Plant/Storm
Quote:
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. |
Sorry for the necro, but this thread came up on one of my searches and wanted to comment on two things:
1. Creeper patch. Although I cannot say if more than one patch is out, I can definitely say that casting a patch again on a mob that is already is assaulted by vines will produce MORE vines. If anything, I suspect the 'patch' is replaced with a new patch. The vines are not. So, this likely results in more vines generated which is a good thing.
2. I've never seen interface procs in creepers. I suspect that those procs are broken for pseudo pets.
3. Targetted AOE procs and slow procs appear to be generated at the same frequency for creepers.
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
I fully understand that there are foes that resist KB but generally speaking they can still be pushed around for better positioning. Foes can also spawn spread out out as well. If "Herd"icaning doesn't work there are ways to use terrain and/or other powers that results in clustering as well. My point here is "Adapt and overcome".
We can also take an effects based approach and temporarily neutralize an enemy only to deal with them later vice killing them right away. Most Secondaries provide the debuffs to enable this kind of approach when mezzes arent an option.
In the end I am sure we can discuss, ad nauseum, specific scenarios in which a specific powerset's viability is seemingly invalidated. Savy players play to the strengths of their chosen powersets and not to their weaknesses. Personally I think /Storm is one of the powersets that rewards "out of the box" thinking. With various tools at its disposal, it offers greater versatility than its given generally given credit for. Unfortunately /Storm is also a less forgiving set making misuse of powers more noticeable and usually to detrimental effect.
The real synergy I think Plant/Storm has is that many of its powers have a persistent effect (e.g. toggle or pseudopet). This opens up time that the individual controller can attack or take other actions. Mind you this is not unique to Plant/Storm but it is apparent to those that play these two sets in combination. In essence this synergy grants more "actions per minute". In addition to available endurance this is typical the biggest constraint to any controller.