Plant: Is Seeds all there is?


AnElfCalledMack

 

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I've played all of the "power builds" out there. Well maybe not all of them, but a good deal of them. Well built and heavily invested into IOs. None of them even come close to what my Plant/Psi/Fire can accomplish.

With Perma-dom levels of recharge I am capable of complete lock down of pretty much any given spawn in the game with the 1-2 punch of Seeds>Roots and then I can completely annihilate them with my huge arsenal of AoE attacks. I can give myself >1000% regen and something like 13 end/sec recovery perma, I have high levels of mezz and KB protection, and if all of that isn't enough, I have Carrion Creepers to cause mass chaos, a relatively fast recharging AoE hold that can also lock down an entire spawn, an AoE sleep to control AVs or anything else and a fairly useful pet who can run around and take care of business. /Psi is no slouch in the ST damage department, either.

But none of that matters because even with SO level slotting by level 22 you can have Seeds up for every spawn, and even without Domination running you can confuse entire spawns minus the bosses/resistant enemies. Early on, Seeds is the shining star of the set. However, by the end-game you will have a whole box full of tools to use.


 

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Originally Posted by Steel_Shaman View Post
I agree. Until recently, Fire Control was the only Primary I hadn't tried on a Dom. After reading on the boards about how low Fire's survivability was I was expecting a rough ride. The reality? He solos just fine. In Praetoria, no less. Now I just need to control my alt-itis long enough to get him out of there....
I found it a lot less survivable before Dominators were rebalanced. The problem was that often your controls would expire before the enemies did. These days Doms do enough damage to kill off most or all of the targets before Flashfire wears off, and the single target Hold is plenty of control when there are only 1-2 targets left.


Arc #40529 : The Furies of the Earth

 

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Obscure is right back in the day Fire control was very meh.

Plant Control is amazing. It's great for control/mitigation AND dmg (looks at Elec) >_>



 

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Originally Posted by Sardan View Post
I can't bring myself to roll up a Plant character because the pet creeps me out.
You think it's creepy when it's just a big plant?

My Plant/Earth is a shapeshifter whose attacks carry a mutagenic virus. The creepers and immobilizing vines are his tendrils/tentacles, and Seeds of Confusion are tiny spines which infect enemies with the virus, driving them insane and making them attack one another. The holds are a different kind of spine, which causes barbed growths to burst from their own flesh to strangle and constrict them.

And his Fly Trap?

That was once a HUMAN (his arch-nemesis, in fact - a former hero). He's just been mutated so much by the virus that he's not even recognizable as the same species anymore.




Back on topic for the thread... Plant is the most fun and powerful Dom primary EVER. I have trouble playing any other Dom primary (except for Earth, which is its own brand of pure win). Seeds of Confusion is your ace-in-the-hole, but the whole set is solid.


 

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Originally Posted by PunkRolex View Post
I took a Plant/Ice Dom from 1 - 30 over the weekend. I was very pleased with my overall performance; I spent more time solo than grouped but I felt I had good things to offer in both settings.

My previous Dom experience s with a Mind Dom, from CoV launch to roughly I10 or I11. On that toon I made frequent use of all my primary powers. They all brought good stuff to the table.

But on my Plant Dom, I found myself really only using my single target hold and Seeds of Confusion with any regularity. I made slotting investments in my AoE hold and the Slow/Immob quasi-pet, but given how seldom they're up, they don't seem terribly effective. Am I missing something or is Plant really that much of a one-trick pony?
Not really Carrion Creepers has to be one of my favorite powers in the game, its a great power, and FX wise, its one that really makes me feel evil on my Dom.

The Immobilizes are more or less standard, the AE immobilize has nice synergy with seeds, in keeping the mobs nice and clumped together for your AE's

The AE Hold is pretty standard, but useful as any other AE Hold

The AE Sleep is there of course, but except for the Electric Sleep power, I'm not aa fan of AE sleep powers as rule, except as a home for a fairly affordable purple set

On most Doms, you tend to use your primary soft control with the same frequency as Seeds, Flashfire for instance, so you do have options other than seeds

If you really want a one trick point pony look at Gravity, its more so than Plant is, with Fire running in second place


 

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I would compare Plant with Earth and maybe Electric control, in terms of having a number of nice control options


 

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Which assault secondary do folks like to pair with plant? Thinking about rolling a new one, can't decide on an assault set (not fire, I already have a couple of those.)


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

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Indeed Plant, Elec and Earth have the same feel to me.

Plant is the only primary that I have no issue spamming the group immob...and if I have the proc for hold it's friggin golden.

I think Plant goes with anything really...BUT I think it shines best with something more pbaoe/aoe/cone friendly. So that's including Thorn, Psi, Fire, and Ice.

Thorn and fire works great and really melts the mobs. Psi is nice and makes for a versatile hardy toon. I would try ice though. If you have circle, and breath mixed with sleet and Ice storm things JUST MELT...ironically lol.

Energy works well due to Fly trap keeping the baddies flying everywhere if need be plus other reasons.

Earth works great as well. Sorry it would take a while to explain the synergy of all the assaults fully.



 

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Spore burst is awesome in the hands of a great player.

People who don't use sleeps effectively really confuse me.

Used in COMBO with your other tools it expands what you can do a great deal. Example: Spore burst+Creepers

Back when I used to run a 205% recharge Plant/psi dom I treasured having Sporeburst as a way to stop unwanted agro and to make difficult groups safer to approach.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

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Quote:
Originally Posted by Selenir View Post
You think it's creepy when it's just a big plant?

My Plant/Earth is a shapeshifter whose attacks carry a mutagenic virus. The creepers and immobilizing vines are his tendrils/tentacles, and Seeds of Confusion are tiny spines which infect enemies with the virus, driving them insane and making them attack one another. The holds are a different kind of spine, which causes barbed growths to burst from their own flesh to strangle and constrict them.

And his Fly Trap?

That was once a HUMAN (his arch-nemesis, in fact - a former hero). He's just been mutated so much by the virus that he's not even recognizable as the same species anymore.
That is a really, really good character concept.


The Only Token Black Guy

Quote:
Originally Posted by Murdok View Post
Your mom's real name is Castle.

 

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Seeds can feel like it 'IS' the plant set early on and I think there are a couple of key reasons for this.

a) It really is that damn good, put it in any of the Dom power sets and it would grab attention compared to the other early level powers

b) Plant's other good powers either come late or only really start to shine as brightly as Seeds when SO multi-slotted or with global recharge. Carrion Creepers is a great power but comes at lvl 26. Roots and Vines are also very nice but you only really notice that with more slots (Roots) and higher recharge/duration (Vines).

Stick with it if you can. The set definitely feels more multi-powered later and well built Plant Doms can control and melt 50 or more mobs at a time. As CoH AT's go that's close to top of the food chain and more importantly loads of fun.


 

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Quote:
Originally Posted by Test_Rat View Post
Spore burst is awesome in the hands of a great player.

People who don't use sleeps effectively really confuse me.

Used in COMBO with your other tools it expands what you can do a great deal. Example: Spore burst+Creepers

Back when I used to run a 205% recharge Plant/psi dom I treasured having Sporeburst as a way to stop unwanted agro and to make difficult groups safer to approach.
I suck with sleeps. I've tried them, never really had much success, and eventually always end up dropping them. Except for my sonic blaster who is 99.999% single-target.


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