Does It Get Any Better? Plant/Storm


DuceyKins

 

Posted

Have spent some time working on this build and I am wondering if I have missed anything important or maybe there is a cool trick that I have not put into the build. Basically I walked into the room decided on the idea my Plant/Storm should have as much +rech as possible while doing my best to have some s/l defense. On top of that I also wanted to keep it somewhere in the 2.5 bil range. Let me know if I missed anything, tell me how horrible it is (I know some of you are really good at that), I need as much feedback as possible. Plenty of time too as since I have to start working on making some money to afford all the stuff I will need. Thanks in advance

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Posted

Build looks pretty good except for:

  • Stealth is a waste. I imagine you took it for the bonus.
  • No Hurricane? Optional but worth picking up.
  • No Seismic Smash? I only ask because its one of the reasons people go for Stone Mastery
YMMV


 

Posted

Don't have much experience with plant or storm, so I can't really comment on that. But a couple other things....

-If you just want Super Speed for the stealth, you might be better off getting a stealth IO for sprint instead. If you want SS anyway, there's no need to slot it for endurance reduction unless you'll be leaving it on while in combat, which isn't really a good idea anyway.

-Some people consider the Winter's Gift IO fairly marginal unless you have another source of slow resistance to stack it with.

-If I understand things correctly, only some of those procs in Carrion Creepers will apply to each attack they make. So those might not be as helpful as that astonishingly long series of numbers makes it appear.

-The third slot in Hasten gives fairly marginal benefit. In some cases I'd say it's worth it, but here I'm not sure.

-Seismic Smash *is* nice to have. Even slotted for damage, it's still pretty useful to have another quick hold. (It's the only thing I'll be regretting losing when I switch one of my controllers from Stone to Mace, really.)


 

Posted

Quote:
Originally Posted by Morganite View Post
Don't have much experience with plant or storm, so I can't really comment on that. But a couple other things....

-If you just want Super Speed for the stealth, you might be better off getting a stealth IO for sprint instead. If you want SS anyway, there's no need to slot it for endurance reduction unless you'll be leaving it on while in combat, which isn't really a good idea anyway.
Actually, I leave Super Speed on during combat frequently unless the battle is going to be a long one. Even with suppression, SS provides great battlefield maneuverability to do things like lead pets into the fight or get in just the right position for best use of Seeds. I usually get by with a single EndRdx, though, and turn it off if a battle is expected to last any length of time. I also like to use Super Speed with Hurricane for "herdicaning."

Having Super Speed makes Stealth a worthless pick other than as an IO mule, but Hover would do the same thing and provide some potential utility.

Quote:
-Some people consider the Winter's Gift IO fairly marginal unless you have another source of slow resistance to stack it with.

-If I understand things correctly, only some of those procs in Carrion Creepers will apply to each attack they make. So those might not be as helpful as that astonishingly long series of numbers makes it appear.
The Targetted AoE damage procs and the Impeaded Swiftness proc (slow) will work all the time. The knockback and Immob procs will work only part of the time -- only when the Creepers pseudopet is using the Immob and Knockdown parts of its powers.

Quote:
-The third slot in Hasten gives fairly marginal benefit. In some cases I'd say it's worth it, but here I'm not sure.

-Seismic Smash *is* nice to have. Even slotted for damage, it's still pretty useful to have another quick hold. (It's the only thing I'll be regretting losing when I switch one of my controllers from Stone to Mace, really.)
The third slot in Hasten means that it recharges 5 seconds faster. That's enough of a difference to make it worth while to me.

If you are going with the Earth APP, Seismic Smash is one of the absolute best powers. Not only does it do great damage and applies a hold that can stack with your other holds, but it is also a good place for a Kinetic Combat set for more S/L Defense.

One big problem I see with this build is the lack of damage in Roots. I understand that the Enfeebled Op set was chosen for its Defense, but one of the strengths of Plant control is the damage that comes from Roots. Not slotting Roots for Damage is a big loss. Consider slotting Roots with 5 of the Posi-blast set, and then replacing Hurl Boulder with Seismic slotted with 4 Kinetic Combat and an Acc/Dam Hami-O in the 5th slot.

I made a few changes to your build to add damage to Roots and Strangler, swap out Hurl Boulder for Seismic Smash, trade Hover for Stealth. The S/L Defense is still over the soft cap and the recharge is the same, but you will do a lot more damage with Roots and Strangler.

Personally, I would never skip Hurricane in any Storm build -- even at the cost of defense since it is both an offensive positioning power and a defensive Debuffing power. The ToHit debuff is substantial and provides a benefit to the entire team instead of only to you (like the fighting pool). But then, I generally don't build my controllers for Defense and never take the Fighting Pool on them. That's three powers devoted to a small amount of Defense.

Anyway, here is your build with a few of my suggested modifications:

Hero Plan by Mids' Hero Designer 1.942
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: Leaping
Power Pool: Flight
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), HO:Nucle(34), Dmg-I(34), BasGaze-Acc/Rchg(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
Level 4: Snow Storm -- ImpSwft-Dam%(A), EndRdx-I(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(13)
Level 12: Kick -- Empty(A)
Level 14: Super Speed -- EndRdx-I(A), EndRdx-I(15)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-%Dam(17), ShldBrk-%Dam(17), ImpSwft-Dam%(21), Posi-Dam%(31), JavVoll-Dam%(34)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(31)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dam%(27), JavVoll-Dam%(27), ImpSwft-Dam%(29), RechRdx-I(31)
Level 28: Super Jump -- Winter-ResSlow(A)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(37)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36)
Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(39), Decim-Dmg/Rchg(39), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), HO:Endo(46)
Level 47: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx(50)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(40), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(43)
------------
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)
  • 4.88% Defense(Melee)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 98.7% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 36% Enhancement(Accuracy)
  • 5% FlySpeed
  • 91.6 HP (9%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 10.5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 19.5% (0.33 End/sec) Recovery
  • 40% (1.7 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 4.41% Resistance(Fire)
  • 4.41% Resistance(Cold)
  • 5% RunSpeed


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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
Actually, I leave Super Speed on during combat frequently unless the battle is going to be a long one. Even with suppression, SS provides great battlefield maneuverability to do things like lead pets into the fight or get in just the right position for best use of Seeds. I usually get by with a single EndRdx, though, and turn it off if a battle is expected to last any length of time. I also like to use Super Speed with Hurricane for "herdicaning."
Guess it varies based on tactics. On my control-type characters I tend to open from outside of perception range and then move in, so the suppression slows me down at the very moment where I really want to move fast. (And the only one who uses SS has pretty high end consumption, and even with Transference if I forget to turn SS off it goes from "manageable" to "unmanageable".)

Quote:
Having Super Speed makes Stealth a worthless pick other than as an IO mule, but Hover would do the same thing and provide some potential utility.
So does Steamy Mist, I think? Don't know if a third stealth would be enough to hide from snipers, but it'd have to be from an IO I think. And snipers seem pretty rare anyway.


Quote:
The Targetted AoE damage procs and the Impeaded Swiftness proc (slow) will work all the time. The knockback and Immob procs will work only part of the time -- only when the Creepers pseudopet is using the Immob and Knockdown parts of its powers.
Interesting. It looked to me like more of the attacks were single-target, but I guess that'd be kind of nasty when the only damage sets it takes are the TAoE ones. Pet enhancement is just confusing sometimes... I'll have to try and remember this, since I've got a plant character that I'm considering picking up again.

Quote:
The third slot in Hasten means that it recharges 5 seconds faster. That's enough of a difference to make it worth while to me.
Like I said, I sometimes think it's worth it. That's mainly when the character really relies on something with a long recharge time though. Which... might be the case here, I don't know. My plant character and my /storm character are both still in their teens. *shrug*


 

Posted

I use invisibility on most of my controllers. The */Stormies all use Steamy Mist+Super Speed or a Stealth IO. */Cold uses Arctic Mist in the same way. The non-Illusion controllers mostly use Super Speed+Stealth IO. The advantages can be significant . . . I can lead pets into battle to take the aggro. I can get in the best position to maximize my initial control. On teams, I can get in position for my best powers, while I wait for the tank to take the initial aggro.

Plant relies heavily on Seeds of Confusion. Invisibility lets me get in just the right position to hit the largest number of foes. Then I can throw out Roots, use Freezing Rain and Creepers, and then back off to scoot around the edges to see where my remaining powers will be most effective -- a little bit of Hurricane can push foes around the edges into the AoE damage powers being used by the rest of the team while debuffing that foe's ToHit. I can get in just the right position for Lightning Storm to make good use of its knockback.

I seem to manage endurance OK with an EndRdx in Super Speed, the Numina and Miracle procs and the Cardiac Alpha. I still have a few endurance issues once in a while, but turning off Super Speed during longer fights seems to be enough to manage it all.


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