. A SS/fire brute has two ways to boost it's damage outside of fury. A Fire/kin can cap it's damage and then containment kicks in which ignores the damage cap. Outside of /kin for controllers, /storm will be one of the best for pumping out additional damage. You'll need damage procs to help boost your damage output, but in the end it will be rather good due to Seeds creating mitigation and additional passive offense. Will it fit your idea of a build that will work good for helping out in farms? Very much so. I have a level 37 Plant/storm myself and it's been rather fun so far.


 

Posted

I appreciate the feedback. I figured that Plant/Storm/Earth would be hardpressed to keep up with the two known power houses, but the more I looked in mids , my goodness: Easy to cap S/L defense, a huge -tohit, great mitigation through Seeds and general chaos, plus a self heal (granted a long recharge). Then for damage: Freezing Rain, Seeds, 2 Lightning Storms, 2 Tornado's, Roots, Creepers, Fly Trap, Fissure. Seismis Smash for finishing off bosses. Almost seemed to go to be true.

Does containment double the damage of Tornado or Lightning Storm or Creepers?

Back to the Invis question, is invisibility alone enough to go undetected by an ambush? Would I need Invis PLUS a stealth IO?


 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
I appreciate the feedback. I figured that Plant/Storm/Earth would be hardpressed to keep up with the two known power houses, but the more I looked in mids , my goodness: Easy to cap S/L defense, a huge -tohit, great mitigation through Seeds and general chaos, plus a self heal (granted a long recharge). Then for damage: Freezing Rain, Seeds, 2 Lightning Storms, 2 Tornado's, Roots, Creepers, Fly Trap, Fissure. Seismis Smash for finishing off bosses. Almost seemed to go to be true.
Go with your guts! If you have the cash to make the build happen go for it! It is a beastly combo when its potential is unleashed!

Quote:
Originally Posted by Black_Aftermath View Post
Does containment double the damage of Tornado or Lightning Storm or Creepers?
Not 100% certain but I don't think pseudo pets benefit from containment. I have never seen anything in game indicating that they do.

Quote:
Originally Posted by Black_Aftermath View Post
Back to the Invis question, is invisibility alone enough to go undetected by an ambush? Would I need Invis PLUS a stealth IO?
Personally I wouldn't waste my time with Invis. At softcap, with full out fury, very little will touch you. If they start hooking and jabbing with you (melee range) fire off Hurricane, they wont stand a chance. Another con to consider it that Invis prevents you from attacking. Some ambush can't be avoid regardless as they cue in to your location regardless of what state of stealth you are in.


 

Posted

I go for capped ranged defense, rather than S/L, on all my stormies. I'm very aggressive in my play however, and actively herdicane/immobilize constantly to keep things bunched up for constant tornadoes. Ranged Def + immobilize works well for AV's too, if that's your thing - the only AVs I didn't manage to solo my stormies were Recluse (with his irritating -end attack) and... uhm... the purple-costumed dude with mind control powers... can't recall his name

Be sure to frankenslot fissure for range - it's possible to fissure outside of hurricane's radius, which is exceedingly handy.


 

Posted

Quote:
Originally Posted by kinaki View Post
... uhm... the purple-costumed dude with mind control powers... can't recall his name
I think his name is Mayonnaise or something like that.


 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
a huge -tohit
I actually don't use Hurricane due to it interfering with mobs killing each other via Seeds and I find Hurricane in general a pain in the rear to deal with. My eventual build where I respec into a build that gets the Fitness pool inherit might add it in there, but I don't plan on using it much.

Quote:
Originally Posted by Black_Aftermath View Post
Does containment double the damage of Tornado or Lightning Storm or Creepers?
Nope.


 

Posted

Don't forget inspirations. It isn't hard to stay consistently near damage cap with this combination. Plant/Storm loves large spawns and solo that means tons of inspirations. Turn them all into reds and enjoy.


 

Posted

I did a Manti TF to ding 38. It's still a fun as hell combo that I kind of wished it wasn't on a lower pop server. One of the few builds that makes me think I wouldn't do a default pseudo retirement on the build once it hit 50 like most of my level 50s go through.


 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
(2) I have heard, but never seen, that this can be an insane farmer (with capped S/L defense). If true, how good are they? Same level as Fire/Kin or SS/Fire Brute? Not building this toon to be a sole farmer, but I like to hop in farms from time to time.
My Plant/Storm does not have capped S/L (haven't bothered to do my respec yet), but does have perma-hasten through ridiculous amounts of global recharge.

Fighting Neuron's robots at +3/x8 in AE, herostats indicated my influence earnings were ~500k/minute -> 30M/hour. On the other hand, I don't know what a 'good' earning rate is for a Fire/Kin or a SS/Fire Brute.

Running the demon farm at +1/x8, I earn much less in raw inf (15 - 18 M/hour), but the increased kill speed nets greater chances for purple drops per hour.

Of course, YMMV.


Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu
- SS/WP B

 

Posted

Quote:
Originally Posted by Mezzosoprano View Post
Fighting Neuron's robots at +3/x8 in AE, herostats indicated my influence earnings were ~500k/minute -> 30M/hour. On the other hand, I don't know what a 'good' earning rate is for a Fire/Kin or a SS/Fire Brute.
+525k/minute is the highest I have seen openly posted. Numbers are posted in the last thread I linked to.

That's a great earning rate you posted. You would almost expect a Plant/Storm to be a good farmer. (God that was an awful joke!)


 

Posted

Thanks for the feed back guys. I put together a couple of builds, both are similar but different enough to warrant consideration.

I stuck with capping S/L Defense, mainly because I couldn't find a way to cap Ranged Defence without crippling some of the powers I feel are necessary. I'm open to suggestions, I just had trouble thinking it through.

I could have used more purple sets, but buying all of the sets will be more of a long-term goal. These two builds are both attainable fairly quickly with my current bank account balance.

Build 1:

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

Click this DataLink to open the build!

Naughty with Nature: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
Level 4: Entangle -- Enf'dOp-Acc/Immob(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(13), S'dpty-Def(13), S'dpty-Def/EndRdx(15)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Freezing Rain -- Posi-Dmg/Rchg(A), Posi-Dam%(17), LdyGrey-DefDeb/Rchg(17), LdyGrey-%Dam(19), Achilles-ResDeb%(43)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(43)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23), S'dpty-Def(23), S'dpty-Def/EndRdx(25)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), S'dpty-Def(31), S'dpty-Def/EndRdx(31)
Level 26: Carrion Creepers -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(29)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 30: Spirit Tree -- Numna-Regen/Rcvry+(A)
Level 32: Fly Trap -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Tornado -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Dmg(36), LdyGrey-%Dam(36), Achilles-ResDeb%(37), ExStrk-Dam%(46)
Level 38: Lightning Storm -- Dev'n-Dmg/Rchg(A), Thundr-Dmg/Rchg(39), Apoc-Dmg/Rchg(39), Decim-Dmg/Rchg(39), Apoc-Dam%(40), ExStrk-Dam%(46)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), FrcFbk-Rechg%(50)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), S'dpty-Def(48), S'dpty-Def/EndRdx(48)
Level 49: Earth's Embrace -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(50), Numna-Heal/Rchg(50)
------------
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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(7), Mrcl-Rcvry+(7)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(19), P'Shift-End%(21)



Build 2

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

Click this DataLink to open the build!

Naughty with Nature: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
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(34), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
Level 4: Entangle -- Enf'dOp-Acc/Immob(A), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Rchg(43)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(13), S'dpty-Def(13), S'dpty-EndRdx(15)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Freezing Rain -- Posi-Dmg/Rchg(A), Posi-Dam%(17), LdyGrey-DefDeb/Rchg(17), LdyGrey-%Dam(19), Achilles-ResDeb%(43)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(21)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23), S'dpty-Def(23), S'dpty-EndRdx(25)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), S'dpty-Def(31), S'dpty-EndRdx(31)
Level 26: Carrion Creepers -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(29)
Level 28: Assault -- EndRdx-I(A)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Tornado -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Dmg(36), LdyGrey-%Dam(36), Achilles-ResDeb%(37), ExStrk-Dam%(46)
Level 38: Lightning Storm -- Dev'n-Dmg/Rchg(A), Thundr-Dmg/Rchg(39), Apoc-Dmg/Rchg(39), Decim-Dmg/Rchg(39), Apoc-Dam%(40), ExStrk-Dam%(46)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), S'dpty-Def(48), S'dpty-EndRdx(48)
Level 49: Earth's Embrace -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50), Numna-Regen/Rcvry+(50)
------------
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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(7), Mrcl-Rcvry+(7)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(19), P'Shift-End%(21)


 

Posted

They both look pretty good but I vote for build 1.

Some quick comments:

  • I am curious how the slotting of Lightning Storm will work out. It looks like it may have some potential.
  • I like what you did with the +regen bonuses.
  • Swap the Numina's out of Spirit Tree and put it in health so its on all the time.
  • You can also put a Kinetic Combat set in Seismic Smash which will allow you to drop Maneuvers. You can maintain relatively the same level of S/L defense and improve your recovery in addition to freeing up a power and slots. The drawback is that you lose ~12.5% Global recharge.

Data Chunk with example of changes:

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Posted

Thunderstrike and the 6th slot for coercive persuasion are both good for capping ranged defense, as are the blood mandate and expedient reinforcement pet sets (tornado is a pet).

Slot fissure for range - you want it reaching beyond the 25ft radius of hurricane.

Ragnarok in creepers is an utter waste. Only certain portions of the patch's effects will be getting enhanced. Go with nucleus HO's instead.

Slot Hurricane for max tohit AND endred if possible.

You want max recharge in freezing rain, EVERYTHING else is secondary.

Procs in tornado are generally a waste imo - they can only have a chance to occur once every ten seconds.

There's probably other stuff that's I'm missing. For reference, here's an [outdated] earth/storm build for ideas. I also have a plant/storm but the build's long-since been deleted.

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Posted

Salty and Kinaki, I appreciate the advice. I have made some changes, but I'm still looking for critique.

One thing I haven't mentioned (although might be obvious) is that I'll be going with the Cardiac Alpha slot.

Questions:

1) I'm reluctant to sacrifice the global recharge bonus (already making several sacrifices in this area as it is) in Fissure to add an more range. As it stands now, I'm a little less than 2 feet shy of Hurricanes radius. Is it THAT important to go beyond? Won't I be keeping enemies JUST inside that radius anyway to apply the -tohit? Also, won't roots prevent them from going anywhere?

1a) Or will roots not prevent the repel component of Hurricane?

2) Again, having trouble making sacrifices, but I have my Ranged defense at 30% and S/L still capped. Shouldn't 30% ranged defense mixed with strong Regen, good Hard Control and 45% -tohit be enough for most content?

3) How would the Forced Feedback proc work in Lightning Storm? Would it apply to my powers or just recharge Lightning Storms blast quicker?

4) Since Fly Trap has two aoe's with Roots and Fling Thorns, would he make good use of the +Build Up Proc?



Here is the build as it currently stands. Thoughts?

Code:
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Posted

Looking over your most recent build, you have CJ, Hover, and Fly. Could you drop either the leaping or flight pool and pick up manuevers?

My current build is excessively purpled, but may give you some additional ideas.


Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu
- SS/WP B

 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
Salty and Kinaki, I appreciate the advice. I have made some changes, but I'm still looking for critique.

One thing I haven't mentioned (although might be obvious) is that I'll be going with the Cardiac Alpha slot.

Questions:

1) I'm reluctant to sacrifice the global recharge bonus (already making several sacrifices in this area as it is) in Fissure to add an more range. As it stands now, I'm a little less than 2 feet shy of Hurricanes radius. Is it THAT important to go beyond? Won't I be keeping enemies JUST inside that radius anyway to apply the -tohit? Also, won't roots prevent them from going anywhere?

1a) Or will roots not prevent the repel component of Hurricane?
Roots will not prevent the Repel part of Hurricane. They may not be knocked back, but they will be pushed back.

Quote:
2) Again, having trouble making sacrifices, but I have my Ranged defense at 30% and S/L still capped. Shouldn't 30% ranged defense mixed with strong Regen, good Hard Control and 45% -tohit be enough for most content?
Depends on your playstyle, but yes, that should be enough most of the time.

Quote:
3) How would the Forced Feedback proc work in Lightning Storm? Would it apply to my powers or just recharge Lightning Storms blast quicker?
The proc would apply to the pseudopet, Lightning Storm. Sadly, Recharge buffs don't work on pets and pseudopets, so the proc will do nothing.


Quote:
4) Since Fly Trap has two aoe's with Roots and Fling Thorns, would he make good use of the +Build Up Proc?
Yes, the proc will work in Twoey. However, you want to make sure that he is fully slotted for Damage first. And I'm not sure, but the Achilles Heal proc may actually result in more overall damage.

By the way, Fly Trap has several nicknames, but my favorite is Twoey. Have you ever seen Little Shop of Horrors? Seymore names the man-eating plant after his co-worker, the "Audrey II," but calls it "Twoey." Some people call it an "Audrey," but that isn't really right. Some call it "Chompy." Mental Maden calls it "Serena" because it is stronger than Venus (women's tennis joke).


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 Mezzosoprano View Post
Looking over your most recent build, you have CJ, Hover, and Fly. Could you drop either the leaping or flight pool and pick up manuevers?

My current build is excessively purpled, but may give you some additional ideas.
I have hover and combat jumping so I can switch between ground and arial combat without falling below the S/L softcap.

Due to the various tactics for deploying hurricane I thought this would be a good idea. Opted for CJ over Maneuvers because of the endurance cost associated with Maneuvers and the added mobility of CJ.


 

Posted

Of all powersets, across all AT's, a storm set makes the most of capped ranged defense. A /storm controller, capable of herdicaning 25 mobs into a pile and keep them at bay with -kb immobilize? Even Better. A Plant/Storm controller capable of AoE confusing every 15-20 seconds, herdicaning 50 (mostly) confused mobs into a pile and keep them at bay? Superb.

But all this is fine turning based on personal playstyle.
Key points: 1) You don't need high amounts of +recharge on a plant/storm - ever since the pet recharge nerf, it's nice to have but hardly anything to rave about. It's mostly useful for FR, Hurricane, and the pseudo pets. 2) Unless you want to toggle off hurricane every time you want to fissure, you need to slot if for range. Frankenslotting for 25+ range, stun, and damage is even better.

Just level up the set for now. Storm can be played in a couple different ways and that will dictate how you wish to slot overall.

...all this talk is making me want to shelve my current fire/rad and just dust off my plant/storm.


 

Posted

Quote:
Originally Posted by Local_Man View Post
The proc would apply to the pseudopet, Lightning Storm. Sadly, Recharge buffs don't work on pets and pseudopets, so the proc will do nothing.
This isn't entirely accurate. The proc will have a chance to fire on you when you summon LS. So the answer is correct in spirit if not in the details


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
+525k/minute is the highest I have seen openly posted. Numbers are posted in the last thread I linked to.

That's a great earning rate you posted. You would almost expect a Plant/Storm to be a good farmer. (God that was an awful joke!)
In this on the brute forum, several people reported earning 1.5M - 2.0M inf/minute on their farming brutes. Wow. Anyone have top-end numbers for Fire/Kin or other Controllers?


Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu
- SS/WP B