Plant/Kin Alpha slot suggestions
There are a lot of ways to slot up a Plant/Kin . . . but I'm not crazy about yours. However, I have to admit that my Plant/Kin is only level 48 at this point. I have a Plant/Rad at 50, and several */Kin controllers and Kin/* Defenders, so I'm pretty familiar with the powersets.
How you slot your powers generally can have a big effect on the Alpha Slot you choose. As a default, I lean towards Spiritual on Controllers, because Recharge is always needed. On some builds, endurance is an issue so I go with Cardiac -- especially on */Storm builds. Frankly, I would not choose the Musc boost since Fulcrum Shift often puts you at the damage cap. However, maybe the other benefits of that slotting might be better, but I would not do it for the damage buff. With a */Kin, accuracy is always an issue so you may want to think about the Nerve Boost, depending on your build. That's where I plan to go with mine.
A couple of general things about Plant/Kin: Good AoE Damage, but kind of weak on single target damage. If possible, try to increase your single-target damage. On teams, it is easy to get caught up in being a Kin buff-bot and kind of ignore your Controls, but the Controls are what make it easy to kill groups. The combination of Plant+Kinetics has great synergy. The plant side has great AoE control, but is a bit of a one-trick pony -- you rely heavily on Seeds+Roots for control+Damage. The AoE control lets you use your siphon powers with a lot more safety. Therefore, you want Seeds to recharge quickly. You have some Recharge from Siphon Speed. You have a lot of damage buffing from Siphon Power and Fulcrum Shift. You have great endurance recovery with Transferance, and healing with Transfusion. But most of these are siphon powers, needing foes around to be effective.
A couple of points on playstyle: Travel powers can be very important. Personally, I dislike Inertial Reduction. I find the most useful travel powers for a Plant/kin are Super Speed with a Celerity Stealth, and Hover/Fly. SS+Stealth lets you set up while invisibile to get in the optimal position to throw the Seeds of Confusion cone. (You can also stealth missons.) Hover/Fly lets you stay floating over the battle, out of melee, to cast your Kinetics buffs in less danger and yet close enough to get the buffs yourself. Plus, Air Superiority is a nice option for a melee single-target attack. (I like Air Sup on my Kinetics characters.)
Strangler: 4 Baz Gaze is fine, but see if you can add 2 slots for some damage. I like an Acc/Dam Hami-O and a common Damage. This adds some single-target damage.
Transfusion: I use the 5 from the Nictus set with an added Accuracy -- I want it to hit. That End proc is mostly wasted there.
Roots: This is your main source of AoE Damage, and you don't have it slotted for damage. Admittedly, Fulcrum Shift will take care of some of that, but not always. I'd slot it with Posi-blast and maybe the Grav Anchor proc.
Assault: You already have damage buffs in Siphon Power and Fulcrum Shift. It is not worth the endurance or power pick to take Assault. I'm not a big fan of Leadership for a Plant/Kin. If you really, really want to go with Leadership, take Maneuvers. But I'd move it way back.
Seeds: Use 5 of the purple Coercive Persuasion set if you can, but you want get a lot of Recharge.
Siphon Speed: I go with 2 Acc, 2-3 Rech. The slow can work as a control power in addition to the Recharge buff for you. Thus, I like to hit Bosses with it.
Spirit Tree: A marginal power for other Plant controllers, and really not needed for a Plant/kin.
Tactics: This is the one Leadership power nice to have for a Kin since you have so many key powers that need to hit. But if you consider the Nerve Alpha Slot boost, you won't need it. There's an IDEA!!
ID: I use it to hold a Steadfast -Knockback IO, and that's it. It does not need to use up slots.
Vines: 4 Baz Gaze is fine, but add an extra Acc/Hold/Rech. The one in Essence of Curae is dirt cheap.
Speed Boost: I have never seen the need to slot this with anything other than a single EndMod in the default slot.
Entangle: Thunderstrike is a good set for ranged Defense. I'd probably go with Decimation for Recharge.
Vengence: Again, I'm not a fan of Leadership for this character.
Carrion Creepers: This power is difficult to slot because it does so many things and operates through pseudo-pets. Using slots for an IO set will only affect that aspect of the power -- knockback sets will only enhance the knockback aspect of the power. That Force Feedback proc will probably only have a chance to go off when you cast the power, as any subsequent hits would cast recharge on the pet, not you. And the pet gets no benefit from Recharge. The safest slotting is 3 Damage, 3 Recharge. However, the Slow is in all the various aspect of the power, so the Slow Proc will work all the time.
IR: Don't like it, would take other travel powers.
Hasten: I take it much earlier.
Fly Trap: I use 4 Expediant Reinforcement, with an Acc/Dam Hami-O in the 5th slot. You could put an Achilles Heal -Resist proc in a 6th slot.
APP/PPP: I went with the Earth APP. Fissure is great AoE damage that recharges fast. Seismic Smash is wonderful to fill that "lack of single target damage" hole, and it lets you hold bosses with a Smash and a Strangler. A great but ugly Smash/Lethal Defense Shield, and a HP Buff/Heal if you need it.
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
Thank you for your massive critique Local As said before, I'm very new to trollers, which can for example be seen at my slotting in roots :P So it's nice with some feedback
I have taken note and changed a lot in the build, but I would like to ask the other viewers, do you agree with Local's observations? Are there som points you'd have done otherwise?
@Global: Difficult One
Playing on European Servers (Union, Defiant)
If a person turns down an idea, he turns down an opportunity to evolve himself
I chose the Nerve Alpha for my Plant/Kin. You can never go wrong with extra Accuracy, Hold, Confuse and Defense.
Here is the build, it's not cheap and took me awhile to get the influence and IO's I needed. Maybe you can get some ideas from my build. I love playing my Plant/Kin and it never seems to get old. Good Luck with your build.
Hero Plan by Mids' Hero Designer 1.91
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Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler
- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (7) Apocalypse - Chance of Damage(Negative)
- (13) Apocalypse - Accuracy/Damage/Recharge
- (17) Apocalypse - Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (15) Doctored Wounds - Heal/Recharge
- (29) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (A) Ragnarok - Damage
- (5) Ragnarok - Damage/Recharge
- (11) Ragnarok - Accuracy/Damage/Recharge
- (17) Ragnarok - Damage/Endurance
- (29) Ragnarok - Accuracy/Recharge
- (A) Accuracy IO
- (5) Range IO
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Coercive Persuasion - Contagious Confusion
- (9) Coercive Persuasion - Confused/Endurance
- (9) Coercive Persuasion - Confused
- (15) Coercive Persuasion - Confused/Recharge
- (25) Coercive Persuasion - Accuracy/Confused/Recharge
- (A) Accuracy IO
- (11) Accuracy IO
- (34) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Luck of the Gambler - Recharge Speed
- (A) Unbreakable Constraint - Hold
- (19) Unbreakable Constraint - Hold/Recharge
- (19) Unbreakable Constraint - Accuracy/Hold/Recharge
- (25) Unbreakable Constraint - Endurance/Hold
- (31) Unbreakable Constraint - Chance for Smashing Damage
- (36) Lockdown - Chance for +2 Mag Hold
- (A) Range IO
- (21) Endurance Reduction IO
- (21) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (37) Steadfast Protection - Knockback Protection
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (34) Positron's Blast - Chance of Damage(Energy)
- (A) Adjusted Targeting - To Hit Buff
- (34) Adjusted Targeting - To Hit Buff/Recharge
- (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (39) Adjusted Targeting - To Hit Buff/Endurance
- (42) Adjusted Targeting - Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (A) Call to Arms - Endurance/Damage/Recharge
- (33) Call to Arms - Accuracy/Damage/Recharge
- (33) Call to Arms - Accuracy/Damage
- (33) Call to Arms - Damage/Endurance
- (42) Achilles' Heel - Chance for Res Debuff
- (A) Accuracy IO
- (36) Accuracy IO
- (36) Endurance Modification IO
- (42) Endurance Modification IO
- (A) Accuracy IO
- (39) Accuracy IO
- (39) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Range
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (50) Ragnarok - Chance for Knockdown
- (A) Hecatomb - Damage
- (45) Hecatomb - Damage/Recharge
- (45) Hecatomb - Accuracy/Damage/Recharge
- (46) Hecatomb - Accuracy/Recharge
- (50) Hecatomb - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Defense Buff IO
- (A) Endurance Reduction IO
Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (45) Kinetic Combat - Damage/Endurance
- (46) Kinetic Combat - Damage/Recharge
- (A) Celerity - +Stealth
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Regenerative Tissue - +Regeneration
- (23) Miracle - +Recovery
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (46) Performance Shifter - EndMod
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)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 4% Enhancement(Heal)
- 72% Enhancement(Accuracy)
- 108.75% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 76.3 HP (7.503%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 5.5%
- MezResist(Terrorized) 2.2%
- 25% (0.418 End/sec) Recovery
- 46% (1.953 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 11.97% Resistance(Fire)
- 11.97% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
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RealBomber, that is an Impressive, outragiously expensive, and I bet very effective build.
There are a couple of small things you may want to consider. In Health, putting a Numina's Health (Lev 50), will actually get you more regen than the Regenerative Tissue proc.
My experience with Speed Boost is that a single EndMod is plenty in the power. The endurance cost is minimal and I am usually boosting the team between battles when endurance doesn't matter. I'm not sure I have ever seen someone slot Range in SB . . . my feeling is that if a teammate isn't close enough to me to receive SB, then he must not have wanted it very badly. That would free up two slots, to add more Defense and some EndRdx in Maneuvers or some EndRdx in Weave, or a lot of other places. You could put a Hold in Strangler and/or a Grav Anchor Chance for Hold in Roots.
In Fly Trap, if you replace the Call to Arms with level 50 Expediant Reinforcement, you will increase your damage from the 70's to 91.
Those are pretty minor tweeks. Overall a nice (but expensive) build.
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
Heya Local_Man...
I guess when I made the toon it seemed expensive but looking at prices of the IO's I chose now it seems like I got them for a steal way back when.
I thought about changing up my SB and maybe one day I will...Your points are well taken.
I slotted Fly Trap with the Call To Arms for a lil extra HP's and for some recovery but I know as a /Kin I am never really hurting for end. That is another power I may change in the future.
If/when I free up a slot I will most likely put the Grav. Anchor Chance for Hold into Roots.
I put the 3 Heal Procs in Health as a habit...have done it since recipes came out. Another point well taken in slotting a Numina Health into Health.
JanusFrs...I Hope you get some ideas for your Plant/Kin there are many ways to go so remember none are wrong...just experiment with your playstyle.
My evaluation of the alpha boosts for a Kinetics are as follows:
1) The damage boost from Musculature is worthless. As a Kinetics, Fulcrum Shift should have you sitting at the damage cap from the moment you enter combat to 30 seconds after the mission ends (by the same token, normal damage enhancements are also of limited value).
2) The endurance reduction from Cardiac is worthless. You can always find a target to refill your endurance bar from using Transference; if you can't, you aren't using endurance fast enough to have problems.
3) The accuracy boost from Nerve is nice when fighting higher-level enemies (such as the +4s found in the Apex and Tin Mage TFs), but is largely unneeded most of the time.
4) The recharge boost from Spiritual is nice, but because you should have significant global recharge from other sources, it's not as big as you'd expect.
My evaluation of the alpha boosts for a Kinetics are as follows:
1) The damage boost from Musculature is worthless. As a Kinetics, Fulcrum Shift should have you sitting at the damage cap from the moment you enter combat to 30 seconds after the mission ends (by the same token, normal damage enhancements are also of limited value). 2) The endurance reduction from Cardiac is worthless. You can always find a target to refill your endurance bar from using Transference; if you can't, you aren't using endurance fast enough to have problems. 3) The accuracy boost from Nerve is nice when fighting higher-level enemies (such as the +4s found in the Apex and Tin Mage TFs), but is largely unneeded most of the time. 4) The recharge boost from Spiritual is nice, but because you should have significant global recharge from other sources, it's not as big as you'd expect. |
Cardiac has EndRdx, Range and Damage Resistance that might be helpful, and maybe Sleep if you took Spores. The Fear and Intang are useless
Musculature has Damage, Immob, Defense Debuff, EndMod, Runspeed and ToHit Debuffs -- you don't have the last one, but the others might be of use.
Spiritual has Recharge, Heal, Stun, Slow, Jump and ToHit Buff. The Stun might be useful if you took Fissure and the ToHit Buff is not useful.
It really depends on your build, but each one has some other stuff that may be useful.
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
Well, first of all thanks for the response, it's nice to see you're all happily helping me (And thanks for the build tips RealBomber)
I have been doing some (IMO) major modifications to the build, and have once again become doubtful about my Alpha slotting:
Hero Plan by Mids' Hero Designer 1,92
http://www.cohplanner.com/
Click this DataLink to open the build!
Unexpected Cure: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Strangler
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Recharge/Hold
- (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (29) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) HamiO:Nucleolus Exposure
- (50) Damage Increase IO
- (A) Touch of the Nictus - Accuracy/Healing
- (5) Touch of the Nictus - Healing
- (15) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (43) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (43) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (15) Positron's Blast - Damage/Recharge
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (34) Positron's Blast - Chance of Damage(Energy)
- (39) Gravitational Anchor - Chance for Hold
- (A) Accuracy IO
- (5) Accuracy IO
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Malaise's Illusions - Accuracy/Recharge
- (9) Malaise's Illusions - Endurance/Confused
- (9) Malaise's Illusions - Accuracy/Endurance
- (17) Malaise's Illusions - Confused/Range
- (17) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Accuracy IO
- (11) Accuracy IO
- (11) Recharge Reduction IO
- (21) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Call of the Sandman - Accuracy/Recharge
- (13) Call of the Sandman - Endurance/Sleep
- (13) Call of the Sandman - Sleep/Range
- (46) Call of the Sandman - Accuracy/Sleep/Recharge
- (46) Call of the Sandman - Chance of Heal Self
- (A) Celerity - +Stealth
- (A) Steadfast Protection - Knockback Protection
- (A) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Recharge/Hold
- (19) Basilisk's Gaze - Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (40) Essence of Curare - Accuracy/Hold/Recharge
- (A) Endurance Modification IO
- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (29) Decimation - Damage/Recharge
- (37) Decimation - Accuracy/Damage/Recharge
- (43) Decimation - Chance of Build Up
- (A) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (34) Positron's Blast - Chance of Damage(Energy)
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Call to Arms - Accuracy/Damage
- (33) Call to Arms - Damage/Endurance
- (33) Call to Arms - Accuracy/Damage/Recharge
- (33) Call to Arms - Endurance/Damage/Recharge
- (40) Achilles' Heel - Chance for Res Debuff
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod/Endurance
- (A) Accuracy IO
- (39) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (A) Impervium Armor - Resistance/Endurance
- (45) Impervium Armor - Resistance/Recharge
- (45) Impervium Armor - Resistance/Endurance/Recharge
- (45) Impervium Armor - Resistance
- (A) Call to Arms - Accuracy/Damage
- (48) Call to Arms - Damage/Endurance
- (48) Call to Arms - Accuracy/Damage/Recharge
- (48) Call to Arms - Endurance/Damage/Recharge
- (50) Achilles' Heel - Chance for Res Debuff
- (A) Numina's Convalescence - Heal/Recharge
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) Miracle - +Recovery
- (21) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
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@Global: Difficult One
Playing on European Servers (Union, Defiant)
If a person turns down an idea, he turns down an opportunity to evolve himself
I will respectfully disagree with Local's assessment of the Leadership pool. While controller buffs aren't on par with Defender's, they are still quite useful. I'd hesitate to thumb my nose at a 10% tohit buff. Additionally, the Leadership pool is very friendly towards earning recharge buffs. Manevuers and Vengeance both offer a place to slot LotG: +7.5% and Tactics can garner 5% recharge with 5 slots from Adjusted Targetting.
As for Creepers, I recommend slotting 2 recharge IO's, 2 acc/dam Hami-O's, and the damage proc from Impeded Swiftness. Because Creepers have slow in all parts of their attacks it will fire most often. If you dedicate a sixth slot to it then the Explosive Strike set will do, which will fire with the Vine's smash attack fairly frequently.
Just as another option, here's the build I've been using since i19 was released. Makes for both a nice team build (with SB, ID, and Recall Friend) and a farm build with having softcapped s/l. I went with Nerve for the Alpha slot.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(31), Lock-%Hold(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(15), Nictus-Acc/Heal(17), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Roots -- GravAnch-Hold%(A), GravAnch-Immob(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf(9), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Recall Friend -- Zephyr-ResKB(A)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(50)
Level 16: Increase Density -- RechRdx-I(A)
Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21), Lock-%Hold(50)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Super Jump -- Zephyr-ResKB(A), HO:Micro(43)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 26: Carrion Creepers -- Ragnrk-Knock%(A), Ragnrk-Dmg(27), Ragnrk-Dmg/Rchg(29), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(31)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam(40), RctvArm-EndRdx(40), RctvArm-ResDam/Rchg(40), S'fstPrt-ResDam/EndRdx(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 32: Fly Trap -- EdctM'r-PetDef(A), C'Arms-+Def(Pets)(33), C'Arms-Acc/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Dmg/EndRdx(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- RechRdx-I(A)
Level 41: Fissure -- FrcFbk-Rechg%(A), Amaze-ToHitDeb%(42), Amaze-Stun(42), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43)
Level 44: Rock Armor -- Ksmt-ToHit+(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: Sprint -- Clrty-Stlth(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-Rcvry+(A), Numna-Regen/Rcvry+(34)
Level 2: Stamina -- P'Shift-End%(A)
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I will respectfully disagree with Local's assessment of the Leadership pool. While controller buffs aren't on par with Defender's, they are still quite useful. I'd hesitate to thumb my nose at a 10% tohit buff. Additionally, the Leadership pool is very friendly towards earning recharge buffs. Manevuers and Vengeance both offer a place to slot LotG: +7.5% and Tactics can garner 5% recharge with 5 slots from Adjusted Targetting.
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Personally, I find the Leadership toggles kind of boring, and the animation is kind of annoying. I'd rather take a power that DOES something, rather than a small boost. On the other hand, stacked Leadership is pretty darn effective, and a lot more people have Leadership now-a-days since inherent Fitness.
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
Well, first of all thanks for the response, it's nice to see you're all happily helping me (And thanks for the build tips RealBomber)
I have been doing some (IMO) major modifications to the build, and have once again become doubtful about my Alpha slotting: Hero Plan by Mids' Hero Designer 1,92 http://www.cohplanner.com/ Click this DataLink to open the build! Unexpected Cure: Level 50 Mutation Controller Primary Power Set: Plant Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leadership Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Strangler
Level 1: Brawl
Level 4: Ninja Run Level 2: Swift
Code:
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The issue was that, as you can see, I can only get perma-hasten by using siphon speed 3 times in a row. I can't help thinking how this is somewhat dumb, as it makes it very occasional for my recharge. Do you guys think this would be a reason to pick the Spiritual Boost?
@Global: Difficult One
Playing on European Servers (Union, Defiant)
If a person turns down an idea, he turns down an opportunity to evolve himself
I made a few changes to get you more recharge. I added 2 Purple sets...I know, I know...purples are expensive but these are some of the cheaper purple sets and give you 20% more global recharge. I changed your tactics slotting for the Adjusted Targeting which nets you another 5% global recharge. I got the 5th slot into bile spray for 6.25% global recharge. I slotted Transfusion with Doctored Wounds for another 5% global recharge. I also added another slot to Shark Skin which gets yet another 5% global recharge. So in all I believe I gained 35% global recharge and took Nerve Alpha which nets you the accuracy that you will need where I took accuracy away like when I replaced Transfusion with Doctored Wounds. You had the Call To Arms in Coralax but I threw in Touch of Lady Gray because you were at the max set bonuses for 6.25% recharge when I added the 5th slot in Bile Spray and slotted the 5th Posi. Now with cast time, you are just above Perma Hasten by a couple of seconds and with 1 Siphon Speed you are easily Perma Hasten. Not sure if you'll like these changes but I thought since you were going for recharge I could steer you away from the Spiritual Boost. I don't think any /Kin toon should be shooting for the Spiritual Alpha.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Unexpected Cure: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Strangler
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (3) Basilisk's Gaze - Recharge/Hold: Level 30
- (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (29) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (40) HamiO:Nucleolus Exposure
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (5) Doctored Wounds - Endurance/Recharge: Level 50
- (15) Doctored Wounds - Heal/Recharge: Level 50
- (43) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (43) Doctored Wounds - Heal: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (3) Positron's Blast - Damage/Endurance: Level 50
- (15) Positron's Blast - Damage/Recharge: Level 50
- (34) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (34) Positron's Blast - Chance of Damage(Energy): Level 50
- (39) Gravitational Anchor - Chance for Hold: Level 50
- (A) Accuracy IO: Level 50
- (5) Accuracy IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (A) Coercive Persuasion - Contagious Confusion: Level 50
- (9) Coercive Persuasion - Confused/Endurance: Level 50
- (9) Coercive Persuasion - Confused: Level 50
- (17) Coercive Persuasion - Confused/Recharge: Level 50
- (17) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (A) Accuracy IO: Level 50
- (11) Accuracy IO: Level 50
- (11) Recharge Reduction IO: Level 50
- (21) Recharge Reduction IO: Level 50
- (A) Fortunata Hypnosis - Sleep: Level 50
- (13) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (13) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (46) Fortunata Hypnosis - Accuracy/Recharge: Level 50
- (50) Fortunata Hypnosis - Sleep/Endurance: Level 50
- (A) Celerity - +Stealth: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (19) Basilisk's Gaze - Recharge/Hold: Level 30
- (19) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (40) Lockdown - Chance for +2 Mag Hold: Level 50
- (A) Endurance Modification IO: Level 50
- (A) Decimation - Accuracy/Damage: Level 40
- (23) Decimation - Damage/Endurance: Level 40
- (23) Decimation - Damage/Recharge: Level 40
- (29) Decimation - Accuracy/Endurance/Recharge: Level 40
- (37) Decimation - Accuracy/Damage/Recharge: Level 40
- (A) Endurance Reduction IO: Level 50
- (25) Endurance Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (27) Positron's Blast - Damage/Endurance: Level 50
- (27) Positron's Blast - Damage/Recharge: Level 50
- (34) Positron's Blast - Chance of Damage(Energy): Level 50
- (43) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (31) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (31) Adjusted Targeting - Endurance/Recharge: Level 50
- (46) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (A) Call to Arms - Accuracy/Damage: Level 30
- (33) Call to Arms - Damage/Endurance: Level 30
- (33) Call to Arms - Accuracy/Damage/Recharge: Level 30
- (33) Call to Arms - Endurance/Damage/Recharge: Level 30
- (40) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Efficacy Adaptor - EndMod: Level 50
- (36) Efficacy Adaptor - EndMod/Recharge: Level 50
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
- (37) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (37) Efficacy Adaptor - EndMod/Endurance: Level 50
- (A) Accuracy IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (42) Positron's Blast - Damage/Endurance: Level 50
- (42) Positron's Blast - Damage/Recharge: Level 50
- (42) Positron's Blast - Damage/Range: Level 50
- (50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Impervious Skin - Resistance/Endurance: Level 30
- (45) Impervious Skin - Resistance/Recharge: Level 30
- (45) Impervious Skin - Endurance/Recharge: Level 30
- (45) Impervious Skin - Resistance/Endurance/Recharge: Level 30
- (46) Impervious Skin - Status Resistance: Level 30
- (A) Touch of Lady Grey - Defense Debuff: Level 30
- (48) Touch of Lady Grey - Defense Debuff/Endurance: Level 30
- (48) Touch of Lady Grey - Defense Debuff/Recharge: Level 30
- (48) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 30
- (50) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Numina's Convalescence - Heal/Recharge: Level 50
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Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (21) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
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Whoops, I forgot to mention my Alpha Slotting problem :P The issue was that, as you can see, I can only get perma-hasten by using siphon speed 3 times in a row. I can't help thinking how this is somewhat dumb, as it makes it very occasional for my recharge. Do you guys think this would be a reason to pick the Spiritual Boost? |
My plant/kin currently sits at lvl 44 collecting dust because I find him so incredibly boring to play. Partly because it's so easy, and partly because it's so repetitive. (I don't quite know how it's more repetitive than any other build in this game, but it feels that way to me)
Anyhow, my advice would be go for about 65% global recharge, add some ranged and/or smashing/lethal defense, and go with the nerve alpha (to me, it's a no brainer on a kin because you don't really need damage, recharge or endurance).
Here's an example of what I would suggest for a Plant/Kin.
Hero Plan by Mids' Hero Designer 1.90 http://www.cohplanner.com/ Click this DataLink to open the build! PlantKin: Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Flight Ancillary Pool: Stone Mastery Hero Profile: Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43) Level 1: Transfusion -- Theft-Acc/Heal(A), Theft-Acc/EndRdx/Heal(17), Theft-Acc/EndRdx/Rchg(37), Theft-Heal/Rchg(39), H'zdH-Heal/EndRdx/Rchg(40) Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5), RechRdx-I(37) Level 4: Siphon Power -- Acc-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7) Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(34), CoPers-Conf%(37) Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(11), Acc-I(11), RechRdx-I(25) Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), RedFtn-Def/EndRdx(25) Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23) Level 16: Increase Density -- S'fstPrt-ResKB(A), GA-3defTpProc(50) Level 18: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21) Level 20: Speed Boost -- EndMod-I(A) Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(48) Level 24: Tough -- S'fstPrt-ResDam/Def+(A) Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Perox(27), ImpSwft-Dam%(31), ImpSwft-EndRdx/Rchg/Slow(31), RechRdx-I(34) Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), RedFtn-Def/EndRdx(29) Level 30: Hover -- LkGmblr-Rchg+(A) Level 32: Fly Trap -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), S'bndAl-Build%(34), S'bndAl-Acc/Dmg/Rchg(40) Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36) Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39) Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), FrcFbk-Rchg/EndRdx(50) Level 44: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46), EoCur-Acc/Hold/Rchg(46) Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), Ksmt-Def/EndRdx(48) Level 49: Earth's Embrace -- H'zdH-Heal/Rchg(A), Dct'dW-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 -- Mrcl-Rcvry+(A) Level 2: Stamina -- EndMod-I(A) |
Just thought I would add my two pennies on the question of alpha slotting.
I have a mind/kin and find that kinetics is not the most reliable of powers when it comes to accuracy. I personally took nerve boost and found it made a big difference.
Dont bother with musculature at all. Rely on Fulcrum Shift - it will do the business nicely. I made that mistake and wasted a load of shards!
Ok, taking all your experiences into consideration, I've decided to run with the Nerve boost. And about the almost insisting recommendation of taking Stone Mastery instead of Leviathan Mastery, I've decided to ignore that :P I know, defense is nice, and I might get better survivability with it rather than with Levi Mastery, but it doesn't really fit my concept, so your kind thoughts of that point have been but in vain :P
@Global: Difficult One
Playing on European Servers (Union, Defiant)
If a person turns down an idea, he turns down an opportunity to evolve himself
How does this build look? Soft-capped to S/L. Has perma Earth's Embrace for ~1600hp with accolades. Avoids expensive purple sets.
Considering the following -- thoughts?
1) replace LOTG in Combat Jumping with either Kismet +ToHit or Winter's Gift slow resist.
2) does siphon speed really need 2 acc, 2 recharge IOs? or could I save slot or two?
Going Nerve alpha for +acc and other useful bonuses. Presumably would go Pyronic, Reactive, and Clarion.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Rock Garden: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
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), Dmg-I(5), Dmg-I(27)
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 -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(13), GravAnch-Hold%(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: Super Speed -- Clrty-Stlth(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Siphon Speed -- Acc-I(A), Acc-I(21), RechRdx-I(36), RechRdx-I(40)
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-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: Increase Density -- ResDam-I(A)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39), HO:Nucle(39), Achilles-ResDeb%(43)
Level 35: Transference -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dam%(46), FrcFbk-Rechg%(46)
Level 44: Seismic Smash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(50), Numna-Heal(50)
Level 50: Nerve Radial Paragon
Level 50: Pyronic Partial Core Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Core Epiphany
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
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-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
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A nice build with all the essential powers and softcapped S/L Defense. I can make a few small suggestions.
You want a spare slot or two? Take the Steadfast -knockback out of Tough and put it in the default slot of Increase Density. That will free up one slot. In Seismic Smash, replace the Mako's Bite with an Acc/Dam Hami-O, and then the 6th slot can be used somewhere else. I would leave both Recharge in Siphon Speed.
In Strangler, consider replacing the level 30 Damage (which I presume you intended to be level 50) with another Acc/Dam Hami-O. The Accuracy on Strangler is a little low, and that will fix it.
In Carrion Creepers, I would use the Posi Blast proc over the Explosive Strike -- Energy damage is resisted less than Smashing and it is a different damage type.
Those are really minor changes, though. It is a pretty nice build. I hate using Boxing as a set mule . . . but the alternatives would probably cost you a power you want to keep.
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 Local Man! That's some pretty spot on advice!
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Here's my in game build at the moment. My epic is fire so I get fireblast, fireball, fire shield and rise of the phoenix.
I'm one purp away from soft cap ranged and have loads of smash/lethal resist as well as fire. For the alpha I chose cardiac. I have the others all at T3 and find cardiac the best since I hate stopping my attack chain and hitting transference. Creepers are perma, not much recharge for that actually.
The other build that I also have in game, is smash/lethal with earth. I find that I like the fire one better.
BTW, it is a work in progress, therefore some of the enhancements are under level.
http://www.cohplanner.com/mids/downl...689C018C70E5B7
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
[QUOTE=Granite Agent;3837794] Has perma Earth's Embrace for ~1600hp with accolades.
You are capped without the accolades. If you don't want them for some other purpose then you don't need to spend the time on them.
Global: @Kelig
I strongly recommend the nerve alpha.. with a plant/kin built right all the other alpha's give minimal benefits.... my lvl 50 Plant/Kin is currently not on mids but i will copy it to mids and post it on here as well as my general attack combo's my build is over-all spec'd to intense dmg output but could probably use a lil help on the def aspect
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Fulcrum Seeds: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler
- (A) Lockdown - Chance for +2 Mag Hold
- (3) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Accuracy/Recharge
- (A) Touch of the Nictus - Healing
- (25) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (25) Touch of the Nictus - Accuracy/Healing
- (31) Touch of the Nictus - Accuracy/Endurance/Recharge
- (50) Accuracy IO
- (A) Gravitational Anchor - Chance for Hold
- (7) Gravitational Anchor - Immobilize
- (7) Gravitational Anchor - Immobilize/Recharge
- (9) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (9) Gravitational Anchor - Accuracy/Recharge
- (A) Accuracy IO
- (A) Fortunata Hypnosis - Chance for Placate
- (11) Fortunata Hypnosis - Sleep
- (11) Fortunata Hypnosis - Sleep/Recharge
- (13) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (13) Fortunata Hypnosis - Accuracy/Recharge
- (A) Coercive Persuasion - Contagious Confusion
- (15) Coercive Persuasion - Confused
- (15) Coercive Persuasion - Accuracy/Confused/Recharge
- (17) Coercive Persuasion - Confused/Recharge
- (17) Coercive Persuasion - Accuracy/Recharge
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Empty
- (A) Steadfast Protection - Knockback Protection
- (37) Steadfast Protection - Resistance/+Def 3%
- (39) Impervious Skin - Status Resistance
- (46) Impervium Armor - Psionic Resistance
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Unbreakable Constraint - Hold
- (21) Unbreakable Constraint - Hold/Recharge
- (21) Unbreakable Constraint - Accuracy/Hold/Recharge
- (23) Unbreakable Constraint - Accuracy/Recharge
- (23) Unbreakable Constraint - Endurance/Hold
- (A) Endurance Modification IO
- (A) Aegis - Psionic/Status Resistance
- (31) Aegis - Resistance
- (31) Aegis - Resistance/Endurance
- (34) Aegis - Resistance/Endurance/Recharge
- (34) Aegis - Resistance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Ragnarok - Damage
- (27) Ragnarok - Damage/Recharge
- (27) Ragnarok - Accuracy/Damage/Recharge
- (29) Ragnarok - Accuracy/Recharge
- (29) Ragnarok - Damage/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (46) Winter's Gift - Slow Resistance (20%)
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Expedient Reinforcement - Resist Bonus Aura for Pets
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (A) Efficacy Adaptor - EndMod
- (39) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (40) Efficacy Adaptor - Accuracy/Recharge
- (40) Efficacy Adaptor - EndMod/Accuracy
- (43) Efficacy Adaptor - EndMod/Endurance
- (A) Accuracy IO
- (43) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Doctored Wounds - Recharge
- (48) Doctored Wounds - Heal
- (48) Doctored Wounds - Heal/Recharge
- (48) Doctored Wounds - Heal/Endurance
- (50) Doctored Wounds - Endurance/Recharge
- (A) Empty
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
and with a T4 nerve that helps boosts hold... you wont even need the pet to kill mobs... dmg is not an issue with this build however df could use a lil work but i lead into a mob with vines+FS+roots+creepers+SS+roots+transfusion+roots +SP+SS its not hard to rotate in attacks for the combo's creepers stays perma lead in with seeds next mob start over
Hi folks,
In the last couple of months, I've been thinking of trying to make a controller that might actually keep my interest all the way to lvl 50. The choice fell on a plant/kin, for two reasons. 1) I wanted to get some more experience in kinetics, and would like to have a TF candidate with a supportive effect, so that I wouldn't lack that at least (Only have meleers/blasters at lvl 50 who can join tfs). 2) I wanted the toon to be very strong in solo, and while I have of course heard a lot of things about fire/kin, I wanted to have a combo that is rarer seen, at least on the European servers :P
Now, I have made a build which I think is rather good, the goal was perma-Creepers through perma-hasten, which has been achieved:
Hero Plan by Mids' Hero Designer 1,91
http://www.cohplanner.com/
Click this DataLink to open the build!
Unexpected Cure: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 1: Transfusion -- Theft-Acc/Heal(A), Theft-Heal(5), Theft-Heal/Rchg(43), Theft-+End%(43)
Level 2: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(7), GravAnch-Immob/EndRdx(34), GravAnch-Hold%(43)
Level 4: Siphon Power -- Acc-I(A), Acc-I(5)
Level 6: Assault -- EndRdx-I(A), EndRdx-I(7)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(46)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(11)
Level 12: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(46), Dct'dW-Rchg(46)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 16: Increase Density -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-ResDam(17)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(23)
Level 20: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21)
Level 22: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 24: Vengeance -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(39)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Dam%(34), FrcFbk-Rechg%(34)
Level 28: Inertial Reduction -- ULeap-Stlth(A), Zephyr-ResKB(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Fly Trap -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), EndRdx-I(39)
Level 41: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42)
Level 44: Shark Skin -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
Level 47: Summon Coralax -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48)
Level 49: Hibernate -- Numna-Heal/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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Stamina -- P'Shift-End%(A)
My own personal idea is Musculature, as I can't help imagining that even with /kin, trollers do not have good opportunities in damage while soloing.
Be fair in your judgement of my build, remem I don't have any experience in trollers ^^ Oh, and thanks for any help given
@Global: Difficult One
Playing on European Servers (Union, Defiant)
If a person turns down an idea, he turns down an opportunity to evolve himself