Plant/Storm


Amy_Amp

 

Posted

i now have a farmer... will soon be finished putting sets on my pvp toon. and i was thinking what should i do for my next 50... so i said whats the best at PvE and fun... trollers. if u have any suggestions on some better matchups like Plant/kin, Fire/Rad, ill/Rad... i am very open... its just i found this build affortable and my type of build. i get 2 pets perma, a heal to get them when their slipping, good damage, control, debuffs, confuse, and it seems chill i wont have to be pressing buttons nonstop like a kin would have to... anyway... tell me what u think of my build it would be much appreciated. ty


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler

  • (A) Hold Duration IO
Level 1: Gale
  • (A) Knockback Distance IO
Level 2: Roots
  • (A) Positron's Blast - Accuracy/Damage
  • (3) Positron's Blast - Damage/Endurance
  • (3) Positron's Blast - Damage/Recharge
  • (5) Positron's Blast - Damage/Range
  • (5) Positron's Blast - Accuracy/Damage/Endurance
  • (7) Immobilisation Duration IO
Level 4: Snow Storm
  • (A) Endurance Reduction IO
  • (11) Endurance Reduction IO
Level 6: O2 Boost
  • (A) Miracle - Heal
  • (7) Miracle - Heal/Endurance
  • (9) Miracle - Heal/Recharge
  • (9) Miracle - Heal/Endurance/Recharge
Level 8: Seeds of Confusion
  • (A) Coercive Persuasion - Contagious Confusion
  • (11) Coercive Persuasion - Confused
  • (13) Coercive Persuasion - Confused/Endurance
  • (13) Coercive Persuasion - Confused/Recharge
  • (15) Coercive Persuasion - Accuracy/Confused/Recharge
Level 10: Steamy Mist
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Endurance
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 14: Super Speed
  • (A) Celerity - Endurance
  • (29) Celerity - RunSpeed
  • (40) Celerity - +Stealth
Level 16: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (17) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 18: Vines
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (19) Basilisk's Gaze - Accuracy/Recharge
  • (21) Basilisk's Gaze - Recharge/Hold
  • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (23) Recharge Reduction IO
Level 20: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (29) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 22: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
Level 24: Assault
  • (A) Endurance Reduction IO
  • (25) Endurance Reduction IO
Level 26: Carrion Creepers
  • (A) Positron's Blast - Accuracy/Damage
  • (31) Positron's Blast - Damage/Endurance
  • (31) Positron's Blast - Damage/Recharge
  • (31) Positron's Blast - Damage/Range
  • (33) Positron's Blast - Accuracy/Damage/Endurance
  • (33) Recharge Reduction IO
Level 28: Kick
  • (A) Empty
Level 30: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (37) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance/Endurance/Recharge
Level 32: Fly Trap
  • (A) Edict of the Master - Defense Bonus
  • (33) Call to Arms - Defense Bonus Aura for Pets
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Accuracy/Damage
Level 35: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance
Level 38: Lightning Storm
  • (A) Decimation - Damage/Endurance
  • (39) Decimation - Accuracy/Damage
  • (39) Decimation - Damage/Recharge
  • (39) Decimation - Accuracy/Damage/Recharge
  • (40) Decimation - Accuracy/Endurance/Recharge
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense/Endurance
Level 44: Disruptor Blast
  • (A) Positron's Blast - Accuracy/Damage
  • (46) Positron's Blast - Damage/Endurance
  • (46) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Damage/Range
  • (48) Positron's Blast - Accuracy/Damage/Endurance
Level 47: Summon Tarantula
  • (A) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Recharge Reduction IO
  • (50) Expedient Reinforcement - Accuracy/Recharge
  • (50) Expedient Reinforcement - Damage/Endurance
  • (50) Recharge Reduction IO
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 50: Cardiac Total Core Revamp
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (45) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (42) Efficacy Adaptor - EndMod/Recharge
  • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (42) Efficacy Adaptor - Accuracy/Recharge
  • (43) Efficacy Adaptor - EndMod/Accuracy
  • (43) Efficacy Adaptor - EndMod/Endurance
Level 4: Ninja Run


 

Posted

If you are new to Controllers, I generally suggest you learn to walk before you learn to fly . . . i.e. learn to play the character and what you like before coming up with a level 50 end game build.

Plant/Storm is a great combo with some good AoE damage, good AoE control, nice debuffs and a few weaknesses to Confuse-resistant foes and a lack of single target damage. I generally suggest that folks new to controllers play a secondary other than Storm because Storm takes some experience and practice. A badly played Storm can really be a problem. Start out with an Ill/Rad . . . see my guide linked in my sig. That guide will give you, new to controllers, a lot of basic information and strategy.

You have severely underslotted Strangler, your single target hold. This is the one power you should probably use most. I generally 6-slot my single target holds for Acc/Hold/Rech/Dam.

Gale is mostly useless except in the lowest levels, but it needs an Accuracy since it has a 20% accuracy penalty.

You devoted 6 slots to Stamina where I would use 3 or maybe 4. 3 slots in Super speed? Maybe 2.

No Tornado? This is the power that can make up for your lack of -Regen, and it is an AUTOHIT damage power. You have the Immob with 12 sec of -knockback to turn Tornado into a pretty good damage power.

You passed up several good control powers for Leadership and Fighting . . . not something I would do.


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
A badly played Storm can really be a problem.
The only power in /storm that's an issue for Plant players is Hurricane. Hurricane can also be considered counterproductive since it has a -tohit debuff which would interfere with Seeds usefulness. I have yet to take Hurricane on any of my /storm controllers. I had it on my Earth/storm and found I was less effective using it so I tossed it. Tornado is simply handled by using Roots.

In terms of the build, Strangler is horribly underslotted. Immobilization in Roots does you all of no real good. You would vastly be better off putting a damage proc in there. The Stealth IO in SS isn't needed. SM + SS lets you stealth by default. The bonus for the 3rd slot is like 15HP according to Mids. LS and CC would both benefit from damage procs as well.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
...I have yet to take Hurricane on any of my /storm controllers. I had it on my Earth/storm and found I was less effective using it so I tossed it. Tornado is simply handled by using Roots.

...
OUTCAST! UNCLEAN!

just kidding, but hurricane does work well with ice since the group immobile does NOT root foes. You can round em up and patch when the immobile drops. I love hurricane with about everything, though, including mastermind pets.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

I have played a few storm toons very long ago and it has always been one of my favorite sets, so i am familiar with the set. thank you for all your feedback, much appreciated.i tweeked it so it can get bashed again ;]. so tornado=good. hurricane=bad(on a plant toon). i frakenslotted the single target hold. Moved some stuff around to get tornado in the mix. My taurantula is 10 seconds off perma :[ but whatever. better now??


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler -- Lock-Acc/EndRdx/Rchg/Hold(A), G'Wdw-Acc/Hold/Rchg(7), EoCur-Acc/Hold/Rchg(40), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 1: Gale -- KBDist-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(5)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(11)
Level 6: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(7), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf(11), CoPers-Conf/EndRdx(13), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 14: Super Speed -- Run-I(A), EndRdx-I(29)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(17), RechRdx-I(19)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), RechRdx-I(23)
Level 20: Kick -- Empty(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(33)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 32: Fly Trap -- EdctM'r-PetDef(A), C'Arms-+Def(Pets)(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg(36)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), Achilles-ResDeb%(37), ExRmnt-Acc/Dmg(40)
Level 38: Lightning Storm -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(39), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 44: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 47: Summon Tarantula -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), RechRdx-I(48), ExRmnt-Acc/Rchg(50), ExRmnt-Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 50: Cardiac Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(42), P'Shift-EndMod/Rchg(42)
Level 4: Ninja Run


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
The only power in /storm that's an issue for Plant players is Hurricane. Hurricane can also be considered counterproductive since it has a -tohit debuff which would interfere with Seeds usefulness. I have yet to take Hurricane on any of my /storm controllers. I had it on my Earth/storm and found I was less effective using it so I tossed it. Tornado is simply handled by using Roots.

In terms of the build, Strangler is horribly underslotted. Immobilization in Roots does you all of no real good. You would vastly be better off putting a damage proc in there. The Stealth IO in SS isn't needed. SM + SS lets you stealth by default. The bonus for the 3rd slot is like 15HP according to Mids. LS and CC would both benefit from damage procs as well.
Can't agree with some of this but agree with other parts. Hurricane is a power that CAN be a problem if used without some thought, but Tornado and Gale and Lightning Storm all have a lot of knockback . . . unless EVERYTHING is constantly locked down with Roots, those powers can cause problems. Plus, Tornado is a pet that loves to run around and aggro stuff while it throws them every which way, which can cause a problem. Lightning Storm can also aggro unexpectedly or knock back foes.

I like Hurricane on all my Stormies . . . but I don't run it very often. I have it bound to a button on my mouse so I can turn it on and off quickly. Most of the time, it acts as a defensive toggle when I'm drawing a little too much aggro, or when I want to protect a teammate from his aggro . . . I save blasters and Defenders, mostly. Sometimes I'll use it for positioning to push foes into an AoE patch. Sometimes I'll use it for the large ToHit Debuff -- a little bit of "herdicaning." I use it most on my Grav/Storm who solos a lot. I pulled it out about 4 or 5 times on the ITF I ran last night with my Earth/Storm.

I have teamed with folks who seem to like to run Hurricane all the time . . . mostly Defenders, I think. That is usually a nightmare and totally messes things up for the melee fighters and any other characters who rely upon location-targetted AoEs.

I agree with the comment on Super Speed -- Super Speed + Steamy Mist = full invisibility, and there is no need to add a Stealth IO to Super Speed. I use that combo on most of my Stormies. I generally slot an EndRdx in the default slot and that's it.

On Roots, I would get rid of the Immob, but it depends on the needs of the build whether you need a Recharge, EndRdx or a Damage proc in the last slot. You want to be able to use Roots a lot since it is a primary source of damage, and being able to use it faster may result in more damage than a proc.

In Lightning Storm, I like the Devastation Chance for Hold proc . . . it only hits 15% of the time, but I believe it has a chance to proc with every lightning strike. (It used to be better when the Storm got your recharge buffs!)

Carrion Creepers is an odd power, because it uses a series of pets and does so many things. Most procs won't work except in one of the aspects . . . the Trap of the Hunter Chance for Lethal proc only works when the power is casting Immobs. The only proc that works all the time is the Impeaded Swiftness one, since all parts of the power include a slow. I have seen a lot of different recommendations for slotting on this power -- The Posi Blast set may not work all the time. I haven't tested the best slotting yet for myself, but I'm leaning towards 2 Acc/Dam Hami-Os, 1 Dam/Mez Hami-O, 2 common Recharge and the Impeaded Swiftness proc.


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

I'm not 100% sure of your goals, but here is an easy way to get permahasten from that build:

1)Four slot your single target hold with the Basilsk Gaze set and pick up an additional 7.5% recharge, cleary $ is not an issue.

2) Putting 5 doctored wounds in O2 boost adds an additional 5% recharge (I yanked the recharge slot off of 'vines' to accomplish it)

3) Yanking one slot off of Super Speed and adding a 4th recharge to Hasten gets you .26 seconds away from permahasten.

4) Yanking the additional recharge slot off 'Carrion Creepers' gets Hasten to Perma, thus eliminating the endurance crash that comes with it.


Also, you are over the 'rule of 5' for 6.25% recharge by two sets, you may want to consider less expensive frankenslotting or different sets for some of your pets?


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Quote:
Originally Posted by redbear42 View Post
if u have any suggestions on some better matchups like Plant/kin, Fire/Rad, ill/Rad... i am very open...
Better match ups to do what? Each combo has its own strengths and weaknesses. Without knowing what you have in mind makes it hard for anyone to recommend anything else. You have given affordability of a build as your only criteria without defining any other objectives for the build. YouÂ’ll need to give us more info if you truly want to explore other choices.

Quote:
Originally Posted by Amy_Amp View Post
Hurricane can also be considered counterproductive since it has a -tohit debuff which would interfere with Seeds usefulness. I have yet to take Hurricane on any of my /storm controllers.

I strongly disagree with this as itÂ’s only true if you run Hurricane all the time.

When used properly Hurricane is a powerful positioning tool allowing you to relocate and pack mobs into the kill box you (and your team) create with AoEs. Using Hurricane this way also allows you get more mileage out of powers like Lighting Storm and Tornado, by hitting multiple opponents with it.
Quote:
Originally Posted by Local_Man View Post
Plant/Storm is a great combo with some good AoE damage, good AoE control, nice debuffs and a few weaknesses to Confuse-resistant foes and a lack of single target damage.
I wouldn't consider immobilization w/-kb + Tornado poor single target damage. It melts hard targets fairly quickly. That doesn't count the pets and ST attacks you have at your disposal.
Quote:
Originally Posted by Local_Man View Post
I generally suggest that folks new to controllers play a secondary other than Storm because Storm takes some experience and practice. A badly played Storm can really be a problem.
Its easy to correct poor play style. Nothing is wrong with /Storm. ItÂ’s a great set, but as Local states it takes some practice to get the most out of the set.

Just adjust your play style by following one key ground rule as a Plant/Storm: Don't scatter mobs. ItÂ’s as simple as that.


There are several ways to prevent scatter as a Plant/Storm/xxx. Here are a few:
  1. Immobilize mobs for the -kb effect before applying knock back powers; this includes Gale and Tornado.
  2. If you do want to unleash chaos (use unadulterated knock back) I recommend doing so in a confined area where mobs won't be knocked all over god's creation. Be aware of other nearby mobs when employing this method. Tornado does get “chase happy” often resulting in added agro.
  3. With regards to Lightning Storm, make knockback into knockdown by hovering over the mob and casting LS. LS will generally knock the opponents in the direction of its lightning strikes, which in this case would be down.
  4. Learn (visually) the radius of Hurricane (I donÂ’t know it off the top of my head) this will help you understand its reach allowing you to employ it more effectively.
  5. When “Herd”icaning –kb powers help reduce some of the inadvertent scatter that will occur. Coupled with good use of the environment (e.g. corners, doorways, etc.) scatter will be minimal.
Quote:
Originally Posted by redbear42 View Post
so tornado=good. hurricane=bad(on a plant toon).

No.

In short that statement is an over simplification. Both are viable and recommended powers to take in a Plant/Storm combination.


 

Posted

Quote:
Originally Posted by Local_Man View Post
Can't agree with some of this but agree with other parts. Hurricane is a power that CAN be a problem if used without some thought, but Tornado and Gale and Lightning Storm all have a lot of knockback . . . unless EVERYTHING is constantly locked down with Roots, those powers can cause problems. Plus, Tornado is a pet that loves to run around and aggro stuff while it throws them every which way, which can cause a problem. Lightning Storm can also aggro unexpectedly or knock back foes.

I like Hurricane on all my Stormies . . . but I don't run it very often. I have it bound to a button on my mouse so I can turn it on and off quickly. Most of the time, it acts as a defensive toggle when I'm drawing a little too much aggro, or when I want to protect a teammate from his aggro . . . I save blasters and Defenders, mostly. Sometimes I'll use it for positioning to push foes into an AoE patch. Sometimes I'll use it for the large ToHit Debuff -- a little bit of "herdicaning." I use it most on my Grav/Storm who solos a lot. I pulled it out about 4 or 5 times on the ITF I ran last night with my Earth/Storm.

I have teamed with folks who seem to like to run Hurricane all the time . . . mostly Defenders, I think. That is usually a nightmare and totally messes things up for the melee fighters and any other characters who rely upon location-targetted AoEs.
I don't use Gale. Since Roots does credible damage compared to other sets, I do use it quite a bit. Even if Tornado is a scrapper with ADHD, I still have yet to really run into problems with it. I can see it's use on something like a Grav, or Ill controller due to their lack of control. I would take it for those sets, but we aren't talking about those sets. I have a Storm/dark and Hurricane on a defender can be a completely different beast for a defender. Defenders also don't get the crutch that a number of controllers do so for them Hurricane is much more work. To me it comes across more like Choking Cloud. On some builds it's great and on others it can be skipped. It's not the make, or break power that it's rep seems to give it.


 

Posted

Solo wise you need more damage.

Take an attack, otherwise until you get the higher tiers of storm and plant the entire thing is gonna crawl like snails...minus the slime to help them move quicker.

I love Plant/Storm as it was my first toon on another account. Make two builds. A solo one and a group one. then furnish your group one with sets. But use your solo with attacks to move through things quicker.

It was actually the slowest soloer I have ever made. And I have made some really crappy things.


 

Posted

You need Leviathan Mastery as your Epic for Water Spout. The new Interface powers have a chance to fire off each time a pseudo-pet attacks (aka Tornado / FRain / Water Spout). Combine that with the damaging Interface and that just might be OP.


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post

I wouldn't consider immobilization w/-kb + Tornado poor single target damage. It melts hard targets fairly quickly. That doesn't count the pets and ST attacks you have at your disposal.
I agree with the stuff in your post, but with an explanation on this. Tornado is great single target damage . . . if you only have one target. It is fantastic on an AV with -knockback or held with an Immob with -knockback, as that Damage over Time adds up.

But if you are relying upon pets for single-target damage? That only works if there is only one target. If you have a group of foes but want to take out that one or two foes out of the group with the mez powers, it will take a little while and pets aren't all that helpful. Tornado in particular loves to play social butterfly, saying "hello" to all the foes in the room. Mind, Illusion and Gravity have some single-target damage in the main powerset. Plant is very AoE focused with a lot of Damage over Time. On my Plant/Kin that recently hit 50, I got myself some single target damage by adding Seismic Smash and Air Superiority.


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

hmm... how about now? i had to sacrifice assault to get hurricane in the build... and i got the spiritual total revamp alpha slot... hopefully i wont need the cardiac one??


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(40)
Level 1: Gale -- KBDist-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dam%(5), Posi-Acc/Dmg/EndRdx(5), TotHntr-Dam%(43)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(11)
Level 6: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(46)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf(11), CoPers-Conf/EndRdx(13), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 14: Super Speed -- Run-I(A), EndRdx-I(29)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(17), RechRdx-I(19)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Kick -- Empty(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(25), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/Rchg(48)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31), ImpSwft-Dam%(33)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 32: Fly Trap -- EdctM'r-PetDef(A), C'Arms-+Def(Pets)(33), HO:Nucle(34), HO:Nucle(34), HO:Nucle(34), Achilles-ResDeb%(36)
Level 35: Tornado -- RechRdx-I(A), HO:Nucle(36), Dmg-I(36), Achilles-ResDeb%(37), ExStrk-Dam%(40), LdyGrey-%Dam(50)
Level 38: Lightning Storm -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(39), Decim-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46)
Level 44: Disruptor Blast -- Empty(A)
Level 47: Summon Tarantula -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(42), P'Shift-EndMod/Rchg(42)
Level 4: Ninja Run


 

Posted

i was thinking about taking two slots off of tough and putting them as two damage procs on freezing rain... would that work well??


 

Posted

Quote:
Originally Posted by redbear42 View Post
i was thinking about taking two slots off of tough and putting them as two damage procs on freezing rain... would that work well??
I'm a big fan of procs -- my Plant/Storm has 3 damage procs and the -res proc in FR, 3 damage procs in Creepers, and 1 damage proc in Roots. Overall, Hero Stats shows roughly 40% of my damage comes from the procs during a typical session of Diabolic Horticulture.

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 Local_Man View Post
I agree with the stuff in your post, but with an explanation on this. Tornado is great single target damage . . . if you only have one target.
Are you talking about using a single target attack in a surgical capacity? If you need to deal with a single threat in a group this is precisely what your single target mezzs are for. Outside of mezzing a single target in a group, no controller can immediately put down (as in one shot kill) a hard target (yet) with a single target attack anyway. I think its a moot point.

Does it matter if a hard target is amongst a large group or stand alone? Even if I have three or four in a group it doesn't matter. Why? The strong AoE at your disposal allows you to dispatch the minions fairly quickly. Even if the group is scattered it takes little effort to round up stragglers into a tight group to maximize the small AoEs Tornado and LS provide. By isolating the action this allows any pets to focus their damage vice chasing mobs around. Once again I think its a moot point.

I just disagree with the logic behind your argument.


 

Posted

Quote:
Originally Posted by Local_Man View Post
Can't agree with some of this but agree with other parts. Hurricane is a power that CAN be a problem if used without some thought, but Tornado and Gale and Lightning Storm all have a lot of knockback . . . unless EVERYTHING is constantly locked down with Roots, those powers can cause problems. Plus, Tornado is a pet that loves to run around and aggro stuff while it throws them every which way, which can cause a problem. Lightning Storm can also aggro unexpectedly or knock back foes.

I like Hurricane on all my Stormies . . . but I don't run it very often. I have it bound to a button on my mouse so I can turn it on and off quickly. Most of the time, it acts as a defensive toggle when I'm drawing a little too much aggro, or when I want to protect a teammate from his aggro . . . I save blasters and Defenders, mostly. Sometimes I'll use it for positioning to push foes into an AoE patch. Sometimes I'll use it for the large ToHit Debuff -- a little bit of "herdicaning." I use it most on my Grav/Storm who solos a lot. I pulled it out about 4 or 5 times on the ITF I ran last night with my Earth/Storm.

I have teamed with folks who seem to like to run Hurricane all the time . . . mostly Defenders, I think. That is usually a nightmare and totally messes things up for the melee fighters and any other characters who rely upon location-targetted AoEs.

I agree with the comment on Super Speed -- Super Speed + Steamy Mist = full invisibility, and there is no need to add a Stealth IO to Super Speed. I use that combo on most of my Stormies. I generally slot an EndRdx in the default slot and that's it.

On Roots, I would get rid of the Immob, but it depends on the needs of the build whether you need a Recharge, EndRdx or a Damage proc in the last slot. You want to be able to use Roots a lot since it is a primary source of damage, and being able to use it faster may result in more damage than a proc.

In Lightning Storm, I like the Devastation Chance for Hold proc . . . it only hits 15% of the time, but I believe it has a chance to proc with every lightning strike. (It used to be better when the Storm got your recharge buffs!)

Carrion Creepers is an odd power, because it uses a series of pets and does so many things. Most procs won't work except in one of the aspects . . . the Trap of the Hunter Chance for Lethal proc only works when the power is casting Immobs. The only proc that works all the time is the Impeaded Swiftness one, since all parts of the power include a slow. I have seen a lot of different recommendations for slotting on this power -- The Posi Blast set may not work all the time. I haven't tested the best slotting yet for myself, but I'm leaning towards 2 Acc/Dam Hami-Os, 1 Dam/Mez Hami-O, 2 common Recharge and the Impeaded Swiftness proc.
Posis blast works as often as the Impeded Swiftness one, I've just verified it. Certain happens from attacks from the Carrion Creeper Vines and Carrion Creeper Patch attacks, that's the immob and the vine attacks. So you get a decent number of proc chances from each, well worth slotting both.

I haven't tested the Trap of the Hunter, that went into my own Roots instead as 3 procs was too much to be fitting into Creepers (along with another Posi)

I have 1 Acc/Dam HO, 1 Air Burst Dam/Rech, 1 Posi Dom/Rech, a common Recharge IO, Posi chance for NRG and Impeded Chance for Smashing in Creepers. But I haven't absolutely verified that the Dam from the Targetted AOE sets is counting, pretty sure it is if the related PROC is firing though.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
You need Leviathan Mastery as your Epic for Water Spout. The new Interface powers have a chance to fire off each time a pseudo-pet attacks (aka Tornado / FRain / Water Spout). Combine that with the damaging Interface and that just might be OP.
Wow...hadn't heard that. If that's the case I don't expect that to last and I suspect by the time interface makes it to live, or shortly thereafter, interface will be operating like other procs in those pseudopets: a chance to fire once every 10 seconds.


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

I'd like to get into the build discussion. Here's a build I'm working on. It is a little expensive but I've got a SS/Fire/Mu brute that I farm with and I'm about to tear apart a pvp blaster with around 24 pvp ios and 10 level 53 HOs so I think I can afford it. This build is capable of having 2 tornados, 1 waterspout, 2 carrion creeper patches, and 3 lightning storms out all at once.

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

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Gale -- Empty(A)
Level 2: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(5), GravAnch-Acc/Immob/Rchg(9), GravAnch-Hold%(9), GravAnch-Immob/EndRdx(11)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(13), CoPers-Conf%(13), CoPers-Conf/EndRdx(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(46), RedFtn-Def(46)
Level 12: Maneuvers -- LkGmblr-Rchg+(A)
Level 14: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(23)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(23)
Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(50), DarkWD-ToHitDeb/EndRdx(50), DarkWD-ToHitdeb/Rchg/EndRdx(50)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34), RechRdx-I(34)
Level 28: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), S'bndAl-Dmg/Rchg(37), RechRdx-I(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Apoc-Dmg/Rchg(40)
Level 41: Water Spout -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
Level 44: Shark Skin -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
Level 47: Summon Coralax -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 49: Super Speed -- Empty(A)
Level 50: Spiritual Core Paragon
Level 0: The Atlas Medallion
Level 0: Portal Jockey
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(25), EndMod-I(25)
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 141.25% Enhancement(RechargeTime)
  • 69% Enhancement(Accuracy)
  • 41.97 HP (4.126%) HitPoints
  • MezResist(Confused) 15%
  • MezResist(Held) 15%
  • MezResist(Immobilize) 19.95%
  • MezResist(Sleep) 17.2%
  • MezResist(Stun) 15%
  • MezResist(Terrorized) 15%
  • 27% (0.451 End/sec) Recovery
  • 12.92% Resistance(Fire)
  • 12.92% Resistance(Cold)
  • 2% XPDebtProtection



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Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
Are you talking about using a single target attack in a surgical capacity? If you need to deal with a single threat in a group this is precisely what your single target mezzs are for. Outside of mezzing a single target in a group, no controller can immediately put down (as in one shot kill) a hard target (yet) with a single target attack anyway. I think its a moot point.

Does it matter if a hard target is amongst a large group or stand alone? Even if I have three or four in a group it doesn't matter. Why? The strong AoE at your disposal allows you to dispatch the minions fairly quickly. Even if the group is scattered it takes little effort to round up stragglers into a tight group to maximize the small AoEs Tornado and LS provide. By isolating the action this allows any pets to focus their damage vice chasing mobs around. Once again I think its a moot point.

I just disagree with the logic behind your argument.
My original statement was that Plant has good AoE damage, but is not very strong on single target damage. You indicated that Tornado provided single target damage, and my response was that Tornado only works as single target damage if you only have one target . . . otherwise it skips around from target to target.

You are assuming that you CAN gather up foes into a tight group, which is not true with every type of foe. Some like to stay spread out and shoot from range. And sometimes foes are spread around too far to reach with your AoEs. These are foes who are better handled with Single target damage than AoEs, especially if you need to keep your AoE handy for the next ambush. Yes, the single target hold works, but only for one at a time, and it takes a few seconds to recharge.

I'm not talking about one-shot kills, so much as being able to keep one foe over there held while you work on another one out of range of the AoE . . . you may have to take some damage or hope that his mez misses or find some other way to limit his attacks (Air superiority is great for this). If you have to stack your single target hold on a boss, you may want some other way to take out this lieutenant shooting at you outside of the main group. Some controllers have a way to handle this (Mind, Illusion, Gravity all have good single target damage).


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 Crim_the_Cold View Post
I'd like to get into the build discussion. Here's a build I'm working on. It is a little expensive but I've got a SS/Fire/Mu brute that I farm with and I'm about to tear apart a pvp blaster with around 24 pvp ios and 10 level 53 HOs so I think I can afford it. This build is capable of having 2 tornados, 1 waterspout, 2 carrion creeper patches, and 3 lightning storms out all at once.
*thieves build; grins stupidly at newfound treasure*

Thank you! I've been looking for this exact combination.


Talen_Lee: Taking absorb pain is like branding 'H' on your forehead. Which stands for 'Failure'

Scarf_Girl: ever since I six slotted my Rp with cyber/emo Hami-O enhancements they haven't been able to touch me

 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
This build is capable of having 2 tornados, 1 waterspout, 2 carrion creeper patches, and 3 lightning storms out all at once.
Great build! One minor correction -- your existing creeper patch will be replaced if you use the power again before the old one expires, so you can't have two out at once.

Here's my current Plant/Storm build for comparison. No waterspout and slightly less global recharge, but it has capped S/L defense:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Fumina Hara: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
Level 4: Roots -- Posi-Dam%(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), TotHntr-Dam%(36)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(21)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(29), DefBuff-I(37)
Level 12: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(40)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(23), RechRdx-I(23), Posi-Dam%(25), ImpSwft-Dam%(27), LdyGrey-%Dam(27)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), DefBuff-I(50)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(40)
Level 26: Super Jump -- Zephyr-ResKB(A)
Level 28: Carrion Creepers -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(31), Posi-Dmg/Rchg(31), ExStrk-Dam%(34), TotHntr-Dam%(36), ImpSwft-Dam%(42)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-Dmg/EndRdx(42)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), FrcFbk-Rechg%(48)
Level 44: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(45), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(46), Hectmb-Dmg/EndRdx(50)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), DefBuff-I(48)
Level 49: Assault -- EndRdx-I(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 12: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)


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
Click this DataLink to open the build!
Heads up. Link is broken Mezzo.


 

Posted

Thanks for the heads up. Fixed the link.


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

Thanks for the correction about the creeper patch. I mostly team with my SG and Coalition so on teams I rarely need defense. When I do I flash Hurricane and then focus on whatever was hurting me. This ends badly for anything but AVs. Solo I herdicane all the time so I almost never need defense. The combination of to-hit debuff and resistance from shark skin in my opinion makes a great layered defense.

Also I feel this needs to be brought up. If you want to/like to use snow storm, thats great. Its a good debuff and it helps mitigate a lot of damage, but please dont pick a bright eye-blinding color for it. The melee toons on your team will appreciate it if they have ever teamed with a stormy that picked bright white for their snow storm.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno