Plant/Rad Splattroller


Cylert

 

Posted

Here is what I am thinking of respecing into. Perma AM, Hasten, and Creepers. My main concerns is I feel that I could do a better with the slotting, just not sure what. Specifically that the 5th slots in fireball and health could be put to better use.

I know it has 0 defense and not even fire shield. I'm not overly worried about that as with my playstyle on this toon is blasteresque and either I'm going to confuse and kill or be killed. That said, I'm open to any and all suggestions for improvement.

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: Radiation Emission
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Entangle -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(33)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 2: Radiation Infection -- Achilles-ResDeb%(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-ToHitDeb(43)
Level 4: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(23)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc/Rchg(15)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Acc/Conf/Rchg(19), RechRdx(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 12: Super Speed -- Zephyr-ResKB(A)
Level 14: Enervating Field -- EndRdx-I(A)
Level 16: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(27)
Level 18: Assault -- EndRdx-I(A)
Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(25), TmpRdns-EndRdx/Rchg/Slow(29), TmpRdns-Rng/Slow(31), TmpRdns-Dmg/Slow(46)
Level 22: Recall Friend -- RechRdx-I(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
Level 28: Vines -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Rchg/Hold(36), BasGaze-Acc/Rchg(36)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(50)
Level 32: Fly Trap -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Dmg/Rchg(37), C'Arms-+Def(Pets)(37), C'Arms-EndRdx/Dmg/Rchg(39)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 38: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), RechRdx-I(43)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45)
Level 47: Rise of the Phoenix -- P'Shift-EndMod/Rchg(A), Numna-Heal/Rchg(48)
Level 49: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(50)
------------
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 -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34), Numna-Heal(36), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34)



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There are better people in worse shape....

 

Posted

I have a few suggestions for this build . . . take what you want from them.

Strangler at level 16?? That's the first power I choose, as it does the same base damage (actually slightly more) as Entangle and holds rather than just immobilizes. I suggest 4 Baz Gaze, with an Acc/Dam Hami-O and a common Damage in the last two slots. Entangle is OK for single target damage, but it is a much lower priority.

Rad Inf.: If you can afford it, 3 Enzyme HOs (ToHitDebuff/DefDebuff/EndRdx) is really nice slotting here, as long as you can make up the 5% recharge somewhere else. I find that in higher levels on teams, I use RI less and less because the cast time is so long. I mostly use it on foes who will last a while -- AVs and EBs and tougher foes. Otherwise, the foe is dead before it finishes casting. If your experience is the same, then you may want to use that slot for the Achilles Heel proc somewhere else.

Roots: This is your big source of damage . . . put that 6th slot in it for the Chance for Energy Damage proc! Even better: Replace the Dam/Range with the damage proc and then add another damage proc or if you can get it, the Grav Anchor Chance for Hold proc is great.

AM: You have 5 slots in Tactics to get 5% Recharge, and 5 slots in Ling Rad to get 3.75% Recharge, but by adding two more slots to finish out the Efficacy Adapter set, you get a damage buff and a 5% Recharge buff. I think it would be a better use of slots than those other two powers.

Seeds: That 6th slot with Recharge in it is only getting you .4 seconds faster Recharge. Not worth it to me.

Super Speed: If you can get a different place for your -Knockback, you can slot this with a Celerity Stealth for full invisibility. That lets you get in position for the best throw of Seeds without being seen. My plant controllers have become much easier to play once I have full invisibility.

Enervating Field: I like 2 EndRdx. EF uses a ton of endurance, and this is the one I use on every group -- Resist Debuff is always good and it casts quickly so even if the foe is defeated, it is still effective.

Leadership: I'm not a big fan of Leadership on most controllers -- I would rather have situational powers. But if you like it, OK. It's more personal preference, but you need to add plenty of Recovery to make up for the drain by the toggles.

Ling Rad: I think you have overslotted this. With enough Recharge and a few Accuracy Bonuses, you can easily get by with a single Accuracy in this power. The bonuses for the Slow sets are pretty weak, and the Slow only affects run speed, not -Recharge or -Regen. Since you already have them immobilized with Roots, that RunSpeed debuff is not very useful.

Creepers: There is a lot of debate on how to slot Creepers since it works through psuedopets. I think the best is 2 Acc/Dam Hami-Os, 2 common Recharge, then the Posi-Blast proc and the Impeded Swiftness proc. I think that nets more overall damage, more Recharge and more Accuracy than you have. And that way you can slot up Fire Blast for that 6.25% Recharge bonus.

Vines: This power has a 20% Accuracy penalty, so your accuracy is too low. Replace the Triple with the Acc/Hold, and then add a 5th slot with an Acc/Hold/Rech from any cheap set.

I would take Spirit Tree and EM Pulse over any of the leadership powers you have. EM Pulse is an awesome panic-button hold with a HUGE diameter. Spirit Tree is nice to have for longer battles like AV fights. Then you could add Combat Jumping -- it provides Immob protection for almost no endurance, plus it is a great place for a Karma -Knockback (much cheaper than the Zephyr) and/or a Luck of the Gambler Recharge. I would take CJ over Vengence any day, unless I was on a team designed to leverage off of suicidal teammates. Fallout is another very, very, very situational power that I would skip. You have a total of 4 powers dedicated to people dying . . . 3 for others and 1 for yourself. That seems like a lot to me.

Health: Slot the Miracle proc and the Miracle Heal, then the Numina Proc and Numina Heal. Then you can add a 4th slot to Stamina, because it is underslotted right now.

Rise of the Phoenix: It is nice to have a self rez, but you really shouldn't need it. Just a Recharge in the default slot should do enough.


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

Thanks for the feedback, lots of great things I overlooked, namely Hamis. I always forget about those for some reason. Anyway, took your advice and implemented most of it.

I team with a regular group of people and none of us are bothered with debt, so that is why all the powers with people dying. And I love fallout. love it. Anyway, here is the updated version. Any additional tweaks and feedback welcome.

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: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(43)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 2: Radiation Infection -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitDeb(40)
Level 4: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), GravAnch-Immob/EndRdx(23), Posi-Dam%(50)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc/Rchg(15), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(48)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Acc/Conf/Rchg(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 12: Super Speed -- Clrty-Stlth(A)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 16: Entangle -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(50)
Level 18: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(31)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(29)
Level 22: Recall Friend -- RechRdx-I(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(31), RechRdx-I(31), RechRdx-I(33), Posi-Dam%(33)
Level 28: Vines -- BasGaze-EndRdx/Rchg/Hold(A), G'Wdw-Acc/Hold/Rchg(29), BasGaze-Acc/Hold(33), BasGaze-Rchg/Hold(36), BasGaze-Acc/Rchg(36)
Level 30: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(46)
Level 32: Fly Trap -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Dmg/Rchg(37), C'Arms-+Def(Pets)(37), C'Arms-EndRdx/Dmg/Rchg(39)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 38: EM Pulse -- RechRdx-I(A)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42)
Level 44: Fire Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(50)
------------
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 -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34), Numna-Heal(36), Numna-Heal/EndRdx(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), EndMod-I(46)



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There are better people in worse shape....

 

Posted

If you team with a regular group, one of whom tends to be a bit reckless, then yes, I can see why you want to keep Fallout. I have it on a few characters just because it is fun to use . . . but I don't get to use ti very often.

I looked at your revised build, and you missed a few of my suggestions. I have made a few very small changes to your build (and fixed one or two things that I missed before) and made this build. This is not the way I did mine, but I kept everything you wanted and just made a few little slotting changes. I forgot to mention before that you can put that Zephyr into Recall Friend, thereby saving a slot to get an extra slot into EM Pulse. I also wanted to put a Posi-Blast proc into Fireball to add some damage, so I changed your slotting for Fallout. No need for the Posi Blast set in Fallout since you have already run into the "Rule of 5" on the 6.25% Recharge.

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: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(9), HO:Nucle(43)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 2: Radiation Infection -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitDeb(40)
Level 4: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), GravAnch-Hold%(23), Posi-Dam%(50)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc/Rchg(15), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(48)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Acc/Conf/Rchg(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 12: Super Speed -- Clrty-Stlth(A)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 16: Entangle -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(50)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(29)
Level 22: Recall Friend -- Zephyr-ResKB(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(31), RechRdx-I(31), RechRdx-I(33), Posi-Dam%(33)
Level 28: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), G'Wdw-Acc/Hold/Rchg(29), BasGaze-Acc/Hold(33), BasGaze-Rchg/Hold(36), BasGaze-Acc/Rchg(36)
Level 30: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(46)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 35: Fallout -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(40), Det'tn-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(48)
Level 38: EM Pulse -- EoCur-Acc/Rchg(A), G'Wdw-Acc/Rchg(48)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(46)
Level 44: Fire Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34), Numna-Heal(36), Mrcl-Heal(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34)

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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

Thanks, that looks really good. Did you build yours as a splattroller as well, or more traditional? Would you mind posting your build if it is handy so I can compare?


There are better people in worse shape....

 

Posted

Quote:
Originally Posted by Cylert View Post
Thanks, that looks really good. Did you build yours as a splattroller as well, or more traditional? Would you mind posting your build if it is handy so I can compare?
My current build? Well, he has been temporarily retired . . . moved to a server where I don't go very often. I'm up to about 33 level 50 characters, and some of them have to move to lesser visited servers to have room for new characters. I have a Plant/Kin on my main server and so many other controllers that I can't keep them all on my main server. I'm also working on a Plant/Storm. I did a respec a while ago to try adding Choking Cloud, but I haven't slotted it up fully yet. I'm very familiar with Choking Cloud from my 2 Fire/Rads and my Elec/Rad, but decided to try it out on my Plant/Rad just to see -- if I ever get around to playing him.

Too bad, as I like my underlying concept for the character . . . he's the son of "flower children" from the 60's who got into cultivating he favorite "weed" in the swamps behind his home. However, Crey flooded the swamps with nuclear waste, mutating him when he smoked his crop. Since he is a controller, his name is "Pot Holder."

My playstyle is usually Control First, then throw out some damage. I tend to be willing to run rather than faceplant. I'm more team-oriented, but like to be able to solo at times. I generally don't build my Controllers for Defense, although I may change that on a few.


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