Plant/Storm right track or complete overhaul?
Someone else will have to come along and provide more feedback on the Plant aspects of this build, but here are some pointers on the storm aspect to think about:
Freezing Rain: Damage is the least important aspect of Freezing Rain to slot. Freezing Rain should be slotted first for recharge (so that it is up more often), damage should be the last thing you slot. If you're going to slot FR that heavily with procs, then accuracy can be important to ensure that it can hit, but more recharge in that power is a must. A pure recharge IO in place of your acc/dam/end will take 3 seconds off the recharge time, definitely worth it in my book.
Thunderclap:
I would check to see if this proc actually fires. When I last checked, back in March, this proc would only fire in PvP, so I suspect you won't find it particularly useful there.
Tornado:
This is another power, where if you are intending to use it a lot, you will get more benefit out of additional recharge. Also, at the damage level you are currently at, slotting Tornado for more damage may actually be better than slotting with a proc (you lose the potential for burst damage from the proc, but total damage is greater, and damage will be more consistent. See my guide for the full details on that tradeoff)
Seismic Smash: If you are going for the soft cap in Smashing Lethal, then this really ought to be 4 Kinetic Combats. The addition of some recharge in Seismic Smash will be nice, and I predict you won't much notice the drop in accuracy if you can keep Freezing Rain up.
And personally, I love Hurricane and would find a way to fit it in, but obviously avoid it if it doesn't work with your playstyle.
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
Draggyn's advice is spot on (as usual).
I usually go for Recharge on my controllers. On a Plant/Storm, I find that I want Seeds of Confusion up as fast as I can get it. Also, I want Roots to recharge so I can do more AoE Damage. And I want Creepers back as soon as possible. With lots of Control, you really don't need Defense -- controlled foes don't shoot at you.
A couple of other points: As a general rule, damage powers should be slotted for damage before procs until they reach or get near ED cap on Damage. Thus, Roots should be slotted as a damage power -- it is your main source of AoE Damage. A set of Posi Blast with additional Recharge or EndRdx or whatever you want is a good choice.
Creepers is an odd power and there has been a lot of debate on how to slot it. I think the most popular choice is 2 Acc/Dam Hami-Os, 2 Recharge, the Posi-blast proc and the Impeaded Swiftness Proc. The problem is that it does so many things through its pseudo-pets, and some types of IO sets may not work all the time. However, those two procs and the Hami-Os seem to work all the time.
Gale needs an Accuracy in the default slot unless you are never, ever going to use it. It has a accuracy penalty. It actually can be situationally useful as a "get out of my face" power or as a "y'all bunch up in that corner over there" power -- although Hurricane does it much better.
Vines needs more accuracy. I would try to find a 5th slot for an extra Acc/Hold/Rech. The Baz Gaze set is a little short on overall enhancement.
Strangler: If you can find two more slots in addition to the 4 Baz Gaze, I would suggest add those slots to Strangler with an Acc/Dam Hami-O and a common Damage IO. Damage in Strangler really adds up, especially when you apply it a second time and get Containment.
Personally, I would never skip Hurricane. It is the best defensive power in */Storm, and has a lot of situational uses for positioning and debuffing. Plus, the ToHit Debuff acts as Defense in many ways . . . so you don't have to slot for Defense. None of my Stormies have the Fighting Pool.
On the other hand, I find Thunderclap to be skippable unless I have another Stun power to stack. I have it on my Earth/Storm, Fire/Storm and Grav/Storm, but not my Plant/Storm or Ill/Storm or Ice/Storm.
Super Speed: The best reason to have this is for invisibility and maneuverability. I use Super Speed as my only travel power on almost all of my Stormies because it combines with Steamy for full invis -- but a Stealth IO will do the same thing. The second Zephyr really does almost no good here because almost all of the knockback in the game is either less than 4 mag or more than 8. So you need either 1 or 3 -knockback IOs. One is enough for most of the time. So I would trade that out for an EndRdx (and drop Super Jump -- just use a Raptor Pack anytime you need to get over vertical things).
The Resist proc in Fly Trap isn't very effective unless you have a lot of other Resistance to stack. If your secondary was Sonic or Therm, I'd say go for it. If your pet is Rocky or Singy, that proc is great. Twoey (Fly Trap's nickname comes from the plant in "Little Shop or Horrors") does decent damage, but does not have significant Resists. Instead, I just know that I'll have to recast Twoey fairly often.
Tornado is a good place for an Expediant Reinforcement set for more Recharge. Personally, I like Tornado but only use it situationally -- even with Roots, Tornado will throw foes missed by Roots all over the place, and then run around looking for more foes to annoy. It is a great power in some situations, like against hard-to-hit foes or against AVs, but I don't rely upon it for every group.
Lightning Storm is a good place for a Decimation set. More Recharge.
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
Ok, so what if I went a whole new route then? Instead of going for soft capped defense how about perma hasten, for more focused offense? Here's another build that I tried to make for perma hasten.
I have 1 to many sets for the 6.25% recharge bonus, in your opinion which set should be replaced and with what?
Also was planning on going with Spirtual Partial Tadial Revamp with this build, good idea or no?
Only thing I really focused on with this build was the recharge, all the other bonuses I've got just came with my main goal. Does this seem like a build that would work out well or no? Should I go back to my other build and just rework a bit of it or tweak this build some and go this route?
Thanks again for the help!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Rchg/Hold(9), Thundr-Acc/Dmg(11), Dmg-I(11)
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), RechRdx-I(7)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A)
Level 6: O2 Boost -- Heal-I(A)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(46), Mlais-Acc/Conf/Rchg(46), Mlais-EndRdx/Conf(46), Mlais-Dam%(50)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15)
Level 12: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(13)
Level 14: Snow Storm -- EndRdx-I(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(17), Posi-Acc/Dmg(17), AirB'st-Acc/Dmg(23), RechRdx-I(23), RechRdx-I(25)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21), G'Wdw-Acc/Hold/Rchg(21)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(50)
Level 22: Spirit Tree -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(25), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), Posi-Acc/Dmg(27), AirB'st-Acc/Dmg(29), ImpSwft-Dam%(29), Posi-Dam%(31)
Level 28: Aid Other -- Heal-I(A)
Level 30: Aid Self -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(33), Dct'dW-Rchg(33), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(34), IntRdx-I(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37), RechRdx-I(40)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(43)
Level 44: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx(45), S'fstPrt-ResKB(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Super Speed -- Zephyr-ResKB(A)
Level 50: Spiritual Partial Radial Revamp
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Here are a few of my quick thoughts:
Strangler: If you can afford it, replace the Thunderstrike with an Acc/Dam Hami-O.
Seeds of Confusion: If you can afford it, replace the Malaise set (which is good otherwise) with the Coercive Persuasion purple set, including the Contagious Confusion proc.
Hover: I would move Super Speed here -- I find with Plant controllers that invisibility is very, very useful to get in just the right position for the best use of Seeds.
On having three knockback IOs: It is good that you got three instead of two . . . and a lot of people hate knockback so much that they are willing to spend those three slots. To me, one is enough and those other two slots could be put somewhere else. But that is a personal choice. One handles somewhere between 90-95% of the knockback in the game. Three will get you up to 95-97%. I'm not sure that those extra few are worth the extra slots.
Freezing Rain: Start with 2 Recharge. Add the Achilles Heel Proc first. Then add other damage procs and maybe an Acc/Rech (unless you have good accuracy bonuses) from some set for as many slots as you can. If I can spare 6 slots, I like 2 Rech, Achilles Heel proc, Posi Blast proc, Lady Grey proc, Impeded Swiftness proc. Slotting Damage in this power is a waste. Each of those "-1" you see is actually only .3. The damage is so minimal it is not worth slotting.
Hurricane: 4 slots for Dark Watcher, with as much Endrdx as you can. I would rather have 4 slots here than 5 in Aid Self. You get the same 5% Recharge in fewer slots and you buff your defensive power. Note: Hurricane takes some getting used to if you want to use it well. You need to learn how to use the outer edges of the power that will apply the large ToHit Debuff without the Repel. You need to learn how to "herdicane" by learning how to position yourself to move foes where you want to move them. Badly used hurricane is horrible for a team, but a well-used hurricane is wonderful. It should be used sparingly, only in the right situation. I have a bind allowing me to use an easy-to-use button on my mouse to turn it on and off quickly.
Most of my Stormies don't have the medicine pool, so I usually go with the Ice or Earth APP to get a self-heal. Besides, if you have Spirit Tree, I wouldn't take the Medicine Pool. Or if you want the Medicine Pool, drop Spirit Tree.
Creepers: If you can afford it, the Acc/Dam Hami-Os are better than the Posi or Air Burst. If you don't have the funds, try running some Statesman's TFs or Hami-Raids.
Fly Trap: Without some other resistance to stack, I think more damage would be more beneficial than the +Resistance 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
This build is a little bit odd as a high recharge build, so I assume that a secondary unmentioned consideration was cost. In general, a high recharge build entails fitting in as many purple sets as possible (10% recharge bonuses that you don't lose when you exemp), where as you dropped down on the normal of purple sets from your defense build. I will assume this is a cost consideration rather than an oversight in this case.
Granted, at this level of recharge, additional recharge doesn't make a huge difference, but upping the recharge can let you go with another option than Spiritual, since almost all Storm Builds are going to be endurance intensive (especially with high levels of recharge, Freezing Rain, Tornado, and Lightning Storm are not cheap).
Freezing Rain: As local said, damage is not useful in Freezing Rain. You will deal substantially more damage slotting procs than you will slotting for damage. If there are no procs in Freezing Rain, then accuracy is irrelevant, as the number of procs increases, accuracy becomes more important so those procs will hit on the first tic before enemies have been debuffed by Freezing Rain. You would be better of exchanging your two acc/dam IOs for a pure accuracy and a damage proc.
Hurricane: I agree with Local in putting 4 slots here. You can easily take slots from one of the numerous powers you have an extra bonusless slot in.
In terms of which set to swap out, the easy answer is turn one of those 6.25% bonuses into a 10% bonus with a purple set. Other places to consider are in Tornado, since the power is auto-hit and therefore doesn't benefit from any of the accuracy bonuses and thus can be slotted more optimally.
If you're looking to spend more money, Hami-O Ribosomes in Mind Over Body would be superior to your current slotting as well
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
Third attempt, and I think it's getting better! (or atleast I hope it is)
The reasoning behind the powers that I choose to put the purples in is simply because I know I've got most of those (some sets I have all of them) in storage. As far as the HO's, well I've got a a decent amount of them aswell, haven't checked to see which ones for sure but I'm guessing with my luck it'll be all the ones I don't need.
This is what I've gotten so far, but afterwards another thought I had was maybe get rid of medicine pool completly, pick up manuevers as a mule for my lat LotG +rech. put another slot in strangler for dmg. as suggested and then I'll have 3 more slots to place else where.
Any thoughts on that idea? If it seems like a good idea what other power should I get, and where should I place the left over 3 slots?
Almost forgot, if this is the build I should go with, then what alpha and other incarnate powers should I choose. Atm I plan on getting all of them to atleast T3.
Thanks yet again!!!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), HO:Nucle(42)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), RechRdx-I(34)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
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), CoPers-Conf%(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(11)
Level 12: Aid Other -- Heal-I(A)
Level 14: Aid Self -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(43), Dct'dW-Rchg(43), Dct'dW-Heal/EndRdx(45), Dct'dW-EndRdx/Rchg(46)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Achilles-ResDeb%(17), Posi-Dam%(19), ImpSwft-Dam%(19), LdyGrey-%Dam(25)
Level 18: Vines -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(43), UbrkCons-Dam%(50)
Level 20: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), HO:Nucle(27), HO:Nucle(31), Posi-Dam%(31), ImpSwft-Dam%(33)
Level 28: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29)
Level 30: Thunder Clap -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36), Amaze-ToHitDeb%(37)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), RechRdx-I(34)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Rchg(39), S'bndAl-Dmg/Rchg(39)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(46), RechRdx-I(46), RechRdx-I(50)
Level 44: Mind Over Body -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Super Jump -- Zephyr-ResKB(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Trying to come up with a build for level 50 play. I'll probably use him for a little bit of everything if he's going to be capable. Close to softcapped on S/L, and close to perma hasten, have capped HP. Thinking of going with the new alpha in hopes that it'll get me to soft cap S/L and perma hasten. Any thoughts and suggestions on what I've gotten so far?
(Hope what I've said makes sense, it's late here and I am trying to get a quick post up without falling asleep) Thanks for any and all advice!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/Rchg(5), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 1: Gale -- Empty(A)
Level 2: Roots -- Posi-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg/EndRdx(3), Enf'dOp-Acc/EndRdx(3), Det'tn-Dmg/EndRdx(7), Posi-Dam%(7), TotHntr-Dam%(9)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A)
Level 6: Boxing -- Empty(A)
Level 8: Seeds of Confusion -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(13), CoPers-Conf%(13), CoPers-Conf/Rchg(23)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), RedFtn-Def/EndRdx(11), RedFtn-Def/EndRdx/Rchg(43)
Level 12: Spirit Tree -- Heal-I(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(15), S'fstPrt-ResKB(15)
Level 16: Freezing Rain -- Det'tn-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(17), Posi-Dam%(17), ImpSwft-Dam%(19), ShldBrk-%Dam(19), Achilles-ResDeb%(23)
Level 18: Vines -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), RedFtn-Def/EndRdx(21), RedFtn-Def/EndRdx/Rchg(40)
Level 22: Super Jump -- Zephyr-ResKB(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), RechRdx-I(27), ExStrk-Dam%(27), ImpSwft-Dam%(31), TotHntr-Dam%(33), Posi-Dam%(33)
Level 28: Thunder Clap -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(29), Amaze-Stun/Rchg(31), Amaze-ToHitDeb%(31)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx(A), SvgnRt-Dmg/EndRdx(36), EdctM'r-Dmg/EndRdx(36), ExStrk-Dam%(36), ShldBrk-%Dam(37), Achilles-ResDeb%(37)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/Rchg(39), Thundr-Dmg/EndRdx/Rchg(39), Apoc-Dam%(39), Dev'n-Hold%(40), ExStrk-Dam%(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- Mako-Acc/Dmg(A), F'dSmite-Acc/Dmg(45), C'ngImp-Acc/Dmg(46), T'Death-Acc/Dmg(48)
Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(48), RgnTis-Heal/Rchg(48)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), RedFtn-Def/EndRdx(50), RedFtn-Def/EndRdx/Rchg(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run